botanist
Members-
Posts
613 -
Joined
-
Last visited
Everything posted by botanist
-
Then DDC is probably screwed up?
-
Then you have to start a gamemode. Try typing 'start play' in the serverconsole.
-
NikDelgad: doesn't matter. It's the resources structure that has been changed. Samer & Luszeq: download the latest 1.1 resources, and place these files in your MTA Server directory > mods > deathmatch > resources. Remember to unpack that .zip file you downloaded ofcourse. I pretty lol'd that you re-installed your OS to fix this problem /facepalm
-
Timer the rest of your script. I'm not sure for this one, but some functions have a little little delay and causes upcoming functions to not work properly. So set the dimension to 0, create a once running timer and let the timer execute your upcoming stuff. function deathHandler( ) local zufalldeath = math.random(1, 4) local zufallskin = math.random(7, 288) setElementDimension ( source, 0 ) -- that was my test for get the dimension back to 0 but nothing setTimer ( function ( ) fadeCamera ( source, true, 5 ) setCameraMatrix ( source, -2148.55859375, 2326.0148925781, 25.234376907349, -2225.376953125, 2325.0148925781, 23.234376907349, 0, 0 ) -- The rest (...) goes here then end, 50, 0 ) -- just a mini delay, you shouldn't even notice this. Note that 50 ms is the minimum to pass. end addEventHandler("onPlayerWasted", getRootElement(), deathHandler)
-
That bug has just been fixed in r3089
-
MTA:SA 1.1 Released: Harder, Better, Stronger, Faster
botanist replied to darkdreamingdan's topic in News
Liar! That'd mean you crash every 30 seconds D: -
Known bug, idk why that hasn't been fixed yet. Iirc, it's planned for 1.1.1. Also: Now THAT's indeed a custom theme that's worth something. Good job I'd suggest to do the scrollbar a little bit less red though, it's very bright imo compared to the rest.
-
That guiAddTheme idea was suggested before. But iirc, this wasn't possible because of how CEGUI works. Other than that; changing the gui skins was already possible before 1.1. The difference noe is that you can choose your template as you van hold multiple templates in your MTA installation. I've never any special new skins so far, they basically were useless and ugly color changes. So a subforum will be pretty empty unless people understand that you can do more than just color changed.
-
MTA:SA 1.1 Released: Harder, Better, Stronger, Faster
botanist replied to darkdreamingdan's topic in News
Scripts ARE compatible. If not, there are some bugs left to fix. Recently the account functions broke because of some other change. This got fixed too and such bugs might be present as we cant test all hundreds of functions in a few beta tests. If anyone experiences problems with scripts that worked in 1.0.5, please post them here or at the bugtracker. This will make your problems fixed as soon as possible. If you just say you have problems but no explanation, no-one will fix it as the developers won't know what your problem is. -
MTA:SA 1.1 Released: Harder, Better, Stronger, Faster
botanist replied to darkdreamingdan's topic in News
334 players in CIT? Did I just READ porn? F*cking epic. Now what's with all those fps issues? Maybe there should be some client option to determine if he wants to enable shaders or not to save him some fps. -
Install the newest resources. The folder strucure has been heavily changed.
-
Install the latest resources. The resources structure has been heavily changed.
-
When you use the current save function, it already saves only for you. Other players cannot acces that. I'm planning to make the upload feature sharing your handling with other players, but this hasn't been added yet.
-
Just the vehicle you're currently in. If you change some handling and then let someone else drive that vehicle, he will notice the changes as the handling affected the vehicle. It's not playerbased.
-
Just installed 1.1? did you really use 1.0.5 for this? Myface would be like this if you did. -__________-"
-
fix zeh mta are you also sure youre not editting a dune or monster?
-
Qais, collision is not affected by setObjectScale.
-
Get the latest resources and 1.1. I've been busy with the editor yesterday, and it worked.
-
Wait, it doesn't work properly because of San Andreas' engine? I thought someone else said it was because of MTA, so I'm bad informed. Well then a possible solution, if your new object scale is static (so always the same) you can try importing the DFF and COL into some 3D editor, pick a new scale (pick the same value as in setObjectScale) and resize the DFF and COL bothe and re-export them. Load them into MTA using the engine functions, and there you go, your scaled object is there WITH proper collision. Ofcourse, this way isn't possible if your object scale isn't static, and your resource will get a larger download size.
-
That's because the collision doesn't get bigger. That's an MTA bug, not known when to be fixed.
-
Actually, it was 100% at the time of the first beta. So don't rely too much on the bugtracker, theres more than that.
-
Why would we even keep support for 1.0.5? 1.1.0 is coming very soon.
-
The_GTA dropped support for 1.0.5. That might be the cause.
-
ik zoek mensen die willen helpen aan een mooie server
botanist replied to DENKHELDER's topic in Dutch / Nederlands
jij turk? Tuurlijk mag je vragen wat je wilt, wij beantwoorden daar ook wel op. Dan vragen wij wat je precies wil, want wij mogen ook vragen wat we willen. Dan is het enkel de vraag nog hoe jij daarop reageert. Iet wat aangebrand imo -
No, this is due some impossible flag settings which are unable to be set. Could make debugspam indeed. I'm currently changing some of the core, which should filter at least 80% of this error out. This may also happen on ABS and other unadded properties, when importing a handling line.
