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botanist

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Everything posted by botanist

  1. Why would you reinstall your OS? There are plenty of programs such as MBAM to remove malicious software. I've heard, so correct me if I'm wrong, that some malicious software can go very, very deep in computer making a reinstall of your OS useless. I never experienced this myself though Also, I know Bandoo. Never had this myself, and isn't really a dangerous piece of software afaik (it is malicous though as I've seen), but I've seen plenty of simular software that really harm your PC. Never thrust ANY add-on unless its certified by some bigger and well known group. Also, never give your pass and login to any of these add-ons, these are fake and simply hack your account. @ TC below: ups forget the H
  2. Did you download it as securicar.dff and txd? As modloader is checking for "securica". I might have made a flaw there. I used the same table to iterate vehicles as in hedit, so the model intefier might be different from the model files for the securicar. Didn't expect that. I'll fix this friday or saturday, in the meanwhile you can do one of the following: - Change your filenames from "securicar" to "securica" and change it back on the next version of modloader. - Or, lookup data.lua, search for "securica" and add the "r". Sorry for these flaws, but I can't simply test all 500 models that are supported to see which work and which don't.
  3. 400 dollar expensive? Well, thats obviously just the ecomony in Chile I'm buying a 750 euro costing PC which is around 900-1000 dollars, and I find that just tipping the expensive. And thats a very powerful pc. Hardware only is only 600 euro, got a big expensive case I actually like your maps a lot. True, those maps are all about speed and looping - but whats there more to do? Trackmania is a game fully based on this.. Also, I like your style. It's epicly detailed and nice. Too bad you have to know the map to succesfully complete it, It's definitely not something you will finish at the first time.
  4. Exactly, I feel like that too >_> Did you try vehicles already? I think there is actually a bug in ModLoader for weapons and peds then. Also, once again, do you get any debug messages from ModLoader? EDIT: Wait, crash you said? That sounds more like a MTA bug. Could you try other weapons, such as a M4 or any other gun?
  5. Did you actually place the DFF and TXD itself into the folder, and not that RAR file you downloaded? And are you sure your filenames are completely lowercase? Also, what does thr bebug say? And are you using MTA 1.1.1? Because weapons don't work on older versions iirc.
  6. New version! You can now delete saved stuff too, read the readme to see how. Don't have the time to update the topicpost now Also, added a rights check for restartResource and made meta.xml saving more stable. And, another new version lol, just added a resource name change notifier.
  7. how hard can it be lol Anyways, thanx I realised a delete option should be there too, so I will do this within a day as it might have a high priority. Also, I will do a resource name change enforcement as otherwise you will have to download the mods over and over again when visiting different servers using modloader.
  8. Tired of editing meta.xml, editing your script, and looking up whatever modelID? Not even mentioned handling changes? Here's the perfect solution! Never having to edit meta.xml, never being too lazy to add new mods, no problems with custom handing, and working vehicle collisions. That's exactly what this resource does for you. It works simple, it checks your folder to see if it contains any new mod, and if it does the script will automatically add it to the meta.xml and restart the resource. And it doesn't stay with that! It also loads any custom handling to your vehicle and even loads vehicle collisions successfully! Isn't that great? First of all, this resource needs access to the restartResource function in order to work properly! You can simply add is as admin to the ACL. I don't know what is the minimum level to restart a resource lol Also, it's highly reccomended to change the resource name! If two servers use this resource, and you play on both, you will have to download the resource everytime you join the other server. So, this is easier for players, and saves you bandwidth usage. If you don't change the name, you will get notified anyway How does it work? Well simple. Just get a mod from any website, for example gtainside.com. Make sure all the files you place are lowercase, and thus not UPPERCASE! If not, ModLoader won't catch your mods. Also, make sure the file-extenstion is lowercase too. To install a mod: Vehicles Place the DFF and TXD in the "vehicles" folder. Also, in the mod you downloaded you might have a readme.txt containing a custom handling line. To install that handling: Create a new file, with the same name as your DFF and TXD, and .hnd as extension. So, for example, if you're adding a new infernus, call this file "infernus.hnd". Now open this file with notepad or any other text editor, place the handling line in it, and save it. Done! Note that custom collisions are DISABLED by default! To enable them, open replacer_c.lua and change allowCollisions to true. The reason why it's disabled is due instability problems. Vehicles that need a custom collision, need to be replaced again when there's a vehicle of that model streamed in. So, what I'm doing is creating that vehicle and then replace it. 1 - 5 custom vehicles shouldn't give a big problem, but imagine what happens when you have replaced every single vehicle of the game. Yeah, that won't work.. I'm looking into a way to fix this though. Important note Since version 1.0.3, ModLoader takes a little more time to load collisions. It can load 10 collisions consecutive with an interval of 300 MS.This means, if you have all 212 vehicles replaced, it will take a minute to load them all but it's almost guaranteed you won't crash.You can load more vehicles consecutive by changing "maxVehicles" in replacer_c.lua, but I do not recommend this. The reason I made it like this is to replace vehicles more stable. I've been experiencing crashes when there are too many vehicles replaced at a single time. Skins and weapons Simply place the DFF and TXD in the "skins" or "weapons" folder, depending what you want to replace. Note that special skins can't be replaced! Also, I've included an option to delete mods since 1.0.1. It works simple with this command: mdel [moddir] [modname] So, if you want to delete the vehiclemod infernus for example, the command is "mdel vehicles infernus". This deletes the TXD, DFF and the optional HND file. Besides, if you want to CLEAR the complete mod directory use the command: mclear [moddir] So, if you want to clear all vehicle mods, use "mdel vehicles". And ofcourse, ingame you use a slash ( '/' ) in front of a command https://community.multitheftauto.com/index.php?p=resources&s=details&id=3016 Yes, all cool and stuff but there's coming more! For the next version I'm adding weapondata support. Yes, that's right! Cazomino05 is currently working on functions to change weapon data, so this will be included in the next version. Also, if MTA ever gets fileScanDir i'm going to do map-support. So, full new map mods that fully work! But, as there are litterally THOUSANDS of objects that can be replaced ( unlike the rest, peds+weapons+vehicles hardly reach 700 ) I really need a fileScanDir function to make that working.
  9. Actually, its just a sync problem. Indeed you see the player getting hit but not gettig damage. Reason: A banshee has two forms, a closed and open roof. Open roof makes shots hit the player from any open sight. Closed roof does not. Yes, you recorded an open roof. But what about the other player? He might have had a closed roof and thus causing your bullets to act different. So, this is not a bug or whatever: The car form doesn't get synced. Second, the driveby. I can't give a logical explaination for this, most likely MTA doesnt sync it's new position when performing an animation inside a car. It might not give any problems when performing that animation without being in a car.
  10. Imo, good point. Most users dont even change their resolution, let alone they know about keybinds. On the other hand, Z is the default key for Voice in general, not just for MTA. I don't know if it's changed for AZERTY users by internal checks, but Call of Duty and iirc Counterstrike used the Z key too. So, unless these games do an internal check, AZERTY users will have this problem on a lot of games with Voice, not just MTA. If these games do use an internal check, I'm sure this is possible for MTA too as it's just "unfinished work" in that case.
  11. That was the case indeed in the beta versions of the handling functions. Has been fixed way before it was merged to the trunk. Has nothing to do with my Handling Editor
  12. viewtopic.php?f=91&t=31891#p340283 There you go, it was a pinned topic in the scripting forum..
  13. diegofkda: Nice idea, but forget it. The reason that custimized handling.cfg's wont work is because of the handling functions and you need to rewrite the whole handling manager to remove dependencies. I see this even hardly happening for 1.2, although 1.2 has quite a bigger chance for a better handling manager.
  14. my old is 22 Is this the guy who asked for ms to seconds? I'm gonna nominate him for the best engryzh talker of all time :3
  15. lololololol nah okay serious now how many seconds does a minute have? 60 right? so how many seconds do 5 minutes have? 5*60 = 300. and how many milliseconds in a second? 1000. So 300*1000 = 300000. Jeez, you never had school?
  16. There is a serverside handling.cfg importer already. So you're able to import one handling.cfg. The reason why it wasn't clientside supported yet, is because the setVehicleHandling functions only exists serverside. So, when I do this clientside, I have to send the whole handling.cfg save to the server and then call hundreds of setVehicleHandling. It would be cool indeed, but I'm affraid this will cause major problems on bigger servers. For instance, big laggspikes when someone imports a handling.cfg, or import-flooders. Serverside its easy, put a handling.cfg file in the root of hedit. Then, typ the following in the console: loadcfg (hedit is now loading the handling.cfg into the memory) importcfg (hedit will now save that memory to a xml file) loaddefaults (This will load all handling entries of the XML file onto vehicles) That's all I can help you for now. Im busy with the beta version of hedit, I might add a few possibilities for your needs if it turns out well. Otherwise, the import function which Arran mentioned should do fine. Import, save, for all vehicles you really want.
  17. botanist

    Problems

    Actually, that depends. For race I'd suggest 36, so other players won't have an advantage with a better pc (FPS difference really matters!), for deathmatch pretty much the same. Freeroam however, can easily be set to 100 indeed although I prefer 60 myself because this seems to be somewhat more stable.
  18. What you don't understand CapY, is that he's most likely unable to open any map. That's a bug, not his problem. denny199, please go to your resources/[editor] folder and delete the editor_dump resource. If that doesn' t work, please try installing the latest resources from here.
  19. Use the script of dragofdark, that's the way to replace vehicle collisions. Those collisions are just very poorly implemented in MTA, so there's not much you can do about it too at the moment. If it doesnt work, use onClientElementStreamIn as the event. I've been told that replacing collisions only works when the vehicle you want to replace is streamed in, but I haven't tried this myself. megaman54 and Jesseunit, please know what you're posting before you actually post. Vehicles do not have a .col file!
  20. That menu was a nice feature indeed, but it was unstable as hell. By far not all players were able to use it, and thus this menu got removed a LONG time ago. It's planned to be re implemented for 1.3, so that will take a while.
  21. It will only affect the player who clicked it, as the rendering of shaders goes clientside with onClientRender.
  22. You cannot output i,v as you can with print(). Also, handling properties are strings, so you cannot iterate them with ipairs(). Use ipairs for dictionared tables. function carhandlings(thePlayer, command) local handlings = getVehicleHandling(getPedOccupiedVehicle(thePlayer)) for property,value in pairs(handlings) do outputChatBox( property.." = "..tostring(value) ) end end addCommandHandler("handlings", carhandlings)
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