botanist
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Everything posted by botanist
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As ccw said, the blackscreen is fixed. Just make sure the server you're playing on has also moved to 1.1.1, or the fix will not work properly.
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WINWINWIN
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During a map change you mean? That's normal, current objects get destroyed and the objects from the new map will be created. It's normal that this will take a laggspike.
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Why do you still host on that website? It just doesn't work, as it contains too many redirects
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One thing: Is that timer that loops all players really needed? setElementData is synced between server and client, so whenever the client updates it, the others will receive that info too, so making the loop kinda pointless imo. Also, you're updating the players money even when it hasn't been changed. This can really create a big traffic load, which you surely not want. I'd suggest a variable that holds the current player money, and if the money has been changed, update it. local pMoney = 0 addEventHandler("onClientResourceStart",resourceRoot, function () setTimer(updateMoney, 1000, 0) end) function updateMoney() local newMoney = getPlayerMoney ( localPlayer ) if pMoney ~= newMoney then pMoney = newMoney setElementData ( localPlayer, "Money", newMoney ) end end And after a map change your money is zero? Probably because theres somewhere 'resetMapInfo' called. This resets everything in your map, including money. You should script a custom system if you want to prevent the money reset.
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"thats normal for engine functions" What you say? That's not normal, that are design flaws and its far from normal to expect engine functions being crashy. These flaws are usually because of a lack of anything, and can usually be fixed by such reports. If it's normal, we could never get a proper fix. But we can properly fix these flaws.
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A minor release in 26 days. Congratulations, you just won the prize!
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https://community.multitheftauto.com/ind ... ls&id=2836 The user knows now, I've included his translation in the next version of hedit. Doesn't have a high priority to delete though, as I will commit the next version of hedit in approximately a month.
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This is going to be in very soon, as a feature to save your handling to a resource. When that resource gets started, all vehicles of your selected type will get that handling.
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I will if MTA will. There aren't any functions provided by MTA to edit special handlings yet, unfortunately.
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Not fast indeed. It was a cewl idea but I have my hands full with hedit and my own gamemode. Just don't have time to focus on thid project, unfortunately. Plus, I don't feel to do this at the moment. I'm having way more fun to just script what comes in my mind, little funny scripts. I'm making these in my server, 'Remi's Development Server'. For instance, a very simple but very effective custom weapons script Made in just one day. Just need to make custom textures for every weapon, and I'll release that.
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SDK: Already tried that by doing the metatable inside the custom function. Didn't make errors, but didn't work either. JR10: Why do you ask that? My script is exactly as it is there.
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Right, still pretty weird to do t = {} _t = t t = {} But that's not the point anymore, I tested the script above and it results in a C stack overflow at line 24, which contains the _t[k] = v part. I don't get it, what is here the reason for?
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Difficult, but I've read it. I don't really get the proxy part; where is that needed for? First the 't' table gets created, then localized, and then created again. What the hell is the point of that? And basically, this would change the window title? _guiCreateWindow = guiCreateWindow function guiCreateWindow ( posX, posY, width, height, text, relative ) local element = _guiCreateWindow ( posX, posY, width, height, text, relative ) local tbl = { element=element, posX=posX, posY=posY, width=width, height=height, text=text } return tbl end resourceGui = {} local _t = resourceGui local meta = { __newindex = function (t,k,v) if k == "text" then guiSetText ( t.element, v ) end _t[k] = v end } setmetatable(resourceGui, meta) resourceGui.window = guiCreateWindow ( blah ) resourceGui.window.text = "NewTitle"
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Don't start guessing. Maybe you're right, maybe you're not. We'd better wait for a response from the topicstarter. @ Samer below: That's just an useless post, I'm sure you can think of the fact he won't be 24/7 on his PC.
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Which objects? What new? We can't know what you want with so few information, please be more specific.
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Hello thar, I've been told a few days ago that I could use metatables to track variable changes and call an event for this. Now, I'm not told HOW so It'd be nice to get some introduction to it. Here's what I'm trying to do, and I thought metatables could solve it afaik: I want to use a text variable in a GUI elements, and whenever this variable change, the GUI gets triggered to change too. Ofcourse I can do guiSetText each time after I changed the variable, but that's a hell to do if you have a lot. So my first thought was to create a DX GUI system, so every render would automatically update the text if it's variable is changed. But a DX GUi is a little bit a lot of work.. So basically, I want to change the gui text when the text variable has been changed.
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LOL ARE YOU SERIOUS? quote of the year Record breaking topic here.
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I don't know to be honest. I thought you are correct indeed. (loco low have vinyls too btw) I've never done anything with shaders, so I'm completely unsure about what I'm going to say now. So if it's even possible, you could try to enable a shader for just one vehicle which changes the texture. Could anyone inform me and the topicstarter about this possibility?
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You are correct bandi, there's no possibility YET to do this. You can however replace the car vinyls and select between 3 different textures.
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Why would you even use a function for something simple like this? I'm going to nominate this topic as the longest for a too simple question of 2011
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Very good! I got one suggestion though, try to blend the bottom of the background into the black. That would make it even better
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MTA:SA 1.1 Released: Harder, Better, Stronger, Faster
botanist replied to darkdreamingdan's topic in News
Not everyone knows about the nightlies though, nor how to test or even report bugs. Ofcourse people should know, but you will always keep the lazy ones which are going to complain at the release. Weird thing is: Why do they have problems when I do not? I understand the black screen problem because of the resource restructure, but impossibilities to connect? Never had them
