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Johan Even

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  1. I downloaded the latest version yesterday and there's some problem with it. The bank entrance/exit markers are present, and the ATMs do work, however there is no marker inside the bank. So when a player enters bank, nothing happens. Reinstalled the resource twice, and it's the latest version. The bank commands however work in front of the bank desk, namely /deposit works as expected, and /withdraw 100 does withdraw 100 from the account, but adds 200 to my pocket money. Besides, when started and restarted in the console, the resource creates a new DB table for the accounts. Why?
  2. There's no Mac OS X specific forum yet, I hope here's the right place for the question. I have been unsuccessfully trying to follow the Building on Mac OS X guide. I have tried to install MacPorts first, and got the following error configure: error: C++ compiler cannot create executables Since I have previously built on this system and the MacPorts FAQ suggests that the XCode is not installed, I have completely deleted both MacPorts and XCode and reinstalled the most up-to-date versions from scratch. After the reinstall, I was able to set up MacPorts following the guide, with no mistakes at all. However when I proceed with the following commands CPPFLAGS=“-I/opt/local/include” LDFLAGS=“-L/opt/local/lib” ./configure I see the C++ error again. I have reinstalled XCode and all the packages twice, so it cannot be an issue. So, two questions 1. Where to put the precompiled network module inside the source code? 2. Actually, why it does not build? Well, I would also be grateful if someone could make a .dmg file with server compiled for Intel Mac 10.5 Leopard.
  3. Hello, I'm making a skin selector script, everything's fine until I try to move the process to an interior. Here's the code (clientside) function() fadeCamera(true) local cjped=createPed(56, 0,0,0) setElementInterior(cjped, 3, 950, -55, 1001) setElementCollisionsEnabled(cjped, false) setCameraInterior(3) setCameraMatrix (955, -55, 1002, 950, -55, 1001) end All I see is a poor girl hanging in the sky. Is it possible to load the interior?
  4. Dear All, Recently I have been working on a nice idea to be able to haul cars using a Packer, so that one would park a sedan or similar vehicle straight on the Packer's ramp, and this vehicle would not move while the Packer is on the move. The problem, as far as I understand, is that attachElementToElement requires offset values for rotation parameters, while in this case it would have been easier to get the vehicle's rotation and position and simply use them for attaching. The best variant I have developed is as follows: function fastenVehicle (thePlayer, command) -- the handler for the /fasten command -- the function gets the vehicle that will be fastened to the carrier and stores it in the fastened_veh variable fastened_veh=getPedOccupiedVehicle(thePlayer) if (fastened_veh ~= false) then setVehicleEngineState(fastened_veh, false) outputChatBox("Vehicle Ready for Transportation", thePlayer) end end function startHaul (thePlayer, command) -- the handler for the /starthaul command -- should attach the vehicle that is going to be hauled to the Porter main_veh=getPedOccupiedVehicle(thePlayer) local mx, my, mz = getElementPosition (main_veh) local fx, fy, fz = getElementPosition (fastened_veh) local mrx, mry, mrz = getVehicleRotation (main_veh) local frx, fry, frz = getVehicleRotation (fastened_veh) local ox, oy, oz, orx, ory, orz ox = mx-fx oy = my-fy oz = fz-mz orx = mrx-frx ory = mry-fry orz = 0 if getElementModel (main_veh) =443 then result = attachElements(fastened_veh, main_veh, ox,oy,oz,frx,0,0) if (result == false) then outputChatBox("Failed to start haul", thePlayer) else outputChatBox("Haul started", thePlayer) end end end The problems are as follows: The attached position differs from the position where vehicle is left. E.g. can be left near the top of the ramp, or right at the bottom. Looks like the math should be improved, but how? When the elements are attached, the vehicle's position is shifted (e.g. the wheels show below the ramp) After 1 or two seconds the camera shifts to the vehicle at the ramp, and keeps doing so everytime you enter the Packer. The view differs from that when nothing is attached I have tried to attach a vehicle on top (for learning purposes), when it is at a vertical distance, the Packer moves like a charm and there's no camera shift. So... my question really is whether it is possible to do the trick without complex trigonometry mentioned elsewhere in this forum and what math should be improved to keep the vehicle in position when attaching and also keep camera on the main vehicle, not on the attached one.
  5. Thanks for the work. Here I post the bugs that I found, hope that will help in developing new versions. I'm using 0.2.6 under Windows XP SP3 The renaming of scripts does not work. They stay under untitled1.lua etc. until manually renamed. Click, doubleclick etc. don't help No way to change encoding of files, may be useful if server is not going to be English I can't find a way to see events autocompletion. Functions do work, however this should be disabled when copy-pasting code, it looks weird when the editor suggests to autocomplete a full line of code, and sometimes the only way to avoid this is to click on another line of code. The right-click functions in the left window (new resource, existing resource...) don't seem to work. The include resource function would be most welcome. (not a bug) It would be fantastic, if the tooltip explaining the parameters and the action of the function would not disappear after autocompletion. It could stay for awhile while you are filling in the parameters. Otherwise, it's a nice editor, and I hope it will be better over time.
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