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Wojak
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Everything posted by Wojak
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z tego co wiem to guieditora niema w wersji polskiej (tutorialów pl też niema) jeśli nie znasz się na skryptach, to i tak na nic ci się guieditor nie przyda, bo służy tylko do rysowania GUI, a funkcje do poszczególnych elementów musisz sobie napisać sam...
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but did you tested it with more than 1 player on the server?
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from my perspective, when other player was the suncer, the velocyty was synced, but updated every half second i think it would look better on dedicated server, and the only thing that need to be synced manualy are left and right controll states
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it's on! it should be on for 2 howers from now (even if I'm not on line)
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i'm quite happy with the small vehicles behavior, however the big, heavy ones will need some more attention (they just need to take the curve sooner) i think i will also test some other vehicle types (boats and trains) My test server should be open tomorrow at 18:00 Warsaw time (search for "wojak" in the server browser)
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I know it's not a bug, but I don't like the look of a double for loop in onClientRender handler function and the idea of running it on all clients at once... for me: more operations per second = lower FPS (I think not only for me) If i find it necessary, i will come up with somthing more efficient (less accurate, but hardly noticeable) btw, where is the "ped" table? btw2, thank you all for positive comments
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thank You for the idea, I've implemented it and it's a bit better, but every vehicle has a diferent mass (and inertia) so they react diferent on the curves (i don't want to over complicate it though)
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to release it, I need to add the proper editor interface, and maybe some exported functions and events and of course testing... (currently i tested it with two players online including me) I can just say that it will not be released in 2011
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Na attempt of creating a traffic resource from scratch – not random, but just something to add some spice to the maps I think I solved the biggest problem (a relatively cheap way of syncing them undependably of any client), but it needs some tweaks and a user friendly (idiot proof) user interface in map editor
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if You want a stiff camera forced behind the vehicle, than use getElementMatrix function You may also want to set the vehicle x rotation as “roll” in setCameraMatrix function... as for the “camera ai”, I think its possible, but I don't know how hard can it be... Note: math used in tropez link is the same as used in getElementMatrix function, I know – I've created a serverside getElementMatrix
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i've made a simple ai to keep them at a limited speed (50km/h max) so no acceleration, but the wheels where turning when new waypoint was assigned... and because it was on my home PC, it was a bit laggy and the wehicles were sliding at times... (there were about 20 of them) but i still think is playable
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just tested it myself, and even if my friend was a syncer vehicles where driving like they should... vehicle and controlling ped must be server side, vehicle must be in syncer range (140 m radius) control state script must by runing on the syncer computer (if you are not the syncer and run a script on youre computer, this will not be synced...)
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Try to do it Well, i don't know C++. But if people knowd to make glue script, with that mathematics I don't know if scripting guru's will not know to do that the math is not a problem at all... problem is within syncing the elements that have no syncer (long range syncing) and efficiency ignoring: -vehicles -long range syncing -advanced world interactions we got this: function createPedBot(model,x,y,z,rot,tim) local ped = createPed(model,x,y,z) setPedRotation(ped,rot) setPedAnimation(ped,"ped","WALK_civi") setTimer(pedHandler,tim,1,ped,tim,rot) end function pedHandler(ped,tim,rot) rot = rot + 180 if rot > 360 then rot = rot - 360 end setPedRotation(ped,rot) setPedAnimation(ped,"ped","WALK_civi") setTimer(pedHandler,tim,1,ped,tim,rot) end and example below will create 4 peds on Torenos ranch createPedBot(1,-702,957,13,0,5000) createPedBot(2,-721,975,13,90,10000) createPedBot(265,-726,923,13,180,15000) createPedBot(266,-704,957,13,270,8000) -it is efficient so it should be possible to add hundrets with no lag it is synced, but there may be some teleporting peds (especially when they are far away), and they may eventually wander of
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i don't see the how this function could work at all... "Animation" is not defined as a table nowhere, so you should be geting the error: "attempt to index global 'Animation' (a nil value)" ("Animation.presets" should also be a table, but its nil) i'm not even sure if this is finished, but it only make sens if you use it like this: dxTextMove (textelement, somevalue, {endX=sw*0.9,endY=sh*0.7}) function dxTextMove(endX, endY, time, loop, startX, startY, speedUpSlowDown) --NB: ABSOLUTE POSITION -- dxTextMove(endX, endY, [ time = 1000, loop = false, startX = current X, startY = current Y, speedUpSlowDown = false ]) if type(endX) ~= 'table' then return { from = speedUpSlowDown and -math.pi/2 or 0, to = speedUpSlowDown and math.pi/2 or 1, time = time or 1000, repeats = loop and 0 or 1, fn = Animation.presets.dxTextMove, startX = startX, startY = startY, endX = endX, endY = endY, speedUpSlowDown = speedUpSlowDown } else local elem, value, phase = endX, endY, time if phase.speedUpSlowDown then value = (value + 1)/2 end if not phase.startX then phase.startX, phase.startY = elem:position() if elem.bRelativePosition then phase.startX, phase.startY = phase.startX*screenX, phase.startY*screenY end end local x = (phase.startX + (phase.endX - phase.startX)*value)/screenX local y = (phase.startY + (phase.endY - phase.startY)*value)/screenY elem:position(x,y) end end but this should only move the text with no animation...
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try to increase the velocity vector - faster rocket may reach the target before it's life expire
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viewtopic.php?p=357503#p357503
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i've used FDF (editor definition format) to add the waypoints as dummy elements to the map file using the map editor, then i've written an interpreter in lua that read the map (my system is simple - only 2 waypoints per ped): - get the spawn point position and assigned waypoint position and store in tabels - get the actual ped position and waypoint positions and calculate rotations - move the ped to the waypoint (control state or animation) - check the distance between the pit and the waypoint or use collshapes to detect if the ped reached the destination, if so get a different waypoint coordinates (in my script spawn point coordinates) and in case you did not notice, i've given a link to my script in my previous post
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waypoints are scriptable, and recording the paths is a stupid idea, when it is passible to script a spontaneous behavior... viewtopic.php?p=360839#p360839 - working pedestrian script (fo race mod only)
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Więcej ludzi w jednym wozie
Wojak replied to frequency619's topic in Pomoc ze skryptami i programowaniem w Lua
Można spróbować wykorzystać eventa "onVehicleStartEnter", potem ustawić graczowi animację na siedzenie, przyczepić do pojazdu z odpowiednim ofsetem i przypisać binda żeby mógł wysiąść w ten sposób teoretycznie możesz upchać do pojazdu nieograniczoną ilość graczy, ale sporo z tym zabawy, bo każdy pojazd ma nieco inne wymiary... -
Wina MTA oznaczała by że problem dotyczył by 100% użytkowników, tymczasem dotyczy on jedynie ~10%... Nie podałeś wszystkich informacji o które prosiłem, wiec będę zgadywał: Jedną ze zmian wprowadzonych w mta 1.1 było dodanie spacji do znaków których nie można używać w nazwie zasobu, nie wiem jak sprawa się ma z zapisywaniem map mających w nazwie spację, ale na pewno nie da się ich wczytać...
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TeleportEditor – Polski opis -Twórz teleporty w edytorze MTA
Wojak replied to Wojak's topic in Gotowe mapy i skrypty
dodałem wideo poradnik który powinien być zrozumiały dla każdego -
w Windows 7 Program Files (czy tam pliki programów) jest folderem zabezpieczonym i programy nie mogą tam nić zapisywać bez zgody administratora... (Czasem nawet uruchomienie programu jako administrator może nie pomóc) najlepiej utwórz sobie na to niezależny folder (a jeszcze lepiej na innej partycji)
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u mnie wszystko działa jak trzeba... podaj więcej szczegółów, jak system operacyjny, miejsce zainstalowania MTA, zawartość folderu z mapą, zawartość pliku meta.xml i takie tam
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/me using psychic powers /me using special ability to search the internet https://wiki.multitheftauto.com/wiki/Slothman/Zombies @Soren: hope you have no problem with reading
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its impossible to capture hud components and dx elements into screen source, so when you use prerender they are drawn on top