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megaman54

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Everything posted by megaman54

  1. The roadblocks was just an example. I try to disable some other hooks too and see if they work. Mostly i will be testing if i can get the game to load main.scm again and some npc's too.
  2. Okay thanks I will look into it and try some more stuff
  3. Today i started to seriously look into the MTA source code. I have explored it much and it looks very interesting. I also did some (very) small tests and they worked nicely. But, i have a slight problem here: in CMultiplayerSA.cpp, when i disable some hook (not actually sure if they are hooks lol), for example i comment out this: MemPut < BYTE > ( 0x4629E0, 0xC3 ); from the comment above it i understaned that it should prevent SA from generating roadblocks, but when i comment it out and go see ingame it still doesnt generate roadblocks. What am i missing here? I guess its something obvious but for me, who isnt experienced in hooking games, it looks very confusing. I hope that someone that actually knows these things explains to me what is going on. Thanks
  4. This is my only code that affects scoreboard: exports.scoreboard:scoreboardAddColumn("id") I'm not really sure how to swap the places. Could you explain it a little better?
  5. So i want the ID of the player appear before hes name. Currently its like this: How to make the ID appear before name?
  6. Ok i got the chat fixed now thanks. But if i want the color codes to work in nametags do i have to make a new nametag script?
  7. I wonder how i can enable them. Currently when i type like #00ff00 TEST in chat, it doesnt show the color and the nametags in game shows the color codes instead of the actual colors. How can i fix this?
  8. Yes my ports are open and all other things like that because people can still connect with IP but just cant see the server in the list.
  9. megaman54

    Gamemonitor error

    Everytime i start my server it says this in the console: Querying game-monitor.com master server... unavailable! Querying backup master server... success! It worked fine some time ago. I think half of my players think the server is gone because they cant see it in the list. Is it my PC/net or gamemonitors fault? Anyone other has this problem?
  10. Hi! I made some uptime counter wich works perfectly but it outputs too much decimals. Currently it says like this: --- Server online time --- Hours: 6.8224047222222 Minutes: 409.34428333333 --- Server online time --- But i want it to be like this instead: --- Server online time --- Hours: 6 Minutes: 409 --- Server online time --- Is there a code snippet to do this? Or some other way maybe?
  11. Got it working now... i think... Had to do the following: shutdown mta client, go to the mods folder of client, delete the script from there and then reconnect to server. I have to do this everytime i mod something??! Not fun...
  12. sfn_office.txd works now. But the cj_office.txd doesnt work anymore ?? What da hell?!.. Seems like when the other one works the other doesnt work.
  13. Its in gta_int img. And it still doesnt work, tried this: function replace() local office = engineLoadTXD("cj_office.txd") local house = engineLoadTXD("sfn_office.txd") local house2 = engineLoadDFF("boatoffice_sfn.dff", 9361) engineImportTXD(office, 1999) engineImportTXD(house, 9361) engineReplaceModel(house2, 9361) end addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), replace)
  14. Do you mean that i should "replace" the model with the original DFF of the model i'm trying to replace TXD of? (sorry for crappy explanation )
  15. Yea file path is correct and its client side. It worked before i modified the TXD, like i said in the first post. But i'm sure the TXd is correct as it works in single player.
  16. I'm getting very frustrated about this TXD replacing thing. Every time i try to replace any TXD it fails without any errors or warnings. Here is my code wich is (very) simple: office = engineLoadTXD("cj_office.txd") house = engineLoadTXD("sfn_office.txd") engineImportTXD(office, 1999) engineImportTXD(house, 9361) It worked fine before i modified the sfn_office TXD... I'm sure i did it right because it works in single player but not in MTA. Its also included in meta.xml of course.
  17. I'm currently using the function takePlayerScreenshot and i need to transfer the data to client side for preview but sometimes the string size of the screenshot data is over 65535 characters and that is over the argument length limit in triggerClientEvent. How i could split that argument to pieces and send it and then combine the pieces client side?
  18. Well that isnt really a script, its a "map" file wich tells the actual script where to place the banks.
  19. You should use dimensions, https://wiki.multitheftauto.com/wiki/Dimension <-- Info and https://wiki.multitheftauto.com/wiki/SetElementDimension <-- Function to set to other dimension. For example: The LS bank is in dimension 1 and when you warp there it sets you to dimension 1 and when you warp out from there it warps you back to outside of LS bank. SF bank in dimension 2 and so on... But remember to set the markerks dimension too so player would see them I hope this helps.
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