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norby89

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Everything posted by norby89

  1. in order to have a command like that you need a script you could try this, ask the admin to start 'runcode' then type /run setPlayerBlurLevel ( getPlayerFromNick ( "brains" ), 0 )
  2. even if it was clientside you still would have to upload it to the server, because you can't load your own scripts (for security reasons)
  3. ahh wait, that blur? I thought you meant something else, it can only be disabled through scripting using a serverside function called setPlayerBlurLevel you could ask the admin of the server to make a special command that toggles it on and off
  4. go in single player and disable it from the options
  5. you got addEventHandler ( "onResourceStart", getResourceRootElement ( getThisResource() ), yourFunction )? else it creates a vehicle every time a resource is loaded
  6. use createVehicle ( 539,-2247.9392,-1725.0338,479.5452,40.9806, 0.0, 0.0) spawnVehicle is used to respawn an already existing vehicle, for example: monter = createVehicle ( 444, 0, 0, 4 ) spawnVehicle ( monster, 1000, 2000, 10 ) <- this function would spawn the monster to a different location
  7. I'm afraid it isn't possible, the only way is to install Race over DM and vice versa
  8. --PLAYERJOIN function PlayerJoin ( passedPlayer ) spawnPlayer ( source, -2336.2847,-1614.5179,483.7172, 0.0, 0) fadeCamera ( source, true ) outputChatBox( "SERVER: Welcome to DFSFv3 - MTAdm Chilliad test", source, 255, 100, 100 ) end addEventHandler ( "onPlayerJoin", getRootElement(), PlayerJoin ) try this
  9. in a future release maybe it's a known bug, reported
  10. when it will become usable I'm sure the team will release a patch
  11. it's a bit 'glitchy' atm sometimes it spectates wrong players and sometimes it doesn't spectate at all the frame limiter is on, just that it's been raised to 47 fps, I'm afraid you can't lower it through scripting functions if that's what you want you sure you had numlock on? mIRC scripts won't work in DM, however LUA offers a whole lot more, you'll have to wait till people start making 'stat scripts' for Race do you mean they worked better or they looked better? only difference I could spot is they're a little darker yep, all the old maps are compatible with it but if you will make new maps you should use the new syntax from now on (else you won't be able to load it in the map editor for example) don't forget that the Race gamemode in DM is relatively new, it hasn't really been tested with large amounts of players which means it still has bugs here and there, if you find any please report them thanks for you input
  12. there's a headshot resource that makes that possible, meaning a shot in the head is an instant kill
  13. /gamemode 'gamemodename' 'mapname' if you have the gamemode manager running or using the votemanager
  14. nice thread here's an idea for a next snippet: Anti-flood for the Simple Key Binder
  15. nope, scaling players is not possible, that was a player model converted to an object actually
  16. if you payed attention to the PoTD you'd know object scaling is possible don't know about collision
  17. Happy block, blokker And have a nice year ???
  18. by 'new race' I mean a gamemode written in LUA for MTA:DM
  19. norby89

    Spike Strip

    no need, you have a function for that
  20. it had to be done in order to give room make room for new features, scripting possibilities, better sync and with the help of the community it will be better than ever I understand your worries but don't be afraid, Race won't die all those suggestions (and even more) can be implemented in the new Race
  21. if it works in singleplayer in theory it should work in multiplayer too (since it uses the same settings)
  22. try this: http://forum.mtavc.com/viewtopic.php?t=15151 although I've never heard of a version 3.0
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