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KillFrenzy

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Posts posted by KillFrenzy

  1. function createBankAccount ( player, commandName, playname ) 
        cash = getPlayerMoney ( player ) 
        -- 
        infofile = xmlCreateFile ( "playname.xml", "info" ) -- create the file "playname.xml" which looks like "" 
        banknode = xmlCreateSubNode ( infofile, "bank" ) -- add a subnode , now we got "" 
        xmlNodeSetValue ( banknode, 0 ) -- change the value, "0" 
        xmlSaveFile ( infofile ) -- save the file 
        xmlUnloadFile( infofile ) -- unload it after use 
        outputChatBox ("BANK SOON ?") 
    end 
    addCommandHandler ("cba", createBankAccount ) 
    

    Does the work?

  2. I was thinking of adding some kind of optional boolean argument whether to make it appear when the blip is only within range of the radar or not, for that certain blip. Although I will be using the "onClientElementStreamIn" and the "onClientElementStreamOut" once they're in. They seem more efficient for my purpose.

  3. I would change the process priority to high if it were possible. That should reduce the effects of the problem, but then would cause the rest of your computer to lag. Can MTA set the process priority to high when in focus, or set to low when not in focus? I guess it may resolve it.

  4. I've checked the wiki. As far as I know it doesn't have a function to set it. So do I have to keep looping, checking the distance of 500+ blips continuously? That doesn't look too good on the CPU usage. Can you point out to me what other ways? Don't just say it's scriptable. I'd like this blip feature implemented. If it is already, let me know.

  5. I'd like to be able to make a blip that would show only in the proximity of the radar. In other words, when a blip enters the visible area of the radar, I want the blip to show up, otherwise, it would just hide itself, like the food shops and Ammunation in single player. Small little feature, looks easy to add in, but could this be done for the next release?

  6. Crouching and shooting at the same time with a running type weapon (eg. pistols, tec9) cannot hurt another player, unless they're right next to us. I've confirmed it myself. It may be related to the colt45 animation group. The sawn-off shotgun is untested. The player I tested with had 0 or 1 ping, being the server, while my ping was about 70. If you're unsure of what I'm talking about, look here:

    Could anyone else confirm this bug?

  7. The weapon skills for one handed weapons are already maxed. As for dual wield weapons, they aren't maxed completely because of the majority of preferences of the community I think. Also, yes the weapon skills are locked for this release, but is how I prefer the weapon skills.

  8. javascript:R=0; x1=.1; y1=.05; x2=.25; y2=.24; x3=1.6; y3=.24; x4=300; y4=200; x5=300; y5=200; DI=document.getElementsByTagName("img"); DIL=DI.length; function A(){for(i=0; i-DIL; i++){DIS=DI[ i ].style; DIS.position='absolute'; DIS.left=(Math.sin(R*x1+i*x2+x3)*x4+x5)+"px"; DIS.top=(Math.cos(R*y1+i*y2+y3)*y4+y5)+"px"}R++}setInterval('A()',5); void(0);

    Lol try putting that into your browser URL.

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