j3sus86
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yet you all complain that they come here to use mta's map editor. should think of it as an opportunity for them to see mta's potential.
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thank you it works! I've had this script for ages that only half worked. I actually have a few other scripts that i have similar problems with hopefully i can figure it out based on this. I really appreciate both of your efforts and time. function setVelocityRelativeToVehicle(vehicle, direction, increaseFactor) local M = getElementMatrix( vehicle ) local velx,vely,velz = getElementVelocity(vehicle) local X,Y,Z = 0,0,0 if direction == "front" then Y = increaseFactor elseif direction == "rear" then Y = -increaseFactor elseif direction == "left" then X = -increaseFactor elseif direction == "right" then X = increaseFactor else outputDebugString("unknown direction: " .. tostring(direction)) end setElementVelocity( vehicle, velx + X * M[1][1] + Y * M[2][1] + Z * M[3][1], vely + X * M[1][2] + Y * M[2][2] + Z * M[3][2], velz + X * M[1][3] + Y * M[2][3] + Z * M[3][3] ) end
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correct, and it works if the vehicle is right side up, using only on the z rotation. But x and y rotations need to be taken into account and I'm not sure of the math to do so.
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need help with some math if anyone is good at it. The solution is probably simple, but I'm not good at it. -- need to check rotX and rotY to see if the vehicle is upside down to get the correct velocity to move the vehicle front, rear, left, right.. -- when the vehicle is upside down /tilted, the wrong velocities are returned function getVelocityRelativeToVehicle(vehicle, direction, increaseFactor) local velocityX,velocityY,velocityZ = getElementVelocity(vehicle) local rotX,rotY,rotZ = getVehicleRotation(vehicle) if direction == "front" then rotZ = rotZ elseif direction == "rear" then rotZ = rotZ + 180 elseif direction == "left" then rotZ = rotZ + 90 elseif direction == "right" then rotZ = rotZ - 90 else outputDebugString("unknown direction: " .. tostring(direction)) end -- need to check rotX and rotY to see if the vehicle is upside down to get the correct velocity to move the vehicle front, rear, left, right.. -- when the vehicle is upside down /tilted, the wrong velocities are returned rotZ = math.rad(rotZ) velocityX = (math.sin(rotZ) * -increaseFactor) + velocityX velocityY = (math.cos(rotZ) * increaseFactor) + velocityY return velocityX, velocityY, velocityZ end
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that doesn't really help much, i need help with the math to calculate the offset to use with attachElementToElement(). thx for trying though.
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that doesn't really help much, i need help with the math to calculate the offset to use with attachElementToElement(). thx for trying though.
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I'm trying to make paintballs, that attach to a vehicle or player at the point where the bullet hit. I'm not so good at math, but i tried to base it off the glue resource, using his method of attaching at the correct offsets. I don't understand the math involved and it not working correctly. All the paintballs seem to stick to the center area of the vehicle. Any help would be much appreciated. http://mta.pastebin.com/d2f62213c
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I'm trying to make paintballs, that attach to a vehicle or player at the point where the bullet hit. I'm not so good at math, but i tried to base it off the glue resource, using his method of attaching at the correct offsets. I don't understand the math involved and it not working correctly. All the paintballs seem to stick to the center area of the vehicle. Any help would be much appreciated. http://mta.pastebin.com/d2f62213c
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Auto-Complete player name and Vehicle Name from a sub string Well I'm new to lua but i made these and i figured they might be useful to someone.. Sorry in advance if its coded poorly but i tried. -- Completes Player Name From A Sub String -- returns for the last match found: player, theName, and number of matches found function complete_PlayerName ( sub ) local players = getElementsByType ( "player" ) sub = string.lower(sub) local success, target local numfound = 0 for theKey, theFind in ipairs(players) do success = string.find(string.lower(getClientName ( theFind ) ), sub ) if success then target = theFind numfound = numfound + 1 end end return target, getClientName(target), numfound end -- Completes Vehicle Name From A Sub String -- returns the last match found: Name of Vehicle, number of matches, modelid function complete_VehicleName ( sub ) local success, target, model local numfound = 0 sub = string.lower(sub) for i = 1, 211 do if ( getVehicleNameFromID ( 400 + i ) ~= "" ) then success = string.find(string.lower(getVehicleNameFromID ( 400 + i ) ), sub ) if success then target = getVehicleNameFromID ( 400 + i ) numfound = numfound + 1 model = 400 + i end end end return target, numfound, model end -- Example of how its used function Cmd_Vname( thePlayer, command, sub ) local theVehicleName, numfound, modelid = complete_VehicleName ( sub ) if not theVehicleName then outputChatBox ( "no matches found: (" .. sub .. ").", thePlayer ) else if numfound > 1 then outputChatBox ( "multiple matches found (" .. numfound .. "). Please be more specific", thePlayer ) else outputChatBox ( "Vehicle Found: " .. theVehicleName .. " (" .. modelid .. ").", thePlayer ) end end end addCommandHandler("vname", Cmd_Vname) Edit - added weapon name autocomplete -- Completes Weapon Name From A Sub String -- returns for the last match found: name, weaponid, number of matches function complete_WeaponName ( sub ) local success, target, weaponid local numfound = 0 sub = string.lower(sub) for i = 1, 46 do if ( getWeaponNameFromID ( i ) ~= false )then success = string.find(string.lower(getWeaponNameFromID ( i ) ), sub ) if success then target = getWeaponNameFromID ( i ) numfound = numfound + 1 weaponid = i end end end return target, weaponid, numfound end
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i agree!! been mentioned and i think aeron is workin on it : ) so hopefully we'll see it soon.
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Respawn question on spawnpoints & pickups/icons
j3sus86 replied to j3sus86's topic in Mappers help mappers
aight thx for the response -
hmm well i was workin on a cops and robber map and was wondering if there is anyway to specify which spawnpoints will respawn first? for example making it where spawnpoints for a robber would respawn first to make sure there is always a robber instead of running into the problem of all cops. Is it decided by which spawn points come first in the .map file? closest spawn point to where a player dies? any info would be much appreciated. sry if it has already been mentioned, i searched with no sucess. *edit* (only saw some info about initial spawn points not respawning) thx another question is about the pickups & icons such as bodyarmor(1242) and parachute(1310) and cj_m16 (2035). will these be the pickups used once dm is finished? was working on a map and had a cool idea for dm, just was wonderin if thats what would be used to know if i should bother workin on it or not. thx again : )
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quadruple loop!
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being able to group objects in map maker would be good also, dunno if it has been mentioned, sry if it has.