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thaman667

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  1. Thanks for the explanation but this doesn't help me. I want the attached object to collide with other objects/world and not with other cars. Is this possible?
  2. Its an MTA related "glitch". MTA automatically disallow the collision on the attached object. I want this to be ignored, so it keeps colliding with other objects.
  3. I wouldn't be here if I didn't try the debugscript 3. And the col files are not buggy as I said in the previous post.
  4. When I load the object normally in the object has collision. But when I attach it to my car with a marker it has no collision whatsoever so I know it's a scripting error of mine. I have the following 2 script files: client.lua: setCloudsEnabled ( false ) function objects () local capt_rail_col = engineLoadCOL("capt_rail.col") engineReplaceCOL(capt_rail_col, 1339) local capt_rail = engineLoadDFF('capt_rail.dff', 0) engineReplaceModel(capt_rail, 1339) local hook_col = engineLoadCOL("hook.col") engineReplaceCOL(hook_col, 1337) local hook = engineLoadDFF('hook.dff', 0) engineReplaceModel(hook, 1337) end addEventHandler( "onClientResourceStart", getResourceRootElement(getThisResource()), objects ) marker.lua: local marker = createMarker(2449,-1657,12.948616027832,"corona",4,230,230,230,230) local objectAttached = nil function markerHit (hitPlayer, match) if (source == marker) and match and hitPlayer == localPlayer then if not objectAttached then local vehicle = getPedOccupiedVehicle ( localPlayer ) if vehicle then local object = createObject(1337, 0,0,0) setElementDoubleSided ( object, true ) attachElements(object, vehicle, 0, 0, 0.7, 0, 0, 0) objectAttached = true end end end end addEventHandler("onClientMarkerHit", root, markerHit) Thanks in advance!
  5. thaman667

    Objects

    Hey all its a lil problem. How can I know which ligts fits to wich building I dont wanna go off all the lights to find finnaly the right one =\ pls help?
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