-
Posts
240 -
Joined
-
Last visited
Everything posted by Puma
-
Meta.xml:
-
Good idea, but I'd add more graphics to it. Use some dxDrawRectangle-stuff and make some setting-options in which you can set the colors. This way a lot more people will download and use it, since they can make it look like they want to.
-
No. Why the heck would I want you on Skype? I don't even know your. Geez.
-
I did not make this. Geez. Where did you get thát from.
-
Anybody tested it so far ?
-
So you're just one arrogant bitch that steals other peoples scripts. I reported this topic.
-
by Puma ____________________________________________________________________ PIMP is an EDF-based plug-in for the map-editor, with which you can easily add actions to markers. List of features: 2D-text 3D-text (in the world) Teleport Boost Set vehicle gravity Blip (on the radar) Camera positioning (create filmic scenes) Set vehicle rotation Set vehicle model Enable/disable cheats Blow vehicle Fix vehicle / set health Set vehicle damageproof Set gamespeed Set worldgravity Set vehicle handling Everything comes with a load of options and is very easy to use! Just check the tutorial-video to see how easy it is . PIMP is designed for usage in the race-gamemode, but it should work fine in other gamemodes as well. Wiki-page (lots and lots of info!): https://wiki.multitheftauto.com/wiki/PIMP ____________________________________________________________________ Tutorial video: ____________________________________________________________________ Download: https://community.multitheftauto.com/index.php?p= ... ls&id=4830 ____________________________________________________________________ Enjoy! NOTE: Servers must have this resource on their server (and running) for maps that use PIMP to work! It would be nice if you could put the resource on your server!
-
If you use 'onClientRender', like Michael says, it makes the animation a LOT smoother (and nicer) than with a setTimer. Here's an example of how to do it: windowX1, windowY1 = -200, 500 -- start position of the window (not on the screen) windowX2, windowY2 = 200, 500 -- position where window should slide to (on the screen) windowXdifference, windowYdifference = windowX2-windowX1, windowY2-windowY1 -- distance between startposition and position where the window should slide to windowW, windowH = 200, 300 -- width and height of the window slideTime = 500 -- time the slide takes window = guiCreateWindow ( windowX1, windowY1, windowW, windowH, "Your window", false ) -- create the window using the values you just set -------------------------------------------------- function slideMenuIn () renderSlide = true -- set renderSlide variable to true slideMenuInTimer = setTimer ( function() renderSlide = false end, 500, 1 ) -- set a timer that, when slide-time is passed, sets the renderSlide back to false end -- execute this function when the window should be slided in -------------------------------------------------- function render () if renderSlide and slideMenuInTimer and isTimer ( slideMenuInTimer ) then -- if renderSlide variable is true and the timer exists (timer made in slideMenuIn() ) local timeLeft, amountLeft, amount = getTimerDetails ( slideMenuInTimer ) -- timeLeft how much time is left before the timer runs out of time local slideIndex = timeLeft/slideTime -- calculate the index/fraction (part/total) local windowX = windowX1 + windowXdifference * slideIndex local windowY = windowY1 + windowYdifference * slideIndex -- calculate new x- and y-position guiSetPosition ( window, windowX, windowY, false ) -- set window position end end addEventHandler ( "onClientRender", getRootElement(), render ) -- execute function 'render' when a new frame is rendered I hope I explained it well enough. This is how I do it, it works well. I don't know of an easier way.
-
Hai, I'm doing a movement editor for the map-editor. It uses the objects of the map itself and, if needed, creates a few extra objects as copies. The problem is, when I go into testmode and I test the map, restart the EDF-resource so the script is restarted and activate the testmode, it moves the objects out of place and creates a few new objects. When I go back into the editor again (out of testmode), the objects are fucked up. Some objects are misplaced, others are missing (this obviously happens to the objects that are affected by my script). What I already tried: when the resource is running in the editor (in testmode of the map) and you use a certain command that starts the testmode of the resource (so you can see how the objects are going to move), it puts every object in a table accompanied by its data (getAllElementData). All objects that are created by my script, are also put in a table. When you use the command that stops the testmode of my resource, it loops through the script-generated objects, destroys them, and then loops through the table of objects that already were present and made by the editor: it checks if they still exist and if not, it creates new ones using the same data (model ID, position etcetera). That works, but when I enter the editor-mode, some objects are missing, duplicated or misplaced. What is the best way to do this, so the original objects and their positions etcetera are properly restored when you go into editor-mode?
-
Doe eens wat aan je ABN, dat is al een stuk chiller communiceren..
-
I'm making an EDF which resource is running all the time and handles its elements on map-starting and map-stopping. When you go into the testmode in the editor, the script isn't triggered since the resource isn't even running in the editor, so you can't test it. I tried including it in the meta.xml of the 'editor'-resource, but none of the commands or bindKey's I put it in seem to work. I even tried editting the 'gamemodestopper.lua'-script in the 'editor'-resource: add a startResource after the loop that stops all resources, but even that didn't work. Starting the resource in the map-editor also doesn't work (commands don't seem to work in the chatbox, I can start the 'runcode'-resource in the F8-console, but when I try to start my own using /start in the F8-console (without / of course), it says that the resource couldn't be found). What should I do, so my resource will be properly started and running along the editor-resource? ____________________________________________________________________ Nevermind, I was altering the editor in a copied server-folder on my desktop, but when you go into the map-editor by the main-menu, it doesn't work because thatone uses the editor-resource in the mta-folder.
-
Nah. I want the objects to keep their collision. Apparently it was a collision bug by Rockstar. Stupid Rockstar . Yup .
-
I attached (my script did) a few objects to a center object and made it move (rotate along its own axis). See the video: http://beta.xfire.com/videos/568c6c/ Everything is attached to the trashbin and I applied a moveObject to the trashbin. As you might see, the vehicles encounter collisions, but there is nothing that collides with it. Is this an mta synchronizing bug (moving and attachment is done fully server-side) or something that ca be fixed by script?
-
I don't get what you mean. Are you talking about an image of a vehicle or a vehicle ingame? A picture would be nice.
-
Kenix, you're forgetting the 'propagated'-optional argument. It prevents the eventhandler to be triggered for any marker. Alternative: local tMarkers = { { nX = 0, nY = 0, nZ = 10 }; { nX = 200, nY = 200, nZ = 20 }; } function myfunction () triggerClientEvent ( "myevent", source ) end for _, t in pairs( tMarkers ) do local marker = createMarker ( t.nX, t.nY, t.nZ ) addEventHandler ( "onClientMarkerHit", marker, myfunction, false ) end
-
I think it's because the element you clicked on, is brought to the foreground and the gui you click on after that, is moved to the background and is covered by the whole first element. I think you could use "guiSetEnabled" to prevent the first element from getting to the foreground, but I'm not sure, because I've never used it that way. https://wiki.multitheftauto.com/wiki/GuiSetEnabled
-
Depends on what data you want to get. It only returns the object/vehicle the ped is standing on. You can then use the returned element to request the data, such as position, alpha, dimension etcetera. As far as I know, there is no function that returns data that implicates whether you're standing on grass, sand or concrete, for example.
-
Why don't you tell him what /debugscript is for? If you are logged in as an admin, you can use the "/debugscript 3" command. It creates some sort of chatbox at the bottom of your screen and if a script isn't working, it outputs the reason for it in there. For example, it says syntax error in server.lua at line 32: bad argument at 'getElementPosition'. This means that in server.lua, line 32 there's something wrong in 'getElementPosition'. As for your script, you should start reading the page about 'addCommandHandler': https://wiki.multitheftauto.com/wiki/AddCommandHandler First parameter in the function you call is a player and yours is 'theVehicle'. Would be pretty weird if vehicles could use commands . You have to change it to 'player' for example and after that, you write 'theVehicle = getPedOccupiedVehicle ( player )'.
-
do not tell for everyone. your point of view is just your point of view. It is a point of view of 99,9% of the scripters.
-
Clientside rx, ry, rz = getElementRotation( source ) is the problem (line . Since 'source' is a player = ped and peds only have a Z-rotation. You must use getPedRotation. Also, I would make the variables local. https://wiki.multitheftauto.com/wiki/GetPedRotation X- and y-rotation will be 0. Change this line: rx, ry, rz = getElementRotation( source ) Into this: local rx, ry = 0, 0 local rz = getPedRotation( source ) Worth a try .
-
An object doesn't move like a vehicle does, it only changes position (first it is at position A and then on position B, while a vehicle moves from A to B). That's why it doesn't work and never will work. The only way to make it work is using a colshape OR adding a colshape and checking all elements in the colshape repeatedly at a high rate, using a timer or (clientside) using render, so you can't miss it if an element suddenly entered the marker. https://wiki.multitheftauto.com/wiki/Get ... inColShape
-
That sucks. DM toptimes are not in the default toptimes, you have to add it yourself. Lazy people come up with the easiest solution and someone I know came up with just a small edit in a script in the race resource, while someone else made a whole resource out of it, lol, like the one Deagle posted. Open the race resource and open 'race_server.lua' using Notepad. Search (Ctrl+F) for this line (should be somewhere around line 670): elseif pickup.type == 'vehiclechange' then Below this line: clientCall(source, 'vehicleChanging', g_MapOptions.classicchangez, tonumber(pickup.vehicle)) Add this: if ( getElementModel(vehicle) == 425 or getElementModel(vehicle) == 464 or getElementModel(vehicle) == 520 or getElementModel(vehicle) == 447 ) and #getElementsByType("checkpoint") == 0 then triggerEvent('onPlayerFinish', source, rank, g_CurrentRaceMode:getTimePassed()) end Save it, restart the race resource and it should record the DM-toptimes. All credits for this wonderful solution go to WannaKnow.
-
Try sending a PM to one of the creators, for example 50p. ucp.php?i=pm&mode=compose&u=19953 It's a complicated thing and even a scripter that doesn't know the script will need quite some time to understand it, so best way to get a solution is to message one of the creators.
-
What's the problem? We can't read minds and this is not pictionary either..
