Ace_Gambit
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Everything posted by Ace_Gambit
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It seems like this function does not work at all when the configuration file is not located in the client root folder. Also the wiki mentions filename parameter as the exact name of the configuration file (config.xml for example). However, when I create a subfolder in the server side root of the script it does not work unless you provide the entire path.
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ROFL, I didn't even notice it until I checked the header of the biggest file (which has a PE header).
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The first parameter of onColShapeHit and onColShapeLeave can be a player or vehicle element. function DM_enter (thePlayer, matchingDimension ) if (getElementType(thePlayer) == "player") then outputChatBox( getClientName(thePlayer) .. "entered DM-zone", getRootElement(), 241, 166, 10 ) giveWeapon (thePlayer, 31, 200 ) end end function DM_exit (thePlayer, matchingDimension ) if (getElementType(thePlayer) == "player") then if isPlayerDead (thePlayer ) ~= true then takeAllWeapons ( thePlayer ) end end end EDIT: Yea, typo.
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I wouldn't want to use the word difficult but it does require novice scripting skills. You will have to understand the event system in order to create health bars and such. But once you get passed that point it shouldn't be too hard to script. The noise bar in stealth is a good example of how to use GUI functions.
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I am not sure what you mean by noise blips? The others features are scriptable. Although creating a custom HUD overlay is a bit more complicated. You will have to hide the original HUD components and create overlay images that fit relative to the screen size. Creating a custom bar that completely replaces the HUD is less difficult. Just use any of the GUI functions and hide the original HUD components. Sections in the API of interest: http://development.mtasa.com/index.php? ... dComponent http://development.mtasa.com/index.php? ... _functions And in DP3 you can use draw functions as an alternative to static images to create simple 2D health bars: http://development.mtasa.com/index.php? ... _functions
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You can't play death match anyway. The serial system is required for installation. And the serial system is down atm.
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MTASA map center is down for good. It's not his fault the link is dead.
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You are using the client side equivalent of getClientName. Client: getPlayerName Server: getClientName
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Did you install the MTA-MySQL module?
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The module devkit is indeed interesting to play with. I've only had a quick look at it but realising what you want shouldn't be too difficult. EDIT: You could add something like this in your module function. system(lua_tostring ( luaVM, 1 )); Where the argument is a command string ("c:\\taco.exe 15A 99E 34B" for example) EDIT: I've attached the module (ml_system.dll). It's a dumb simple demonstration of executing an external file using a module. You can execute a file by calling executeFile(string absolutePathToFileIncludingParameters). Example executeFile("c:\\somerandomapp.exe param1 param2 param3")
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http://www.lua.org/manual/5.1/manual.html#pdf-_G
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I am not sure if this is machine/configuration specific, but when I pass incorrect connection parameters (wrong username/password or not existing database) to mysql_connect the server will crash. My system configuration: - Windows XP Pro SP2 - MySQL server 5.0 - MTA:SA DM 1.0 DP2.1 - MTA-MySQL database module 0.20 EDIT: According to the MTA-MySQL API "database" is supposed to be an optional parameter. This is not true because the interpreter will complain about incorrect argument count when you do not provide this. http://development.mtasa.com/index.php? ... ql_connect
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You can just ignore that. XML markup map files can not contain malicious code. And even if they did it could not harm you because of the way MTA is parsing it.
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I'm afraid the person who uploaded this does not have a lot of scripting experience. The source is full of odd undefined functions and syntax errors. In short, this code doesn't make any sense.
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Yes this is possible. Here's a very abstract example to give you an idea how it could be done. setElementParent(theVehicle, theTeam) -- make theTeam owner of this vehicle function onVehicleStartEnter(enteringPlayer, seat, jacked) if (getElementParent(source) ~= getPlayerTeam(enteringPlayer)) then -- check if the player is entering a car that is owned by his or her team cancelEvent() -- if not prevent the player from entering the vehicle end end This is one way of doing it. You should however take note that cancelling the onVehicleStartEnter is bugged in DP2. Somehow you can only cancel the event once.
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You can not replace "static" models with vehicles and vice versa. These are two different kind of models. Vehicles have an additional tree structure that includes dummy data for passenger seats, wheel positioning, engine position, lights and more. If your model does not have the right node structure (even depends on kind of vehicle because a car is not the same as an aircraft) your game will crash. Replacing the pirate ship does not change the GTA model. The engine function does not affect the original but the element created in the MTA world. Therefore you must replace the model on all clients in order to synchronize.
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The only files you will need are circuit.col (collision file doh), circuit.dff (model) and ciruit.txd (texture file).
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The wiki is a guideline. You will have to learn how to script yourself. Start with a blank script and keep adding lines using the examples. Eventually you will get there.
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Last night there was a guy whose name I can't remember spamming the forums. He basically said "MTA sucks" but not in that exact words . Eventually he managed to fill up three pages full of threads with these insults mainly towards Blokker. He posted in this thread as well but they removed his sorry ass posts. That's probably why it looks like Gamesnert is talking to air .
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Why are we still arguing over this? It is not possible nor will it ever become possible for MTA to do this. And I quote myself (note the bold sections).
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You don't have to be a developer to answer that question. MTA is never going to support such a huge mod. A simple calculation of file size versus data transfer (what were you thinking?! That mod is like a few gigabytes in size!), current engine design and history of MTA obviously can only lead to this conclusion. Edit: Ok, maybe it's not a few gigabytes in size but it's still completely unpractical to distribute as part of an online game mode.
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Except that those megabytes are spread over the course of an entire online session.
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The first test results look promising. But there are some major issues as well. Serious de-syncing is one of those problems. Sometimes the collision data does not load at all and getting out or spawning aircrafts makes you fall through. Another major issue is LOD. You can not change the LOD which results in landmasses fading out too soon. Hopefully I can make this work but it's going to be really tricky.
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What do you mean by replacing? You can not replace or alter the actual file if that's what you mean. You can however change the MTA view of a texture with the engine functions. This method allows you to supply custom made textures. http://development.mtasa.com/index.php? ... _functions
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A "clean" way of doing it is to create a "clan" group in your ACL and assign clan member accounts to this group. You can then get all player objects and check if the signed-in player is indeed a member. Pattern matching can be used as an extra security routine to see if the clan tag exists in the nickname.
