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Everything posted by 50p
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'Not found' means the function you are trying to call does not exist, right? So you have to export it first. In meta.xml: <export function="functionName" http="true" />
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You can't hack PCs using JavaScript. If you don't use JavaScript, don't use this generator lol. If I made it in PHP, you'd have to wait until page loads up to see if you filled something incorrectly or did not fill at all. Everything happens on one page.
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1. If players appears over a vehicle it means the dummy "object" which tells the game that driver seat is there..., to fix it you'd need to modify model itself. In DP2 custom models' dummies are all placed in the middle of the vehicle (even lights dummies). 2. If readme file says you need to change handling.cfg it asks you to do it just to improve driving that vehicle or to make it more realistic. 3. If you're asked to modify vehicle.ide it means you will probably need to change its "definition" (like who (AI) drives that vehicle, texture name, etc.) and you don't have to worry about this file. We hope the no.1 will be fixed in DP3.
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Reamins and capitanazop, there is somewhere on this forum a link to an on-line map converter.
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The best way to do this is to give Default acl access to HTTP. In acl.xml: <right name="general.http" access="true" />
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You can also use setElementVelocity and just change Z velocity, that would "shoot" you out into space if set to heigh
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Why not? It's optional. What it means is that you can use it.
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From what I read here I understand it's not a resource, right? Why don't you make it as a resource?
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That's because the script creates mod shop icon when a shop marker gets streamed in. Unfortunately creating blips looks like that. Thanks for using script. Someone doesn't seem to like it (or is jealous)... Try to use a timer, for that blip issue Timers for what? Creating blips looks like that. I don't show/hide blips because they are buggy in dp2. EDIT: Updated to 1.4.1
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That's because the script creates mod shop icon when a shop marker gets streamed in. Unfortunately creating blips looks like that. Thanks for using script. Someone doesn't seem to like it (or is jealous)...
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You can't replace weapons and skins yet.
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core.log: ** -- Unhandled exception -- ** Time = Fri May 30 21:41:26 2008 Module = D:\Rockstar Games\GTA San Andreas\gta_sa.exe Code = 0xC0000005 Offset = 0x006B18B0 EAX=00000000 EBX=00000800 ECX=00000254 EDX=00B44874 ESI=09861A58 EDI=00000000 EBP=7E370762 ESP=0022FCB8 EIP=006B18B0 FLG=00010246 CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000 ** -- End of unhandled exception -- ** ** -- Unhandled exception -- ** Time = Fri May 30 22:31:19 2008 Code = 0xC0000005 Offset = 0x00000000 EAX=13953A70 EBX=13953668 ECX=13314978 EDX=04978FE0 ESI=04004F28 EDI=13314978 EBP=133E1238 ESP=0022F648 EIP=00000000 FLG=00010246 CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000 ** -- End of unhandled exception -- ** And the dump files: http://y50p.50g.com/mtasa/dumps/client/ ... 302008.zip
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Added in 1.4. NOTE: I Recommend you to download the new 1.4 because in 1.3 was a serious bug related to money message!
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Thank you. Don't forget to report any bug you find! I'd appreciate that.
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Mod Shop (tuning shop) v1.5 Description: I think it's the most awaited script by most freeroam and some RP-like servers! As its name says it is a tuning shop resource. As you probably know, tuning shops are not synched in MTA, therefore you can't modify cars just like in Single Player (SP). Here is the "saviour" who allows you to do that. You can "pimp your ride" as if you were in SP, well almost. Currently there is only one garage in each city. Features for players: * upgrading vehicles in any mod shops in SA (3 shops currently, one in each city) * animated GUI windows * camera rotating around your car while upgrading * you can upgrade any vehicle in any shop Features for scripters: * scripters have the following abilities: - functions: o getItemPrice( modid ) - returns specific item's (upgrade id) price, false otherwise o getItemName( modid ) - returns specific item's (upgrade id) name, false otherwise o getItemIDFromName( upgradename ) - returns upgrade id of the specific upgrade item's name, false otherwise (it may be a buggy function) o getVehicleModShop( vehicle ) - returns shop's marker that vehicle is currently being modified, false otherwise o isVehicleInModShop( vehicle ) - return true if vehicle is currently being modified, false otherwise o getVehicleTuner(vehicle ) - returns player element that is currently upgrading specified vehicle, false otherwise - events: o onVehicleMod - triggered when player modifies his vehicle (might be a bit buggy) - parameters: ( upgrades, colors, paintjob, shopName ) - source: the vehicle that has been upgraded (Note: these function names may not be easy to understand because of "Item" in them) Little showoff video: A bit outdated, all known bugs were fixed. Installation: Just paste the modshop.zip into your server's resources subfolder, refresh your resources (if server is running) and start the resource or start the server (if it's not running) Download link: https://community.multitheftauto.com/index.php?p= ... ils&id=169 Changelog:
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When I say not tested, I mean I do what I think should work and I don't check if function exists.
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Where does it say that? If I look at the addEventHandler documentation it says in the note "may lead to confusion", it says nothing about Lua. If there's some other doc page that does say it may confuse Lua, please tell me which one so I can correct it. The "problem" as you call it does not exist, neither in Lua or in MTA. arc_, you just picked an old post I've tested and made sure nothing's wrong with using func's name same as events' names.
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function checkWater() for _, veh in pairs( getElementsByType( "vehicle" ) ) do if not getVehicleOccupant( veh ) then local vehID = getVehicleID( veh ) if vehID == 539 or vehID == 460 ........ then local waterZ = getWaterLevel( getElementPosition( veh ) ) if waterZ and waterZ > z then blowVehicle( veh ) end end end end end NOTE: NOT TESTED!
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setElementCollisionsEnabled is also client-side function.
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source of onClientVehicleEnter is the vehicle player entered, 1st param is the player that entered the vehicle. You also missed '=' sign between pcustomer and createColShape.
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Ok, I know there were some problems with a few first versions. So if it works I'm glad that some people can fix problems themselves. And again please post any bugs you find or give some ideas on the future versions.
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Do you know how did you make it happen? I've tried many times and hasn't happened to me. What did you step by step? Did you just connect to the server and tried to log in? Was the resource running at the time you joined the servere or did you login as an admin, started bank resource and then tried to log in? I can't figure it out.
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But does onMarkerHitHandler gets called when you enter the 2nd marker? Do you see the message: "onMarkerHitHandler"?
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It doesn't seem to be problem with pplace because marker get created and the marker gets assigned to pplace variable (which is global since it was prefixed with local). Try to output some text in onMarkerHitHandler function, not in if statements but before them and see if that function was called at all. Also, do you get any warnings/errors? (/debugscript 3)
