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Everything posted by 50p
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If you checked that all images are there it means that you didn't check it correctly there is "73.png" missing, I new about it because I was exporting all of the images manually! It took me 5 hours (whole night!) to create the gauge and the needles, because I wasn't thinking at that time (tiredness). The next day I made another needle in just 30 minutes. Simply created animation with 260 frames and exported it as a sequence of .png's and now no images are missing. The old needle was quiet heavy (~630kb), new one is half lighter (~330kb) it may speed-up loading all images. Maybe on Sunday (3/02/2008) I'll do an update with a new needle, but for now have fun with the new background:
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You should download my older speedometer if you want digital: http://www.mtabeta.com/index.php?p=reso ... tails&id=5
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You can find the icons in speedometer.zip (/images/door_open.png, /images/door_closed.png). If there was a function like guiRotate or guiSetRotation I'd use them.
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Link's fixed now. Needle has 260 images (each different angle). There is for loop which creates 259 images, I missed 1 while exporting images.
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I made a nice GUI speedometer with status icons of doors lock being locked/unlocked and lights being on/off. I invited AlienX to see it on my server by saying it has a needle, otherwise he wouldn't have come (sorry AlienX, hehe). Anyway, the speedo that AlienX saw is included but not used. This version has got a really nice needle rotating around! The background (I called it a "disc") may be edited in the future version, since this one may be a bit boring. Download: http://files.filefront.com/speedo+discz ... einfo.html Screenshots: http://gallery.filefront.com/50p/126102/ Link to the new resources download (mtabeta.com): http://www.community.multitheftauto.com/index.ph ... tails&id=8 Installation: Paste .zip file to your server's "resources" folder WARNING! It takes long (up to 30 sec.!!!) to create 260 static images (needle's angles)! But after it's been created, it works as hell every time you enter/leave vehicle.
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It wouldn't be difficult though. Just offset the already-calculated-coords and it should work. ( add yours selected place's coords, that's all ). eg.: createObject ( 3374, x * -4 + (yourX), y * -4 + (yourY), z * 3 + (yourZ) ) Do the same for all of the calculations. It may work, I don't know.
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Also, when you're in window mode and right-click somewhere outside the game's window the list which pops up lags the game too.
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There is no bug in the code itself I don't know what to do now
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I haven't experienced the bug that spawns me in different vehicle, yet. What other resources do you run? Does it happen (not spawning at the saved location) only with bikes now? Try to drive a car and jump out then load the saved location with the car you just jumped out.
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Redownload updated version. It should be OK now.
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Try "/gamemode Stunt perfectstunt" Remember, if you want to start votemap you must have at least 2 maps compatible with the gamemode!
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"Listen to your stomach!", LOL If you get confused about how to write scripts in LUA, try to have a sandwich and come back to learning, ROFL; it helps me because you cannot concentrate if you haven't got energy, hehe! Examples on wiki aren't mostly fcuked or incomplete. Example itself doesn't have to be a complete script. It didn't make any sense to me when I first read all of the tutorials on MTA main site, why? Because you can't learn to write scripts if you haven't got a list of functions.
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You spawn with NRG-500, probably because you have bound 1 to "spawn nrg-500" or somthing. Go to line 94 and change the value (0.5) if you want to spawn higher eg. 1.0 (units in-game are more like meters).
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My script saves you current location and the vehicle you are in. It is not possible that you'll spawn at you saved location with a different vehicle! Anyway, I'll take a look at this. Thanks for the report. BTW, are you using new version which allows you to save location with Ctrl+number(1-9)? EDIT: Redownload, and try new version 1.2 Update: * added: now set 100% health to vehicle after you load saved locations * fixed: rotations now should work correctly
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In meta.xml you have possible settings, there you can choose which keys should be hold to save/load location. If at the time of saving you are in a vehicle, you'll be warped in the vehicle when you load the location. Yes I know. I must be a bug or something. Your rotation is saved, but for some reason can't be set to vehicles. Do you mean you want to have fixed vehicle each time you load you location? BTW, If you want to load a location when the vehicle you saved is in use, you'll be spawned there without vehicle.
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Updated! Check the first post. Link hasn't changed.
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I don't know why your method doesn't work, maybe works for you but not for me. That's why I wrote what works for me. You can edit as much as you want, as far as full credit is included. I haven't noticed that, since I bind key only when command was entered.
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I have seen a topic where Rusch69 asked for a script which allows you to save your locations using commands and spawn at these locations using keys 1-9. I decided to write such script. So here it is: http://y50p.50g.com/archives/mta/saveandload.zip Installation: Place "saveandload.zip" in your server's "resources" folder. Usage: Type command /s[1-9] which represents each 1-9 key respectively. New saving position style also included. Now you can set what key you have to hold to save and load locations (meta.xml) Default keys are: Left Ctrl - hold it and press a number to save location on the number Left Alt - hold it and press a number to spawn at the saved location Have fun teleporting around places! Don't forget to post feedback and suggestions (what to improve or add), also post all bug which you find (if you find).
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Try to this: executeSQLQuery("SELECT money FROM saesrpg WHERE serial=".. getPlayerSerial(hitPlayer))
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Use function: destroyElement() Pass there vehicle element, the vehicle that exploded.
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*post deleted* EDIT: I got it working now. Look here.
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Not much really. I've got it "almost" working. Almost because players are elements and it is quite difficult to store all the coords in an array. In SA:MP, players are integers, so it would be really easy there. I'm trying to figure out how to store players' coords in a table and then load them.
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I said add a parameter to a function which gets called when a player connects, so in this case greetPlayer function greetPlayer ( player ) -- <== look here, this replaces 'source' to 'player' local joinedPlayerName = getClientName ( player ) outputChatBox ( "Welcome " .. joinedPlayerName .. " to the server!" , player, 255, 255, 255 ) if getClientAccount( player ) then outputChatBox( "Login...", player, 0, 255, 0 ) else outputChatBox( "You must register to play!", player, 255, 0, 0) end end addEventHandler ( "onPlayerJoin", getRootElement(), greetPlayer ) It helps sometime to add a parameter to the function, so you wouldn't see the "Bad argument" warning. Because I used a function which gave me the warning, why? I used 'source'! I don't know, but when I added a param it fixed the prob.
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If you do this in onPlayerJoin, then try to add a param to your function (the one which check whether account exists) and use this param instead of 'source'. The parameter would represent 'source', so the event would pass the source as a parameter to the function. I had similar message with bindKey, when I didn't use a param in the function. I hope you know what I mean.