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Everything posted by 50p
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WHATS WRONG IN THIS SCRIPT? SAVING CARS/INTERIORS/DIMENSIONS
50p replied to HeavyMetal's topic in Scripting
From what you said it doesn't mean it's stored in the database. Switch to "Browse data" tab and select your table, check the dimension and interior columns. -
Just so you know, you can use client "hidden variable" in custom server side events triggered by clients to get the player who triggered the event.
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WHATS WRONG IN THIS SCRIPT? SAVING CARS/INTERIORS/DIMENSIONS
50p replied to HeavyMetal's topic in Scripting
http://sourceforge.net/projects/sqlitebrowser/ -
You can't simply stop mouse from rotating camera but when you use setCameraMatrix it will change the camera's position and also disable mouse camera rotation. You can use this function in onClientPreRender event to create custom camera movement. Check this https://wiki.multitheftauto.com/wiki/GetOffsetFromXYZ to help you make a chase camera.
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WHATS WRONG IN THIS SCRIPT? SAVING CARS/INTERIORS/DIMENSIONS
50p replied to HeavyMetal's topic in Scripting
Make sure it saves properly. Open the database file and check if the data has saved. -
Problem replacing the original helmet model to other object
50p replied to Mimimiguel's topic in Scripting
Looks like your models didn't have a texture applied to it before it was exported from 3D app. -
Hey there, Little update to let you know about the progress! I just thought I will inform you about the current changes/bug fixes. I'll probably release it during the next week. So here are the changes: I'm going to add the functions list on the right as many people seem to use it (I barely used it in the old editor).
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You need to check if the vehicle has a blip already attached to it. Otherwise you will be attaching blips every time vehicle gets damaged once on fire.
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Check if markerplayer function is called. If it is, then check the client's script if you get the nemesis value sent from the server. Why don't you learn debugging? You MUST debug scripts yourself. You will get all the information you need to fix your script. Besides you don't give much information by saying:
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Your line 23 has way too many calls. Split it into a few line because currently it's difficult to say which function fails. Also, make variable names shorter because it's difficult to read. local extraHP = exports[ "extrahealth" ]:getElementExtraHealth ( ProgressHPSettings.nemesi ); -- output this value to see what getElementExtraHealth returns local startHP = getElementData(ProgressHPSettings.nemesi,'startHP'); -- output this value as well, use dxDrawText if you're debugging values in onClient(Pre/HUD)Render event dxDrawRectangle ( ProgressHPSettings.x+10, ProgressHPSettings.y+5, ((ProgressHPSettings.w-20)*(extraHP/startHP) > 0 and (ProgressHPSettings.w-20)*(extraHP/startHP) or 0), ProgressHPSettings.h-10, ProgressHPSettings.colorUg, false )
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What you're trying to do is not as simple as what you think and has many errors. I'm rushing now and will not fix them for you. What does :spawnBot return? What does getElementHealth( tostring( ) ) is for? getElementHealth requires element (player/vehicle/ped) not a string.. You need to get back to basics. Check my peds example resource and see how I made health bar. https://community.multitheftauto.com/index.php?p= ... ils&id=234
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Simply use onClientResourceStart and triggerEvent or triggerServerEvent and tell the server you are ready. I usually pick the first option when I don't need any server data to be sent to client when he joins.
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You define "blip" twice. Also, I suggest to check if player's account is not a guest account.
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Please, tell me the steps you do so that I can find the problem and fix it.
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Nicely done! I was about to PM you and ask how is the script going and here you are. I'm glad to see it released!
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This is not a problem with the script. I made it this way so that if there are spawn killers then you can simply choose different class. Besides, clicking SPAWN after dying is not that hard. Also, you can modify the script to your liking easily.
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The function list on the right is empty but when you open a file you will get the list in auto-complete box. Just start typing for example "get" and you will see all functions with "get" in the function name.
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How about returning table of matches and their index of where in string it was found instead of bool? That would make more sense. Support group matching as well. What does regex_info() function do? It'd also make more sense if it returned a table like MTA's getVersion().
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If you still want it to work by a timer you can draw the rectangle with a width that is updated by a timer. function startProgress() -- call this function when you want to show the progress i=0; setTimer( function() i=i+1 end, 50, 100); -- update the width with a timer (you can change the interval to higher value to make it update longer) addEventHandler( "onClientRender", root, render ); end function render( ) dxDrawRectangle((screenW - 23) / 2-131, (screenH - 10) / 2, i, 10, tocolor(144, 3, 3, 255), true) if i >= 100 then removeEventHandler( "onClientRender", root, render ); end end
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Lloyd Logan, not yet. I'll be planning to add this feature and eventually make it work properly. The current version is stripped down version of the old one. It's rewritten from scratch (most of it). I don't want to add too many features at once like I did before and there were many bug reports. Now, it has less features but doesn't crash. I was waiting for reports before I move on.
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I've tried to add this in the old version and as you said it never worked. For some reason arguments (e.g. a file you want to open) weren't passed to the main function therefore not opening them.
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Has it worked for you at least once or this is what you get when running it for the first time? What OS are you running x86 or x64?
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If I knew French I'd try and answer your question.
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1 more thing to try: TXD Workshop is known for issues with textures if you're creating new txd from a blank txd. Open any original txd from GTA and replace the textures in it instead of creating new blank txd inside of TXD Workshop.