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Everything posted by 50p
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Take away one object's X, Y and Z from another object's X, Y and Z. local x,y,z = getElementPosition( obj1 ); local x1,y1,z1 = getElementPosition( obj2 ); local yourVector = { x-x1, y-y1, z-z1 }; I hope that's what you want.
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First of all, where did you get "day and night buttons"? The model is bright because the vertex colors are bright (somewhere around 220 RGB, each channel). I said I'm not going to explain it all. I've explained it couple of times (with images) on this forum, just search "vertex color". White objects problem can be caused by many issues. Some of them include: 1. Wrong texture(s) in .txd. Texture names in TXD need to be the same as the ones you used in 3DS Max. 2. Replacing model before replacing textures (engineLoadTXD, engineImportTXD) 3. MTA's bug. It simply happens.
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It's vertex color issue. GTA:SA supports both, day and night vertex colors. Check this video: I'm not the author of this video but it should help you a bit. Skip to the end of the video to see the effects first. You'll be using grey scale colors to make the model brighter or darker. I remember seeing a MAXScript which can change the color of the entire model for day and night.
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If it works fine with shader then why doing it with dxDrawMaterialLine3D?
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By quader you mean a box? Before you export a model, make sure it's "Editable Poly" or "Editable Mesh". Also, make sure it doesn't have any flipped faces. Right click the model, go to "Object properties" and in "General" tab make sure that "Backface cull" is checked. That's all I can think of.
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You forgot about &. So, http://chart.googleapis.com/chart?cht=p ... s,00000000
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Because you still need to change the code in the server-side script. Read the wiki code sample again and see. Your changeSkin function doesn't have any parameters so it doesn't know about the data you're sending. Remove any GUI code from server-side script.
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- Admin panel will show up because you're running admin resource which binds "p" to open admin panel. - When you want to send some data to the server you use triggerServerEvent. If you read on wiki https://wiki.multitheftauto.com/wiki/TriggerServerEvent you can pass some arguments => [argument1, ...] - these arguments will be received by the server. Even the example on the wiki shows you how to do that.
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- chatbox needs to be string: toggleControl( "chatbox", false ); - Server doesn't have any GUI functions. You have to send the skin ID to the server instead.
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It replaces the "ScreenTexture" How does it replace "ScreenTexture"? (Hint: dxSetShaderValue, 2nd parameter)
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Where in your shader.fx is the variable "screenSource" (which you set with dxSetShaderValue)?
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If you used it in onVehicleEnter, then obviously source is vehicle.
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You can't change the way the Menu behave. You can only change the way it looks. https://forum.multitheftauto.com/viewforum.php?f=139
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http://projectcerbera.com/gta/sa/tutorials/acceleration
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Objects have bounding box models which are invisible and collisionless. You can use getElementBoundingBox instead.
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I just love it how people don't explain what their problem is. It looks like the event is not even triggered. If you don't get error messages or the "Get in a Vehicle dude" message, then it's not triggered because "else" would pass.
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You can draw a circle with dx functions. You can draw on a "render target" and then you can draw that render target with smaller height. That way it will be an ellipse (just like re-sizing a circle in Photoshop or any other image processing apps).
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AFAIK, there is no function to find out if colshape is inside colshape. Explain your problem, we may find some alternative.
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Check the values of xt and yt before you attachElements: dxDrawText( "X: " .. tostring(xt) .. "; Y:" .. tostring(yt), 10, 200 ); Validate these values, if they're correct then play with the values in attachElements call.
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If you're trying to load the file in a server-side script then it will fail. Show the id.xml file. I remember having the similar problem long time ago. If it's client-side script, instead of try
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It doesn't seem to rotate at all. Try to use X axis instead of Y. Maybe it's a bug and rotations are swapped. Also, there is no need for "zt", getVehicleTurretPosition returns only 2 values.
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Just copy all the code and put in 1 file in 1 resource. You only have to do 1 thing, rename the functions because they all have the same names (eg. gateOpen, gateOpen2, etc.).
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You could use sniper rifle. It uses the same animations but you'd have to change the weapon property to disable first person view.
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As far as I know, you can't do that.