-
Posts
2,973 -
Joined
-
Last visited
-
Days Won
3
Everything posted by 50p
-
I don't know what you're trying to say by this post benox583. Are you trying to give a suggestion? Are you trying to teach me how to make custom maps? Maybe something else? I'm not very sure... and because of that, I don't know what to reply to you
-
That's what I thought just wanted to make sure : )
-
What do you mean throws in front? Make sure animation name is correct and all optional parameters are what you expect them to be.
-
Because you missed my post? What doesn't work? You said: Did you mean there is no problem with the script?
-
Well, have a read about code execution order https://forum.multitheftauto.com/viewtop ... 00#p289183 Basically, pedLoad does NOT exist above line 13. Line 6, if you want a function to call itself with a timer, you have to put 1 for timesToExecute parameter otherwise this function will be called more and more times than you'd want. This is why: explosion1 - called 1st time 1st timer is created 3seconds later: explosion1 - called 2nd time (because timer called it, but the same timer needs to call the function 2 more times) new timer is created (2 timers) 3seconds later: explosion1 - called 3rd time (the first timer needs 1 more call, new timer calls this function 1st time, so 2 timers called the same function at the same time) another timer is created - 1st timer called this function (3 timers) and another one - 2nd timer called this function (4 timers) 3seconds later: explosion1 - called 4th time (first timer is now dead, 2nd timer needs 2 more calls, 3rd and 4th timers 3 more calls) new timer is created - 2nd timer called this function (4 timers because 1 died) another timer is created - 3rd timer called this func (5 timers) and another one - 4th timer called this func (6 timers) I don't know if you understand what I just tried to explain but it's important not to overload your server/client with hundreds of timers and cause lag. If you want a function to be executed specific amount of times do something like this: function a( count ) if ( count ~= 0 ) then setTimer( a, 3000, 1, count - 1 ); end end a( 5 ); -- this will pass 5 to function a Function will check if 5 is not 0 and if it's true, a timer will call the function again with decreased count number: 4. Then again, count passed to function a will be checked, ( if 4 is not 0 ) then a new timer will call function a but again, with decreased count number: 3. It will keep doing it until count will be 0.
-
You need KAM's scripts. http://www.gtaforums.com/index.php?showtopic=218318 benox583, that's what I was aiming for.. Because making custom maps entirely in 3DS Max and then exporting every single model separately takes ages. Though, I'd love to export collision files as well but I can't figure out how...
-
If you explained what the problem is... I can't be bothered to read the whole topic to find out and show your latest code.
-
1. I have been away for a few days and I have NO IDEA what this subject is about (especially when the topic name doesn't tell me anything) 2. I don't know what your problem is and I can't be bothered to read the whole topic to find out what you've gone through... 3. I can see people are trying to help and I let them do it. I don't like to jump in front of someone who is trying to help and fix the problem with 1 or 2 posts and get all the credits. That may get him annoyed because he's been trying to help you for days whereas me just a few posts.
-
To me it looks like your elevator moves too fast. You can see the fire only when it's created close to you (streamed in).
-
Look at debug window (when logged in as admin type in: "/debugscript 3" in chatbox or without "/" in console). You will see errors that will tell you what is wrong with your code. You can also use MTA:Script Editor which will check your syntax for errors so you don't have to look at debug window in game. You have too many errors for me to list them here because I don't have much time at the moment. Learn to debug your scripts.
-
I hate it when people don't read carefully and I have to reply again saying the same thing... If you name them 1.wav, 2.wav and 3.wav it will never work... Look at the string that is passed to the playSound in my code... does it lead to 1.wav? No, it leads to wasted1.wav.
-
To make something random, you usually have to make a table containing the data that you want to load randomly, or in this case, you can name your files with numbers and use a random number to load specific file. -- Lets say you have these 3 files: -- server/wasted1.wav, server/wasted2.wav, server/wasted3 local sound = playSound( "server/wasted" .. tostring( math.random( 1, 3 ) ) .. ".wav", false );
-
Make sure source is the player element. Also, if "member" is command's argument, put it in a separate string as another argument. bindKey(source, "i", "down", "chatbox", "member" )
-
Accounts are saved in database but ACL is not. You can't say "I don't use acl" because you do! You have to delete the player from acl.xml or I'm pretty sure there is a button "Revoke admin rights" or something like that...
-
You can remove admin rights the same way you add them
-
https://wiki.multitheftauto.com/wiki/Main_Page
-
Because his function is anonymous. If I was doing it client-side, I'd do it with onClientRender rather than a timer. Besides, his setTimer is missing one more argument. His function will also trigger server event multiple times while you're in water. If you don't spawn straight away after being dead, the script will trigger server event again and will keep killing you... Use it if it works for you the way you wanted.
-
Your code will kill you only if you're in vehicle. Indent your code!! It's hard to read!
-
What settings.db are you talking about? Since 1.0.4 all accounts are saved in interval.db and all SQLite data (saved with SQL functions) is saved in registry.db.
-
Why it doesn't work? Be more precise. You can't set timer with 1ms interval. You need player element for outputChaBox to send message only to that player. What is player in your function? You MUST learn about function parameters/arguments and types of them.
-
changing wall texture is possible But not changing radar textures.
-
You can use timers to move objects in different directions at different times. But what vovo4ka wanted to say is you can use stage resource which lets you feel like movie "director" (and I think that would be better name for such resource).
-
You can create your own custom radar/map with guiCreateStaticImage or dxDrawImage and then you can put anything on top of it.
-
No. You can make your own radar/map and draw on top of it whatever you want.
