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Everything posted by 50p
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Are you entirely sure this is true? I seem to recall that when a car is on fire, ramming walls and such does not speed up the progress. However, I might be wrong or it could be that only shooting it damages it while on fire. I am pretty sure that's how it works and even ramming walls should decrease vehicle health faster thus making it explode faster. Ramming walls doesn't do much damage to vehicles unless you hit them at high speed, try changing vehicle health to 250 when you're at high speed (~100) and hit any wall. You must have thrown grenades at vehicles, have you noticed that sometimes they explode right after grenade explosion and sometimes they are on fire and when another grenade explodes the vehicle explodes with it? That's because it depends how much health has left before grenade explosion and how close to the vehicle the grenade exploded, same with RPGs. For test, draw a bar/line on screen of length corresponding to vehicle's health (high screen resolution recommended - width wider than 1000px), see if it goes down any faster when you hit a wall: dxDrawRectangle( 0, 0, getElementHealth( getPedOccupiedVehicle( localPlayer ) ), 30, tocolor( 255, 0, 0 ) );
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Car gets on fire when its health reached 250 or 200, I can't remember now. So if the health gets to 250 the vehicle gets on fire and the health is continuously going down, when it gets to 0 the vehicle explodes. That's why vehicles explode faster if you keep shooting the vehicle which is already on fire. The fix for that is using 750 as max health. local health = getElementHealth( veh ) - 250; local barLength = health / 750 * 100; -- this will give you percentage of car health (0-100) -- when barLength <= 0 then vehicle is on fire
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What do you mean by disable cancelEvent()?
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It must be hard coded. As you may know, some vehicles have misc_a, misc_b, misc_c and misc_d. They all work differently due to the special properties of the vehicles. Eg. Hydra uses misc_a for the front wheel which comes out when you trigger landing gear. For the Rhino, misc_a is the entire turret, misc_b is the cannon (lifts up and goes down), misc_c is the tip of the cannon where the shells come out.
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I'm not sure about the question #1. You can get all these textures from vehicle.txd which can be found in: \models\generic Extract these textures to: <3DS Max folder>\maps
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Check the fadeCamera functions. Check the error messages if you have any.
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Functions called by timers don't know what is "source". To fix the problem, you need to add "source" to each function parameter that is called by timer. Eg.: -- line 36: function hosptSlider( source )
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Or https://community.multitheftauto.com/in ... ls&id=5832
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Simply take away element2 position from element1. local x = x2 - x1; local y = y2 - y1; local z = z2 - z1; -- x, y and z will now be offset, -10, -10, -1
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Can't you set the dimension in an attribute of the node? <map dimension="1"> You can change the dimension of every object in the map file separately, with "dimension" attribute: https://wiki.multitheftauto.com/wiki/Element/Object
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DO NOT create same topics multiple times. viewtopic.php?f=91&t=66147 viewtopic.php?f=91&t=66142 Locked.
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It's good to see people want to learn OOP in Lua. I have a suggestion for createInputPrompt, you could change the first param to a table, allowing more than 1 edit in the window (eg. for simple log in window). I've always wanted to update my GUI lib to simply add new UI elements to windows but ignoring x, y, width and height params. Like it's made in MAXScript: Example: group "Map importer:" ( edittext txt_GTAPath "GTA SA folder:" width: 200 across:2 offset:[0,2] text: ( GTAPath as string ) button btn_browseGTA "Browse..." align:#right edittext txt_TempPath "Temp folder:" width: 200 across:2 offset:[0,2] text: ( TempPath as string ) button btn_browseTemp "Browse..." align:#right checkbox cb_importLights "Import lights attached to models" checked:importLights checkbox cb_deleteDffAfterImport "Delete temporary .dff files after import" checked:deleteTempDffs ) It's different to Lua but that would make scripting GUI even easier.
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I haven't downloaded/checked this tool but I just hope I'm in credits as the creator of the icon that you extracted from MTA:SE. Thanks.
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@Azn, Your question has been answered. There is no need to comment on MTA players/people being poor. Now please stay on topic. Author asked people to ask him for scripts in this topic, he never asked people to tell him to learn Lua or comment on people's IQ. If you want to carry on arguing you will be given warning. Thank you for your cooperation.
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Currently, you can't add new models, you can only replace the existing ones. There are some works going on to let scripters/modders add new models, maybe then you'd be able to add new weapons but I doubt it because of the way the weapons system work. So there is only ~40 weapons and that's all we can have.
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You cannot create completely new models and have new model IDs. You can replace models and change their properties with setWeaponProperty.
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You cannot rotate GUI elements but you can do it with DX functions.
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Ok, then there is no seat 4. Use seat 3 instead because seat numbers start from 0 = driver.
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Because you have to know what is source.
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I'm hoping for another video soon :> @A Concerned Citizen, As far as I remember you can't use shaders on CJ's clothes. I might be wrong and it has been fixed but the last time I tried it didn't work.
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The MTA events have their own parameters and you can't add or change them. If you want to pass args to the handlers you have to create your own event. Then you can pass any arguments in triggerEvent, triggerClientEvent or triggerServerEvent.
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Error is simple to understand... The resource with exported function (scoreboard) is not running. You have to start scoreboard resource before you call its exported function. You can automatically start the resource by including it in the meta.xml <include resource="scoreboard" />
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http://www.gtaforums.com/index.php?showtopic=158088
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https://wiki.multitheftauto.com/wiki/Ge ... ntPosition + https://wiki.multitheftauto.com/wiki/GetGroundPosition = ground position under wheel
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These functions are client-side. So you as a scripter decide who will have the mods and who won't.