
Vercetti1010
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Everything posted by Vercetti1010
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Thanks a bunch Talidan! I have given up on this because something always screwed up for me lol, but I truly appreciate your work. The first link you posted will work with DP2.x i suppose. Thanks again
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Yeah, the resource was started. Who knows it may work. I'll take your advice on the chat box thing. Can I PM you if later today the script still does not work?
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Thanks for the info on that event, I'll definitely try that out when I get home. However, i believe that even if the key bind executed perfectly, nothing would happen when I clicked my mouse. While testing, I added a temporary command to test the individual function and still nothing happened. No errors or warnings came of it and there was no parachute and gravity was still normal.
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Hi, sorry to ask another question so soon, but I am having a lot of confusion with this script im working on. It is supposed to simulate the Single player parachute when you click your mouse and put the parachute away when you click again. I loaded it into my server and turned it on and tested it and got no errors but nothing happens. I even tied a command to it to see if it worked and still nothing happened. Can someone help me figure out why this won't do anything? parachuteclient.lua function workingChute(key,keyState) weapon = getPlayerWeapon(getLocalPlayer()) if (weapon == 46) then if (doesPlayerHaveJetpack(getLocalPlayer()) then outputChatBox("You can't open your parachute on a jetpack!",255,0,0) else if (isPlayerInVehicle(getLocalPlayer()) then outputChatBox("You can't open your parachute in a vehicle!",255,0,0) else if (parachute) then destroyElement(parachute) setGravity(0.008) else parachute = createObject(3131,0,0,0) attachElementToElement(parachute,getLocalPlayer()) setGravity(0.002) end end end end end function fixKeys(getLocalPlayer()) bindKey("mouse1","down",workingChute) end addEventHandler("onClientPlayerJoin",getRootElement(),fixKeys) meta.xml <meta> <info author="MasterOfPuppets" decription="Allows a working parachute" version="1.0" type="script"/> <script src="parachuteclient.lua" type="client"/> </meta>
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I'm trying to make a parachute script. However, for visual effect, I would like to attach an open parachute to the player for the correct visual effect. I have Windows Vista, so I cannot go to the MTA race editor. I even tried replacing the client.dll in race with the one in editor. It would start but I couldnt view any objects, let alone their IDs. So I decided to try a resource map editor. That did not help because it required me to just know the ID. Basically what I am asking is, how can I get an ID of an object? Is there a list somewhere? All I need is the ID for the open parachute.
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I ended up toggling the controls. Out of curiosity though, can someone verify that setVehicleGunsEnabled works?
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Hi guys, I have a slight problem. I am editing our vehicle spawning script to allow the spawn of potentially harmful vehicles to be safe by disabling the weaponry. The only problem is, it does not work. The script does not give me any errors or warnings when I do this. Can you guys help me out? Here is a snippet of the code. function disableGuns(thePlayer,seat,jacked) gunVehicle = getPlayerOccupiedVehicle(thePlayer) setVehicleGunsEnabled(gunVehicle,false) end addEventHandler("onVehicleEnter",getRootElement(),disableGuns)
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no, this was a fresh install, he never had GTA on his computer and all i did was give him my version 1.0 exe. There's nothing fishy in his directory.
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Its an Intel Pentium 4. I think the problem may have to do with his PC though. It gives out bad readings, like, saying his core clock is over 4 GHz, even though the computer is not burning up. I don't know. Is that a problem with Pentium 4's too? I wouldn't think so, since I have a Pentium 4 as well.
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Hey, I just set up MTA for a friend of mine. It runs perfect EXCEPT that his FPS is 200+. So he runs faster than a car goes in a second. How do I fix this. I don't want him banned from servers because it looks like speed hacks. Also note that FPS limit is ON. Plus for some reason, his FPS output says 2.1 FPS, but that is obviously wrong.
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theoretically it should work weapon models are in the same file as vehicle models, gta3.img. i would assume that the function replaces the given mesh name with what already exists there. thanks for the advice though. i will check out something like that tonight. thanks for the info
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Hey everyone. I am wondering if I can replace a grenade to a pumpkin for haloween using the same function that replaces cars. can you or can you not do that. and if you can, could someone help me attain a .dff and .txd of a pumpkin? help is greatly appreciated.
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yes, that is possible. I have never done LAN, but I do use a program called hamachi to link computers over the internet in a private network. It is useful for beta testing when you only want your friends to join or in your case when you want your cousins and nobody else to join.
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You need to downgrade your EXE, but that is all. Vista does not often present problems to MTA, or most other things.I would know, I use Vista Ultimate 64 bit on both my PCs and none of them have any issues. Anyway, here is the Downgrader link. http://grandtheftauto.filefront.com/fil ... Y2MTg0MTI= Also, you can play single player with MTA installed. Idk where you got that info but whoever said that was wrong. With V1 you can also mod your game, but it is not reccomended that you do that on your MTA installation, but that is another topic. Cheers!
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i did that, i dont really know if it works, becasue it crashes my server. heres essentially how i put it. resourceRoot = getResourceRootElement(getThisResource()) function enableSam ( ) setElementPosition ( deathSphere, the coordinates ) setElementPosition ( deathSphere, 0, 0, -9999 ) setTimer ( enableSam, 1000, 0 ) end addCommandHandler ( "samon", enableSam ) addEventHandler ( "onResourceStart", resourceRoot, enableSam ) is there an alternative way for it to activley fire at intruders?
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i did that, i dont really know if it works, becasue it crashes my server. heres essentially how i put it. resourceRoot = getResourceRootElement(getThisResource()) function enableSam ( ) setElementPosition ( deathSphere, the coordinates ) setElementPosition ( deathSphere, 0, 0, -9999 ) setTimer ( enableSam, 1000, 0 ) end addCommandHandler ( "samon", enableSam )addEventHandler ( "onResourceStart", resourceRoot, enableSam ) is there an alternative way for it to activley fire at intruders?
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the problem probably is that you put "triggerClientEvent ( "blastem" ). you need to put "onBlastem" since thats what you named it.
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the problem probably is that you put "triggerClientEvent ( "blastem" ). you need to put "onBlastem" since thats what you named it.
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I think I have a solution for you. I use something similar to this with my vehicle parking script. Basically what you gotta do is something like this. function shutMeOff ( thePlayer ) vehicle = getPlayerOccupiedVehicle ( thePlayer ) if ( vehicle ) then setVehicleEngineState ( vehicle, false ) setVehicleOverrideLights ( vehicle, 2 ) else outputChatBox ( "You need a vehicle stupid!", thePlayer, 255, 0, 0 ) end end addCommandHandler ( "shutoff", shutMeOff ) just do the same essentially with the turning on, you only need to change a couple of values.
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I think I have a solution for you. I use something similar to this with my vehicle parking script. Basically what you gotta do is something like this. function shutMeOff ( thePlayer ) vehicle = getPlayerOccupiedVehicle ( thePlayer ) if ( vehicle ) then setVehicleEngineState ( vehicle, false ) setVehicleOverrideLights ( vehicle, 2 ) else outputChatBox ( "You need a vehicle stupid!", thePlayer, 255, 0, 0 ) endend addCommandHandler ( "shutoff", shutMeOff ) just do the same essentially with the turning on, you only need to change a couple of values.
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hello everyone. i have a problem with one of my scripts that doesnt seem to make any sense. i am trying to make the script recognize a player joining and a player leaving. so, basically to be concise, here is what ive done mop = getPlayerFromNick ( "MasterOfPuppets" ) function spawnInHouse ( thePlayer ) bla bla bla end addEventHandler ( "onPlayerJoin", mop, spawnInHouse ) however, nothing happens. what is the problem is anbody knows? and how do i fix it. your help is appreciated.
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hello everyone. i have a problem with one of my scripts that doesnt seem to make any sense. i am trying to make the script recognize a player joining and a player leaving. so, basically to be concise, here is what ive done mop = getPlayerFromNick ( "MasterOfPuppets" )function spawnInHouse ( thePlayer )bla bla blaendaddEventHandler ( "onPlayerJoin", mop, spawnInHouse ) however, nothing happens. what is the problem is anbody knows? and how do i fix it. your help is appreciated.
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ok, thank you. my co administrator said i have to fix this or i wouldnt be able to update, even though I have been stressing to him that it is probably an mta problem. maybe this can back me up on it. thanks, and good luck with DP3. and btw, the reason i have two markers is because one is "ouside" and one is "inside". i have more markers but it follows the same format with their respective X Y Z coordinates.
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I have a script that warps a player to an interior that I update frequently. however, it has a problem with the markers not showing up. the colSphere is still there but you dont see the marker at first. once you get warped, you see them again. how can i make it so the markers are always there? please dont tell me to quit what im doing and use the interiors resource that comes with the server. I am making this because i dont like the standard one. heres how my markers are handled. createMarker ( -89.19506072998, 1378.2799072266, 10.469839096069, "arrow", 1, 255, 255, 0 ) probeInMarker = createMarker ( -229.29302978516, 1401.15234375, 27.765265, "arrow", 1, 255, 255, 0 ) setElementDimension ( probeInMarker, 1 )
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First what you need to do is set yourself as an admin on a test server run off your computer. then go to where you want the center of the spheres to be. open your admin control panel and take note of your X, Y, Z coordinates. the radius is measured in meters for colspheres. you kind of have to estimate how large the rocket field should be. if you make it too big, people just flying near the complex will be shot at. if you make it too small, people will be able to get in, so tinker around with the radius a bit. as for the warning sphere, make its radius bigger than the trigger sphere. set the XYZ coordinates the same though. as for the createProjectile's every createprojectile makes a rocket for one person in the intruding aircraft. so if you have a full maverick for instance, one createProjectile should make four rockets. you can add as many as you like as well as delete as many, but keep lag in mind when you add them. you dont want to overload the client. as for XYZ, what i did was i made three rockets fire from every sam site at area 51. but you can do things different. you can set the XYZ for the rockets wherever you like, maybe put three on every corner of the complex. record the XYZ of all four corners and add about 15 units to the Z position for each. then add about 5 Z units for every rocet above it. as for the commands activate sam and deactivate sam, leave deactivate sam to 0, 0, -9999. but put the xyz to activate sam to wherever your colSpheres are. this moves the colSphere to and from the area to simulate activation and deactivation, just in case you want to fly in. then just put the name of the place in and then your good.