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Cazomino05

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Everything posted by Cazomino05

  1. https://dl.dropboxusercontent.com/u/536 ... rowser.zip If you can find it in that resource it's playable and the resource will give you the code you need to actually do it
  2. It does not work like that the spoilers work differently trying to add other parts just creates them at positions they would be on the normal model
  3. do you honestly think if/when I leave everything will be great? how many people do you think can/will finish my work if I do? I spend my free time doing this and all I get is abuse for it here's a short list of some of the stuff I'm responsible for Building removal finishing and merging lightsync BASS extensions BASS fixing and merging Vehicle Component functions Merging of Analog control states Custom Weapon Stats Custom Handling Vehicle Sirens Jetpack weapons Vehicle collision events Custom weapons model/texture replacement of weapons model/texture replacement of peds Vehicle variants SWAT Ropes I am doing this for *free* and I should not have to tolerate the level of abuse I have/continue to receive for no good reason like many of you I could spend my time enjoying other games. Remi-X: fyi you were not banned by me I used to respect you. tl;dr if the users of this mod want my work they have a funny way of showing it.
  4. the input seems to be a CPedSAInterface. it adds 1152 to the CPedSAInterface which is a pointer to a CPlayerPedDataSAInterface then you shall find that CPlayerPedDataSAInterface + 64 is a float which contains the breath (not a pointer to a float just a float) so what you are doing is right apart from that it's not a pointer (btw we already have breath documented) it's m_fBreath this might work better but like I say m_fBreath is a member inside pPlayerData anyway float CPedSA::GetOxygen ( void ) { CPlayerPedDataSAInterface* pInterface = GetPedInterface ()->pPlayerData; DWORD dwBreath = (DWORD)pInterface+68; float fBreath = *(float*)(dwBreath); return fBreath; } you might want to look into the interfaces, you'l find them in C*SA.h e.g. CVehicleSA.h contains the vehicle interface CPedSA.h contains the ped related interfaces CWeaponSA.h has the weapon related interfaces and so on... if you are stuck they usually have the offsets documented and that should help a lot in determining what x + 1152 is
  5. variants aren't texture based, they are model based so you would need to use custom models for this and have some modelling experience. to do so you need to add a component to the model called extra1, extra2 and extra3 under the chassis dummy containing the variations... I guess in this case you may have to duplicate the shamal exterior in each extra though I'm not a modeller. However if you just want to add 3 textures then you may be able to use per vehicle shaders in combination with a custom model so you have a texture to replace: edit the model so it has a texture say "textureExterior" replace it with custom models then use shaders to edit that texture on a per vehicle basis (since you only need 3 images you can create 3 shaders then apply them to each vehicle on creation)
  6. Because they are deleted... can't delete something that was never there ;D
  7. no videos to unblock
  8. link or it didn't happen.
  9. nice image.
  10. Report it but I actually can't reproduce it EDIT: Also make sure you specify the ped model for engineLoadDFF so it loads collisions
  11. can't reproduce it tried in the latest?
  12. Should work in 1.1.1
  13. Fixed in r3205, wait for a nightly in 13 minutes from nightly.multitheftauto.com or wait for an auto update to be pushed.
  14. I just fixed stealth kill when/if it gets added if a player uses a knife that was somehow spawned client side the stealth kill will be cancelled (the target won't die) and the player who initiated the stealth kill will be kicked.
  15. I agree entirely with this statement really source corruption measures look good Please bring back Picard he was useful
  16. I have postponed this until 1.1 so we can see how servers handle 128 players before increasing it further.
  17. I started to look at raising it although I cannot say if it will be in 1.0.1 I can say its possible. I am not saying anything past 128 players will work well though so if this gets added its to be used at your own risk, I don't have > 128 players to test with so cannot fully test the effects it may have.
  18. the problem you will have is vice city is built up of thousands of objects, converting those to some sort of script will take a long time not to mention I have serious doubts on how our engine functions can handle them (they struggle with some of Johnline's maps with way less objects) and the other problem is the download.. downloading a few gigabytes isn't really an option for some people
  19. Its entirely your choice if you go or not, we aren't forcing you to do so but there are some people who would prefer an RPG mode (I'm entirely neutral about what I test, I have my favourites but to me it doesn't matter) having a community made mode which has been maintained practically since the nightlys started to me seems like a sensible mode to showcase rather than showing what our developers have done it's a good idea to show what other people have done.
  20. loving the error checking although the folder icon looks out of place with the new icons
  21. function onquitdb () local sourcename = getPlayerName ( source ) getmoney = getPlayerMoney ( source ) playerTeam = getPlayerTeam ( source ) wanted = getPlayerWantedLevel( source ) skin = getElementModel ( source ) executeSQLUpdate ( "players", "Geld = '" .. getmoney .. "' WandetLevel = '" .. wanted .. "', Skin = '" .. skin .. "', Team = '" .. playerTeam .. "', Player = '" .. sourcename .. "'" ) end the problem there is your using getPlayerTeam which returns a team element, you'l want to use getTeamName on the team element so you can get a string which can be used in executeSQLUpdate to output the desired result: playerTeam = getTeamName ( getPlayerTeam ( source ) ) You also might want to declare the other variables your using in that block as local since they obviously aren't needed after the code is executed Also to speed up your query's you might want to select more than one column in the table and only use one executeSQLSelect for the code from lines 28-38 Oh as for the other error it seems you want to change line 31 to local WantedLevel = executeSQLSelect ( "players", "WandetLevel", "Player = '" .. sourcename .. "'" ) since the column isn't called WantedLevel
  22. vprdf = engineLoadDFF ( "files/banshee.dff" ) You didn't specify the model ID in engineLoadDFF for the banshee nice skyline by the way
  23. looks nice KillMTADevs? D: *cries*
  24. I've updated this with the changes since your "last update" (adding functions + changing params) Also added some randomly undocumented functions that don't differ in params client and server side. http://cazomino05.com/lua.xml EDIT: Use http://cazomino05.com/lua2.xml If someone could keep this up to date though it'd be nice, I don't have the time I was just generally bored.
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