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Cazomino05

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Everything posted by Cazomino05

  1. lol sorry i tryed in all of my posts but its hard to communicate what i mean
  2. well really it doesent matter where the block is the x,y,z positions was so that it could be automated... get the way a robber is going put a roadblock ahead of him and the roadblock i mean is the one in single player (3-4 vehicles (fbi ranchers enforcers or cop cars depending on wanted level) and the little barrier objects that can be shot or run down) EDIT: ill look on google for anyone who hasnt played sa sp... i cant imagine why its a good game =\ EDIT: picies (had to get myself *crys*) http://cazomino05.com/roadblocks/roadblockarmy.PNG http://cazomino05.com/roadblocks/roadblockfbi.PNG http://cazomino05.com/roadblocks/roadblockswat.PNG obveously doesent need the army/fbi/swat blokes drilling holes into your nice shiny mercedes
  3. uhh well itd mean opening mta race... which requires downloading it 4mb line for a start then id have to make a ton of maps to get the co ordinates i need for the blocks all over sa for me convert them into some sort of table or some sort of storage equivilent which will take a very long time opening and closing maps umm yes you can and for the 3rd time i know but unless uve got a magic function that will get the width of a road and the facing angle and the center of it thats going to take years to get the co ordinates id need
  4. ive had it on populated servers recently cant remember which but it was running a stealth game mode ( my fav) was using tec9's and that happened rele put me off i died
  5. how many people are going to spend hours making a roadblock on pretty much every road and bridge in the whole of sa... when firstly it is not possible in map editor we are limited to 32 vehicles 3-4 per roadblock so its going to be multiple maps then theres the sheer time it will take to do so... in my first post i acknoleged its scriptable already but not many people have the time to do so and even if someone did becuase of the time taken i really doubt they will release it
  6. it'd be nice to have a function to create a roadblock at a given x y and z co ordinate ive looked and it seems to be possible with op codes this is at the moment kind of scriptable but the only way i can think of doing this is making a map with loads of vehicles getting positions and putting them in the script somewhere which is not very efficient and since gta has them built in and in better places than i could put them it would be alot easyier
  7. Server crash dumps: [url=http://cazomino05.com/crashdumps/server_01132008_1330.dmp]http://cazomino05.com/crashdumps/server ... 8_1330.dmp[/url] [url=http://cazomino05.com/crashdumps/server_01162008_1815.dmp]http://cazomino05.com/crashdumps/server ... 8_1815.dmp[/url] [url=http://cazomino05.com/crashdumps/server_01162008_1824.dmp]http://cazomino05.com/crashdumps/server ... 8_1824.dmp[/url] [url=http://cazomino05.com/crashdumps/server_01162008_2121.dmp]http://cazomino05.com/crashdumps/server ... 8_2121.dmp[/url] [url=http://cazomino05.com/crashdumps/server_03222008_1237.dmp]http://cazomino05.com/crashdumps/server ... 8_1237.dmp[/url] oh btw forgot to mention theese are just from a test server thats only ever had a max of 2 players ingame Got some client crash dumps too if u guys want them dunno if u do just ask there already on my site ready Windows server
  8. im not entirely sure what causes this but it only happens (for me anyway) when u aim at certain angles but yes ive had it on multiple skins aswell during testing of my dm mode if its really relevent my pc spec Xp Media Center 2gb 800mhz ram Ati Raedion X1300 series (256mb) Intel Pentium D 820 (2.8ghz)
  9. that stop bug you could fix with colshapes and setting train position behind the stoping position and into whatever island as a temporary fix
  10. could wait for peds and do what gta does with its cutscenes guy talks narrate at bottom might not be perfect but itl do the job
  11. nice find some intresting tasks in there
  12. I dont see liberty city i there: (not everything is solid but most of the bistro is apart from areas of back yard) Marco's Bistro (from the street) Interiorid: 1 x: -735.5619504 y: 484.351318 z: 1371.952270 Marco's Bistro Front Patio Interiorid: 1 x: -777.7556764 y: 500.178070 z: 1376.600463 Marco's Bistro Inside/Upstairs Interiorid:1 x: -794.8064 y: 491.6866 z: 1376.195 Marco's Bistro Back Yard Interiorid:1 x: -835.2504 y: 500.9161 z: 1358.305 Marco's Bistro Rooftop Interiorid:1 x: -813.431518 y: 533.231079 z: 1390.782958 Marco's Bistro Kitchen Interiorid:1 x: -789.432800 y: 509.146972 z: 1367.374511
  13. wiki says for they are client although syncing them wouldent be too hard http://development.mtasa.com/index.php? ... _functions
  14. Black vehicles is just a bug where vehicles.conf isnt loaded before gamemode aparently its fixed in dp3
  15. go into command prompt then cd to the compiler directory (its quicker) luac5.1.exe -s "path to file you wish to compile" This will output: luac.out in the compiler directory then just rename to filename.luac EDIT: how to open command prompt incase you didnt know start > run > cmd
  16. well actually its pretty hard to find an lua 5.1 decompiler been on google for a bit most are version specific and whoever wanted the compiler http://luaforge.net/frs/download.php/31 ... 32_bin.zip
  17. Cazomino05

    Train Bug

    ive had a similar experience with trains i spawn one then it just goes nuts 40% of time i go past it it starts driving off at high speed and im the only person in server then most of time its never where i spawned it despite the formentioned fact its a test server
  18. Updated script: Smaller code more efficient thnx Talidan
  19. Client crashed not sure why but hopefully this will tell you guys more all i did was add mods to a vehicle and set the position then again the position was vacated by my car aswell idk if thats it anyway link: http://www.megaupload.com/?d=0AAW4040 EDIT: dont supose you could reply and tell me what it is so i can add some sort of fix (if possible at my end) to the script to stop it happening again
  20. Resource: http://rapidshare.com/files/85836435/ge ... d.zip.html This function is ONLY for vehicles support for anything else is not in this script Example usage (put this in your gamemode or where ever you want to doesent Have to be in this resource) obveously it could be cleaned up a little but just wanted to show how i did it and id use getElementVelocity but i prefer it this way function getPlayerSpeed2( thePlayer, commandName ) local speed = call( getResourceFromName("getPlayerSpeed"), "getPlayerSpeed", thePlayer, 1 ) if (speed ~= false) then outputChatBox( "Speed in mph: " .. speed ) end end addCommandHandler( "currentspeed", getPlayerSpeed2 ) Usages supported: Both below return mph its just your prefrence really... getPlayerSpeed( player thePlayer, "MPH" ) getPlayerSpeed( player thePlayer, 1 ) Both below return kmh its just your prefrence really... getPlayerSpeed( player thePlayer, "KMH" ) getPlayerSpeed( player thePlayer, 2 ) Returns an Integer of the the players speed
  21. local x,y,z = getElementPosition ( object ) with object being objectid i belive
  22. ya i forgot to post all where suggestions for dm map editor yes but i meant actually testing it inside gta interior as a pose to it being remade as a new map otherwise if your just adding 2-3 objects you have to delete like 80 otherwise its using up loads of objects and you will end up over any object limits i meant in the map editor for dm for example you apear near cj's house in mta race map editor being able to teleport to specific places example: chilliard or middle of lv or sf speed it up as a pose to taking ages to move their (yes i do know about shift but it on slower pc's like one im using now it doesent make much difference) =\ just never know weather an object is completly streight usually i just edit the z axis on all of them in the .map file to same but its alot of hassle
  23. ya we would loads i wanted to do this before but it wasnt really possible with our other server...
  24. a couple of things that would be usefull for map editor: Lock z axis - Basicly locks the z axis for when ure copying/adding objects making it easy to get objects lined up properly rather than having to go into the code and edit the z axis a few teleports maybe to edge of map or other islands speeds things up a little when making maps insted of taking ages to get to a place and i dont know if its already done but be able to test map inside interiors (incase we wanted to add a few objects to places like lc interior to make it "solid" searched for theese couldent find anything so hope they are new Sorry if they are already in dm
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