
XetaQuake
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Everything posted by XetaQuake
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Hey all When i move an object with moveObject and i stand on the object, I'm going with them - thats good. But when the object rotating his z-axis, the player (I'm) don´t rotate with it ;( Is there any possible to prevent that the player just slide on the object, when it's rotating his z-axis?
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well currently i see that createMarker works client side too I thought its only server side Hmm, now the question is how its possible to change the script to client side, for my eyes its should work client side too?
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Sorry for this new Post, but the snow script in script2_lua.lua does not work correctly: The Snow flakes doesn't fall down, there stay in the air. I also tries some kinds, but for my eyes, everything is right. Here is the script, so you don´t need to download it: snowflake = {} --This initializes the snowflake IDs table flakeID = 1 --This sets the first flake ID as 1 updaterate = 27 --Positions' update rate in miliseconds height = 4 --Snowflakes starting position above the player's head snowing = false --This is a variable that tells the script whether it is snowing or not. function snow_SnowCommand ( player, commandname, radius, density, speed, size ) --You can pass radius, density, speed and flake size parameters in the command if not snowing then --check the 'snowing' variable and check if it is true. If it is not then it is not snowing snowing = true --set the snowing variable to true snow_CreateSnow ( player, radius, density, speed, size ) --call the snow_CreateSnow function to create our snow! outputChatBox ( "Snow started by " .. getClientName ( player ) ) --announce that snowing was started. else snowing = false --set the snowing variable to false outputChatBox ( "Snow stopped." ) --announce the snowing has stopped end end addCommandHandler ( "snow", snow_SnowCommand ) --This assigns the snow_SnowCommand function to the "snow" command in console function snow_CreateSnow ( player, radius, density, speed, size ) local px, py, pz = getElementPosition ( player ) --If player is invalid or has disconnected, stop the function if not px or not py or not pz then snowing = false return end --If any parameter is not set, the script will give it a default value if not radius then radius = 20 else radius = tonumber ( radius ) end if not density then density = 3 else density = math.ceil ( tonumber ( density ) ) end --density should be an integer (flakes/second) if not speed then speed = 1.5 else speed = math.abs ( tonumber ( speed ) ) end --speed should only be positive (units/second) if not size then size = 0.15 else size = tonumber ( size ) end local counter = 0 --We will repeat the flake creating process one time per flake while counter <= density do --For x and y, we will calculate a random position around the player, within the maximum radius circle. local angle = randInt ( 0, 359 ) local fx = px + math.cos ( math.rad ( angle ) ) * radius * randFloat () local fy = py + math.sin ( math.rad ( angle ) ) * radius * randFloat () --z is just the player's height, plus the height we set before. local fz = pz + height snowflake[flakeID] = createMarker ( fx, fy, fz, "corona", size, 255, 255, 255, 150 ) --We calculate the time it takes for a flake to fall, in miliseconds local time = 1000 * ( height + 1 ) / speed --We tell the script to update the flake as many times as needed, and store the timer ID in a variable setTimer ( snow_moveFlake, updaterate, math.floor ( time / updaterate ), flakeID, speed ) --moveObject ( snowflake[flakeID], time, fx, fy, pz ) --We set a timer to destroy the flake when the time has passed setTimer ( snow_destroyFlake, time, 1, flakeID ) flakeID = flakeID + 1 counter = counter + 1 end --Repeat this function again in a second, if snow is still on if snowing then setTimer ( snow_CreateSnow, 1000, 1, player, radius, density, speed, size ) end end function snow_moveFlake ( flakeID, speed ) local fx, fy, fz = getElementPosition ( snowflake[flakeID] ) setElementPosition ( snowflake[flakeID], fx, fy, fz - ( updaterate / 1000 * speed ) ) end function snow_destroyFlake ( flakeID ) destroyElement ( snowflake[flakeID] ) snowflake[flakeID] = nil end Can anybody help me?
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Hey Are there any updates? I also would be help, but i don´t know what i can do from thinks there a possible for me.
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Hi, i have a question: The Snow are don´t want to fall down, there stay in the air but get updated positions and so on - only the z-axis don´t changes. I tries already a little bit to repair it - but nothing happens. Also i have to remember that the snow are server side, and the functions gets launches many many times in one second - can that be good for the latency? i think it would be better to script it Client-side. What do you think? But the main question is why the flakes doesn't fall down. PS: Its script2_lua.lua in the rar archive XetaQuake
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I prefer a one-day-mail, every 00:00. So Spammers on Server can´t abuse this nice service with overflow the server And it should be possible to deactivate - but this idea are realy NICE !(!!)
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Thats a good old style from SAMP Every player knows that. And for there there don´t know that: Make a simple welcome message with this tip or write it in the Helpwindow (F9) Yea i would say we make it same as 50p´s Bank script: Register a Bank account with /register, and login with /login. Account functions XetaQuake
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Oh, all usernames are the same, DP2.3? - I didn't know that But why i can /login [uSERNAME] when there are all the same?!
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Yes so its in the current release, and my desire was to save it with the loginname/username. http://development.mtasa.com/index.php?title=GetAccount as you said already: And with stuff like GetAccount, serials are not needed i think
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Hi I tries the new version - nice now it shows the sender =) By the way: If I remember rightly, the number are saving with the Nick, but thats not good: Other peaple can change their nicks to read SMS and to get Numbers from other players It should saving with loginnames //EDIT: Woot, and the SMS are updating realtime - good work!
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Yea that works I tested it now: ITS GREAT! The window looks realy awesome And SMS works good, except for smaller things like subject or delet from sms. But well i think the ENGINE works =) Good work! Another think: Would we build the windows in the PDA Display? I think its a little bit difficult, but its possible Possible i can try a little bit around
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Hi I tested it again, same problem. So i redownloaded the script and tried it again - same problem. When i am Ingame and try to write /PDA, noting happens. Then when i look at /debugscript 3, i get this error: The error in my last message was wrong, sorry. I was trying to fix it and edit server.lua instead of client.lua, so there was this error, but the whole error are on client.lua
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Hey I have tested it, but i get a "loading script failed" on server.lua. Here a the message: Also i have seeing one thing, that i am to be honest not so cheerful. The Credits. When you mention your friend scarface in the meta.xml, then you should bring up me too, i think. Do you remember, on my prototyp there was writen in the mta.xml: The whole MTA Community And now i stay nowhere, but i was haves the idea, i created this thread and i scripts the design and cut the design in images... I would be happy when do you understand that... Back to Topic: Yea i don´t was able to test it, because of the Error message i posted above, the line in the script are: if isBeingCalled then I tested a couple things, but i don´t getting it working too. Do you have the same Problem?
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Yes pleas! I've totaly lost the thread So i can see whats going up, what i can make etc.
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But i think XML are the only possibility Hmmm, whats with a SMS table for only one player? is that possible? So the user "XYZ" haves a table with all writen SMS Or is that exactly that what Gio already tryed?
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Yea i know, thats the reason why i comment out the line to open the PDA with Z I was too lazy to fix it, it was just a Prototyp...there was the possibility that we not uses the GUI. But now, yea, i think its needful to fix it
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Hey all. When i see right, the limit is at 128 Bytes Here you can find all limits: http://publib.boulder.ibm.com/infocente ... 001029.htm But yea i think .xml is a good alternative, or not?
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Or we just use .xml
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Oh noo thats bad A alternative: smaller SMS? So there is a limit of chars or so. Is this Limit only for one table or in the whole database?
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Hey The exam and some other stuff are ended Can i get a status report, so i know whats to do and so on XetaQuake
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Hi, A anti-spamm block would be good. So its allowed to send 5 SMS in about 2 Minutes - is there 6 SMS in 2 Minutes, it would be block and you have to wait 3 Minutes. XetaQuake
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Oh no... i spending 4.5 hours in scripting the PDA Design.I changing the Design once already, now i realy don´t change it once more! Also i hate this NOKIA Phone design - a PDA is mutch more usefull, for example with NEWS. @Gamesnert: Sounds good, i test it later Next i update the GUI Design a little bit (end of this week), with working buttons as far as possible, layers, changing displays, numbers and so on.
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(Sorry for new post, but the last post was yesterday, so peaple get informed with this new post) I tested it now, its realy GREAT!(!!) Makes fun to call myself! Also its realy cool that you doesn´t see wich player have which nummer I think its better when you change the text "You don´t have a Phone" in "You don´t have a Simcard" - Because you have the PDA already, but thats cool then so you can use the features of the PDA at beginning, but calling only works with a simcard! With the end of this week, i continue scripting too XetaQuake
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I think i can make it, but yes, not this week (And sorry i have not tested it, yet, because i need to make a power point project) Sorry no time for a long post. See You!
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Gamesnert has betrayed the possibilities (just a joke ) Sounds nice, i hope i have a free minute today, so i can test it too XetaQuake