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Feche1320

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Everything posted by Feche1320

  1. addEventHandler("onResourceStart", getResourceRootElement(), function() exports.slothbot:spawnBot(3, 3, 5, 0, 108, 0, 0, teamLV, 31, "guarding", true) end ) addEvent("onBotWasted") addEventHandler("onBotWasted", getRootElement(), function() setTimer( function() exports.slothbot:spawnBot(3, 3, 5, 0, 108, 0, 0, teamLV, 31, "guarding", true) end , 5000, 1) end ) You were missing 'addEvent' and on the timer to use exported functions you need to make the function inside the timer.
  2. local bot1 = nil addEventHandler("onResourceStart", getResourceRootElement(), function() bot1 = exports.slothbot:spawnBot(4845.0258789063, -1713.5711669922, 59.668750762939, 0, 108, 0, 0, teamLV, 31, "guarding", true) end ) addEventHandler("onBotWasted", getRootElement(), function() setTimer(spawnPlayer, 5000, 1, bot1, 4845.0258789063, -1713.5711669922, 59.668750762939) end )
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  4. Check that the song exists, it should work.
  5. With getTickCount() the script is more efficient: local SECONDS = 20 -- 20 seconds between command use local tick = {} function fix(playerSource) local theVehicle = getPedOccupiedVehicle(playerSource) if theVehicle and getVehicleController ( theVehicle ) == playerSource then if getTickCount() - (tick[playerSource] or 0) >= SECONDS * 1000 then fixVehicle (theVehicle) tick[playerSource] = getTickCount() outputChatBox ("Your vehicle has been repaired !" , thePlayer) else outputChatBox ("Don't abuse the command!" , thePlayer) end end end addCommandHandler("repair" , fix) Change 'SECONDS' variable to whatever you need.
  6. Exports are slow too, and it's much faster to setElementData rather than creating a custom function, and adding it to the meta.xml. If I need to share a table with all server resources, I set the element data to the 'root', and disable data client synchronization to save bandwidth since the data is not needed client side. local mytable = { a = 1, b = 2, c = 3 } setElementData(root, "mytable", mytable, false) -- Disable sync with fourth argument -- On the other resource local mytable = getElementData(root, "mytable")
  7. local r, g, b = 255, 255, 255 dxSetShaderValue(theTechnique,"color", r / 255, g / 255, b / 255) #include "mta-helper.fx" float size = 30.0; float speed= .75; float2 resolution = float2(1, 1); float intensity = 1; float opacity = 1; float3 color = float3(1.0, 1.0, 1.0); float rate = 1.0; struct vsin { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct vsout { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; vsout vs(vsin input) { vsout output; output.Position = mul(input.Position, gWorldViewProjection); output.TexCoord = input.TexCoord; return output; } float random(float2 co) { return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); } float3 random_color(float2 coords){ float a = floor(random(coords.xy*6.896)*7.); //(2^3)-1 // { return float3(0.,0.,0.); } //BLACK if (a == 0.) { return float3(1.,0.,0.); } //RED if (a == 1.) { return float3(0.,1.,0.); } //GREEN if (a == 2.) { return float3(1.,1.,0.); } //YELLOW if (a == 3.) { return float3(0.,0.,1.); } //BLUE if (a == 4.) { return float3(1.,0.,1.); } //MAGENTA if (a == 5.) { return float3(0.,1.,1.); } //CYAN else { return float3(1.,1.,1.); } //WHITE } float tri(float x){ x = (x%2.0); if (x > 1.0) x = -x+2.0; return x; } float chess_dist(float2 uv) { return max(abs(uv.x),abs(uv.y)); } float4 ps(vsout input) : COLOR0 { float time = gTime * (0.5 + rate * 2.); float2 uv = -1.0 + 2.0 * input.TexCoord.xy / resolution.xy; uv.y *= resolution.y/resolution.x; float3 colors = color * random_color(floor(uv*size))*step(chess_dist((frac(uv*size)-.5)*2.),tri((((time*speed)+((random(floor(uv*size)))*2.))))); float outFX = saturate(opacity * colors); return float4(colors * intensity, outFX); } float countDepthBias(float minBias, float maxBias, float closeBias) { float4 viewPos = mul(float4(gWorld[3].xyz, 1), gView); float4 projPos = mul(viewPos, gProjection); float depthImpact = minBias + ((maxBias - minBias) * (1 - saturate(projPos.z / projPos.w))); depthImpact += closeBias * saturate(0.5 - (viewPos.z / viewPos.w)); return depthImpact; } technique tec { pass Pass0 { SlopeScaleDepthBias = -0.5; DepthBias = countDepthBias(-0.000002, -0.0004, -0.001); AlphaBlendEnable = false; AlphaRef = 1; VertexShader = compile vs_3_0 vs(); PixelShader = compile ps_3_0 ps(); } } Try this
  8. local ypos = ((totalheight * scrollheight) - (youriconsize / 2)) / (totalitems - totalheight) Change to your needs
  9. If you don't need very accurate positions, math.floor the coordinates. Anyways, assuming MTA 'fixes' this issue, you are going to be using the same amount of bandwidth vs calling the client fix, since the server will ask the client the camera matrix constantly to have it updated on server-side
  10. I have been making some tests since I still have this issue, added an IF statement to check if time was set or not since the Wiki says that it returns true if set succesfully, false otherwise: This is my current code with the IF statement: if setTime(22, 0) then setMinuteDuration(600000) -- 10 minutes = 1 ingame minute outputDebugString("[RACE] Time set") else outputDebugString("[RACE] Could not set game time") end And this is what I got: What could be the reason of setTime() returning false? Thanks EDIT: Okay so nevermind, I'm stupid.. I had this hidden somewhere _setTime = setTime function setTime() end Can be closed, thanks for your help!
  11. Call client function getCameraMatrix and return it to server
  12. Just get the cursor position with getCursorPosition, and if it's inside the image, change the image color to pink and you will have that effect.
  13. I can only set once setTime clientside, if I want to change it again it doesn't have effect and the time stays the same Is this a known bug? thanks
  14. It is almost impossible to be faster than what MTA takes to load/delete the file
  15. You can read the font data from server, send it to client, load the font and then fileDelete
  16. OMG never heard of that function, I literally spent 3 hours messing with setElementCollidableWith and setElementCollisionsEnabled, thanks!
  17. local plants = {} function iniciarFarm8( x, y, z ) --animation = setPedAnimation(source, "medic", "CPR", -1, false, false, false, false) --setTimer(function() plants[source] = createObject ( 862, x , y , z - 1 , 0, 0, 0 ) --end, 6500, 1) end addEvent ("iniciaJob8", true) addEventHandler ("iniciaJob8", getRootElement(), iniciarFarm8) function plantDestroy () destroyElement ( plants[source] ) end addEvent ("onDestroyElement", true) addEventHandler ("onDestroyElement", getRootElement(), plantDestroy)
  18. Hi, I have this strange issue with setElementCollisionsEnabled, the helicopter rotor still has collisions enabled, as you can see on the image. Here is my script: function disableCollisions() local ghostmode = true local tp = getElementData(localPlayer, "room_id") if tp == "Shooter" then ghostmode = getElementData(root, "shooter.ghostmode") elseif tp == "OJ" then ghostmode = getElementData(root, "oj.ghostmode") end local vehicles = getElementsByType("vehicle", root, true) for i = 1, #vehicles do for k = 1, #vehicles do setElementCollidableWith(vehicles[i], vehicles[k], getElementInterior(vehicles[i]) == 100 and false or not ghostmode) end end local players = getElementsByType("player", root, true) for i = 1, #players do setElementCollisionsEnabled(players[i], players[i] == localPlayer and true or false) end end Is there any way to disable this? thanks
  19. I am having a little problem with my server, I have a multi gamemode script and a VPS with 1GB of RAM, after an hour or so the server crashes due to memory limitations, it seems that it reaches the 1GB of RAM limit, and since the VPS doesn't have swap, the server crashes. I use mySQL and there are no 'big' variables server-side, almost all request are sent to mySQL (for example, to get map name) When I start the server the first time, the memory usage is around 350mb If I stop all the resources, the memory doesn't go down, so for example if memory usage is 700mb and I stop all resources (actually, it's only ONE resource that holds everything), the memory stays on 700mb. Is the solution to get more RAM or there is another issue? Thanks.
  20. resourceRoot is used only on 'onClientResourceStart' and on 'onResourceStart' If you use root on the events mentioned above, when any resource starts, it will get triggered for all resources, so with resourceRoot it will get only triggered for the resource that you you want to know that it started root is used on any other events, like 'onPlayerJoin' or 'onClientMarkerHit'
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