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FIRESTARTER

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  1. i know how, i have figured it out. ok heres mine. i hope i have helped you guys, ty The meta... <meta> <info author="FIRESTARTER[sWE]" name="Rules and info" version="1.0" type="gamemode"/> <include resource="helpmanager" /> <config src="help.xml" type="client" /> </meta> and the rules or whatever it is <help> Rules and info _____________________________________________________ 1.DONT CHEAT!!! cheater will be rewarded with kick at first time and next time BAN! 2.Respect all ppl in server, no one is better than the other 3.Are there any newbies, help them if they need (you dont need to) 4.Dont swear or use any word that can hurt another player 5.Obey Admins ALL THE TIME, ADMINS WORD IS LAW! 6.Dont be afraid to ask if you need help 7.Only english and swedish at the chat plz 7.HAVE FUN _____________________________________________________ Admins: FIRESTARTER[sWE] ------ Owner *Swe*SWAT ------ Admin want to be a admin? fun then contact FIRESTARTER[sWE] and you will be tested (its good if you are experienced) _____________________________________________________ Visit [url=http://www.FSGTA5.tk]http://www.FSGTA5.tk[/url] for more info, there are a forum if you need server help or if you just want to hang around _____________________________________________________ </help>
  2. yes it is right, anyway COOOOOOOL, REALY COOL!!!!! keep the good job
  3. well, im one person that dont understand nothing from the tutorial of mtasa, i think they whould be improved so all ppl here have chance to get grip of this scripting stuff, we want better guides of how to get started and what stuff means and how to beging writing scriptes but unfortantly there are no good guides, plz improve them then maby more ppl can help to build this comyunity bigger than ever
  4. hi, i need a little help because i cant script lua >.< how do i make this for only admins, moderators e.t.c --===================================================================================================================== --Start defining varibles, including a players array. I defined players array in both scripts incase they are seperated --===================================================================================================================== root = getRootElement () players = {} outputChatBox ( "Ion cannon by Ransom" ) ion_rotx = 0 ion_loops = 0 ion_explosionTimer = 0 ion_cannonActivated = false ion_cancelActivation = false ion_beamSize = 5 ion_beamFlareSize = 5 ion_lauchbutton = "i" players = getElementsByType ( "player" ) --============================================================================================================== --Give all players on the server access to the weapons --============================================================================================================== function ResourceStartIonCannon ( name, root ) if name ~= getThisResource() then return end for k,v in ipairs ( players ) do -- for all players in the "players" array bindKey ( v, ion_lauchbutton, "down", placeIonCannonBeacon ) -- bind the key f for triggering the ion cannon end end addEventHandler ( "onResourceStart", root, ResourceStartIonCannon ) function ionPlayerJoin () bindKey ( source, ion_lauchbutton, "down", placeIonCannonBeacon ) --if a player joins after the resource loaded, bind their f key to trigger the ion cannon also end addEventHandler ( "onPlayerJoin", root, ionPlayerJoin ) --========================================================================================================================== --When the ion cannon key is pressed, show the mouse cursor that will allow the triggering of the onPlayerClick function --========================================================================================================================== function placeIonCannonBeacon ( player, key, state ) if ( ion_cannonActivated == false ) and ( ion_cancelActivation == false ) then -- and ( nuke_cancelActivation == false ) and ( nuke_cannonActivated == false ) then --These conditions prevent triggering the same weapon twice or triggering the other weapon at the same time. --Both weapons cannot be triggered because explosions are stretched to the limit, explosions would be random defineLaunchType = key --This is used later on the onPlayerClick function to tell it what weapon to launch showCursor ( player, true ) ion_cancelActivation = true else if ion_cancelActivation == true then showCursor ( player, false ) end --Prevents cursor from getting messed up if cursor is show for f or g and the opposite key is hit ion_cancelActivation = false --ion_cancelactivation is true when the cursor is showing. This is necessary along with asking if the actual --weapon is active to prevent problems with the cursor and weapon activation between both weapons and themselves. if ion_cannonActivated == true then outputChatBox ( "Ion cannon has already been activated", activator ) end --This statement says that if the ion cannon is already in use, display a meassage about it being in use on f press. --Else, if the above conditions were not satisifed and the nuke is not active, it meant the ion cannon was --active. Therefore, display the other message that both weapons cannot be used at the same time. end end --========================================================================================================================= --When the player clicks the mouse cursor, decide if the ion cannon is supposed to be launched and if so, set up the launch --========================================================================================================================= function playerClick ( button, state, clickedElement, x, y, z ) if defineLaunchType == ion_lauchbutton then --If the player clicked, we check if the key is equal to f or g. This will dictate which onPlayerClick function --commences between the ion cannon and nuke scripts ion_cancelActivation = false --Since the weapon is now in use, you have no chance to abort by pressing the key again, therefore this is false defineLaunchType = nil --This must be reset to nil so it will not fire the ion cannon next time on click if g was pressed instead of f (which triggers nuke) ion_beaconx = x ion_beacony = y ion_beaconz = z --Set the ion cannon beacon (detonation spot) coordinates to the spot the mouse cursor clicked on the game map local playerz, playerz, playerz = getElementPosition ( source ) --For the above line, getElementPosition outputs 3 varibles, but I only want z so I overwrote 1 varible called --playerz as the function went through and assigned the XYZ values to varible x, varible y, and varible z respectively. if ( button == "left" ) and ( state == "down" ) and ( ion_cannonActivated == false ) then --When the left mouse button is pressed down (not when released), if ion cannon is not active then ion_cannonActivated = true --Set this varible to true, which will be used to avoid double launches & double weapon usage showCursor ( source, false ) --Weapon beacon was chosen and the launch is initiating to that point. Hide cursor. ionBeam = createMarker ( ion_beaconx, ion_beacony, ion_beaconz, "checkpoint", 5, 255, 255, 255, 255 ) ionBeam2 = createMarker ( ion_beaconx, ion_beacony, ion_beaconz, "checkpoint", 5, 255, 255, 255, 255 ) ionBeam3 = createMarker ( ion_beaconx, ion_beacony, ion_beaconz, "checkpoint", 5, 255, 255, 255, 255 ) ionSecondaryBeam = createMarker ( ion_beaconx, ion_beacony, ion_beaconz, "checkpoint", 5, 255, 255, 255, 255 ) ionSecondaryBeam2 = createMarker ( ion_beaconx, ion_beacony, ion_beaconz, "checkpoint", 5, 255, 255, 255, 255 ) ionSecondaryBeam3 = createMarker ( ion_beaconx, ion_beacony, ion_beaconz, "checkpoint", 5, 255, 255, 255, 255 ) ionBeamFlare = createMarker ( ion_beaconx, ion_beacony, ion_beaconz, "corona", 5, 255, 255, 255, 255 ) --create six markers at the beacon point. The marker checkpoint will extend into the sky, but will end at --the given z. 6 markers are used to ensure the beam looks full as I rapidly delete and recreate the markers --in the next functions. setTimer ( ionExplosion, 50, 1 ) setTimer ( ionShot, 100, 20 ) setTimer ( ionShot2, 150, 20 ) --Trigger the functions that will create the ion cannon shot and explosion imitation. 50ms 1 time, 100ms --20 times, and 150ms 20 times respectively. else ion_activator = getPlayerFromNick ( source ) showCursor ( source, false ) --Makes sure the cursor will not show again for detonation unless the ion cannon is not active. Activator --is used to display output messages in the other functions that activations/launches arent possible. end end end addEventHandler ( "onPlayerClick", root, playerClick ) --============================================================================================================================= --Create the illusion of a beam coming from space and gradually increasing in size (beam strike power) --============================================================================================================================= function ionShot () ion_beamSize = ion_beamSize + 1 setMarkerSize ( ionBeam, ion_beamSize ) setMarkerSize ( ionBeam2, ion_beamSize ) setMarkerSize ( ionBeam3, ion_beamSize ) if ( ion_beamSize == 6 ) then setTimer ( ionShotFlare, 3, 150 ) end --The first 3 markers making the ion beam are gradually increased at +10 in 1 second. When the function has looped --6 times (6/10 of a second), the flare (again, its a corona marker but I call it a flare) grow function is triggered. end function ionShot2 () setMarkerSize ( ionSecondaryBeam, ion_beamSize ) setMarkerSize ( ionSecondaryBeam2, ion_beamSize ) setMarkerSize ( ionSecondaryBeam3, ion_beamSize ) --These beams increase at a different rate, since beamSize is changing more rapidly in the ionShot function. They stay --a little smaller than the main 3 markers and assist the "grow" look while keeping the beam visible while the markers --change size. end function ionShotFlare () ion_beamFlareSize = ion_beamFlareSize + 1 setMarkerSize ( ionBeamFlare, ion_beamFlareSize ) --Every 3ms for 150 loops, the flare size increases. This makes a large glow that appears to be caused by the beam's light end function ionExplosion () if ion_explosionTimer == 0 then --We set this value when the script started. I do so I can keep looping through this function without --resetting it. setTimer ( ionExplosion, 170, 18 ) --Trigger this function to initiate 18 times in 170ms intervals. ion_explosionTimer = 1 --Set the explosion timer flag to 1 so it is not done again with the looping (could have been true/false) else r = ion_beamSize --min/max blast radius: 1.5-28 --r will serve as our explosion radius. For the ion cannon, the explosions coming from the ion cannon --will gradually increase distance from the center point in a circular motion, since I defined r as --ion_beamSize, which is gradully increasing in size in the ionShot function at the same time. angleup = randInt(0, 35999)/100 --Choose a random angle. A value between 0 and 35999 is divided by 100 because we want --to have 2 random decimal places for as well, rather than just a whole integer. explosionxcoord = r*math.cos(angleup) + ion_beaconx explosionycoord = r*math.sin(angleup) + ion_beacony --The x and y coordinates of the explosion will occur at a max radius of r away from the nuke beacon, --in a circular shape. This is a fundamental, simple circle geometry formula. createExplosion ( explosionxcoord, explosionycoord, ion_beaconz, 7 ) --An explosion of type 7 is created, which is the tied as the largest with some others it is --an aircraft explosion. ion_loops = ion_loops + 1 if ion_loops == 16 then --on the 16th loop of this function --ion_beamFlareSize = 200 --This triggers the flare to grow +50 immediately right as the beam is ending to create a little --larger flash, just for effect as the beam is done --setTimer ( ionFlareFade, 5, 200 ) --The flarefade function is set to occur 200 times at 5ms to set the flare size to 0 quickly, as --the beam has disappeared --skip the above, it doesn't work. Just get rid of the flare destroyElement ( ionBeamFlare ) ion_cannonActivated = false ion_beamFlareSize = 0 elseif ion_loops == 18 then --on the 18th loop of this function ion_explosionTimer = 0 --Set the explosion timer to 0 for the next ion cannon launch, since this is the last loop ion_loops = 0 --Set to 0 to trigger these events directly above on next ion cannon launch as well ion_beamSize = 5 --Set to 0 to trigger the functions properly on the next ion cannon launch destroyElement ( ionBeam ) destroyElement ( ionSecondaryBeam ) destroyElement ( ionBeam2 ) destroyElement ( ionSecondaryBeam2 ) destroyElement ( ionBeam3 ) destroyElement ( ionSecondaryBeam3 ) --Destroy all the created checkpoint marker elements that made the beam end end end function ionFlareFade () setMarkerSize ( ionBeamFlare, ion_beamFlareSize ) ion_beamFlareSize = ion_beamFlareSize - 1 if ion_beamFlareSize == 0 then destroyElement ( ionBeamFlare ) ion_cannonActivated = false ion_beamFlareSize = 5 end --Each time the function loops, the flare gets -1 smaller. When it has a size of 0 and becomes invisible, it needs --to be deleted for the next ion cannon launch. No elements should stay created as they will pile up and eventually --crash you or the server. Finally, ion_cannonActivated is false, meaning the ion cannon is inactive and another --weapon use can be performed. end
  5. This crashes my server totaly when i start it as a resource at the admin panel lol lame
  6. haha ok i cant my mom is not oing to be happy
  7. i dont have a router [EDIT] the biggest problem isnt my server, its that game monitor (i have started a site for my server) and ive got that stuff from them but if my ip is keeps changing, well it isnt fun changing the files for some numbers, lil toady arent there another way to fix it? ty
  8. hi, how do i do static ip or what its called that my ip never changes? realy need to do it in that way cuz its irritating when it always change and i must change the ip in ´"mtaserver"
  9. bah alienx does have that sort of stuff at his freeroam server, realy cool
  10. hi, guys can you plz make some guide on learning LUA, i have never scripted anything and i know NOTHING about how to script but i realy want to scrip, YES a have tried to read the things at the wiki but i dont understand and i have serched a little on this site and the forums but i havent seen any guide showing exactly how to start scipting with LUA, plz people fix a very easy guide, mta need more scripters
  11. i dont think it will work. because you have special object that you have created on your server, they dont have that file, it will work if it downloads as a resource, otherwhise i dont think it will work, i think it is like that
  12. and THIS is the solution I see that this file is a .mrc file. How do I run these? https://forum.multitheftauto.com/viewtopic.php?f=94&t=21692 <----------------- .....................................................................................| .....................................................................................| .....................................................................................| .....................................................................................| all you need in there >-----------------------------------------------------------| |.. _ ..| |_ |_| |_ :D
  13. ok, do you know any RPG scripts for MTA DM?
  14. ehh so cant anyone use these things?
  15. CA YOU PLZ ANSWER ME!!!!!!!!!!!!! HOW MUCH MUST I WAIT FOR 1 ANSWER, IS IT SO HARD TO HELP? !!!!!!!!!!!!!!!!!!!!!!!! CMON GUYS DONT BE SO RUDE!!!!!!!!!
  16. dont be so rude, he did wron, so what. ArtG818 good job i realy enjoyed it
  17. can i also use this for MTA DM?
  18. THIS means a very big thing, LAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGG im sure of that at least at older computer, mine....
  19. FIRESTARTER

    Hi

    you should read at the news that they will let you download it when they have fixed a problem and this topic did not need to be created, one thing to say, stop spam!
  20. Thats happend to me too! i had a parashute, i set my pos (in freeroam) /setpos and spawned high up, the para didnt open and when i spawned i was like tha spider thing, it was fun but came irritating after a while >.<
  21. Only 1 ig question that i cant understand, how do i realy instal this script, cuz i dont think its the same like that mta race, i do have mirc but how do i start the script?
  22. first of all, can you read? it says Support Have some good advice? Or do you have a problem? and this was an advice that lil san wrote!!!!!!! learn reading bf4 writing!
  23. ok il test it, ty for helping me out [EDIT] IT WORKED TY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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