Jump to content

eAi

Retired Staff
  • Posts

    2,986
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by eAi

  1. eAi

    Map/Resource Help

    Read the manual: https://wiki.multitheftauto.com/wiki/Map_editor#I ... _to_see_it I'd suggest finding your maps where that says, and copy them to your resource directory where you've installed MTA (outside your program files directory).
  2. What's the harm with destroying and recreating it? If you do it client-side, there should be no significant cost.
  3. What's the harm with destroying and recreating it? If you do it client-side, there should be no significant cost.
  4. eAi

    Map/Resource Help

    You're presumably running Windows Vista or 7. The problem is that these OS prevent applications writing to the Program Files directory. Two solutions: - Run Multi Theft Auto as Administrator - Install Multi Theft Auto outside the Program Files directory, e.g. c:\Multi Theft Auto. You can find the files though if you really want them: see http://www.hanselman.com/blog/VistasSho ... ation.aspx
  5. eAi

    Map/Resource Help

    You're presumably running Windows Vista or 7. The problem is that these OS prevent applications writing to the Program Files directory. Two solutions: - Run Multi Theft Auto as Administrator - Install Multi Theft Auto outside the Program Files directory, e.g. c:\Multi Theft Auto. You can find the files though if you really want them: see http://www.hanselman.com/blog/VistasSho ... ation.aspx
  6. You can't really. I'd suggest showing an image for a short period after the player joins - if that's what you really want to do.
  7. You can't really. I'd suggest showing an image for a short period after the player joins - if that's what you really want to do.
  8. You're not making yourself clear, people have offered you solutions for creating seemingly infinitely large maps. The fact is, MTA isn't going to support maps larger than it supports now, the vast vast vast majority of people don't need it.
  9. You're not making yourself clear, people have offered you solutions for creating seemingly infinitely large maps. The fact is, MTA isn't going to support maps larger than it supports now, the vast vast vast majority of people don't need it.
  10. Well you're doing it wrong then, aren't you? Resources should be a folder or a zip file containing at least a meta.xml file, and optionally scripts (.lua) or maps (.map).
  11. Well you're doing it wrong then, aren't you? Resources should be a folder or a zip file containing at least a meta.xml file, and optionally scripts (.lua) or maps (.map).
  12. you can create larger environments if you warp the player to another dimensions when they reach the edge of the world. For a flight-sim this would be ideal, and could let you create infinitely large worlds. Just imagine a grid with each dimension laid out next to each other - go off the left edge of dimension 0 and you'll end up at the right edge of dimension 1 for example. This should be possible to do in a way that the user hardly notices as what they'd be seeing there would be sea. Even better, make it get very foggy when you start getting near the edge of the world and you shouldn't notice at all.
  13. you can create larger environments if you warp the player to another dimensions when they reach the edge of the world. For a flight-sim this would be ideal, and could let you create infinitely large worlds. Just imagine a grid with each dimension laid out next to each other - go off the left edge of dimension 0 and you'll end up at the right edge of dimension 1 for example. This should be possible to do in a way that the user hardly notices as what they'd be seeing there would be sea. Even better, make it get very foggy when you start getting near the edge of the world and you shouldn't notice at all.
  14. It's just a factor of floating point accuracy. You really shouldn't need to be making worlds that are substantially larger than SA itself...
  15. It's just a factor of floating point accuracy. You really shouldn't need to be making worlds that are substantially larger than SA itself...
  16. setPedControlState will work - you'll probably have to just be more intelligent about it - make your peds try to drive towards the line - if they're too far to the right of it, they should steer left and vice versa. This is a standard way to do driving AI (and how GTA's own AI works). Of course, there's lots of more complex situations to cope with - avoiding obstacles, getting out of situations where the vehicle is stuck, coping with facing the wrong direction entirely - etc. But, if you've got the ped in the vehicle close to the path you want them to follow, just making them driving towards a point that moves along the path should work fine.
  17. setPedControlState will work - you'll probably have to just be more intelligent about it - make your peds try to drive towards the line - if they're too far to the right of it, they should steer left and vice versa. This is a standard way to do driving AI (and how GTA's own AI works). Of course, there's lots of more complex situations to cope with - avoiding obstacles, getting out of situations where the vehicle is stuck, coping with facing the wrong direction entirely - etc. But, if you've got the ped in the vehicle close to the path you want them to follow, just making them driving towards a point that moves along the path should work fine.
  18. eAi

    C stack overflow

    You may be able to increase the size of the stack - from a quick google, it looks like 'ulimit -s' might help...
  19. eAi

    C stack overflow

    You may be able to increase the size of the stack - from a quick google, it looks like 'ulimit -s' might help...
  20. Separate things into multiple resources if you think that the individual resources are useful on their own. If you can see yourself (or others) using some of the code you've written from other resources, it's a good candidate for being it's own resource. This will generally make your code neater too. That said, there is some overhead in passing data between resources, it shouldn't be significant in most cases.
  21. Separate things into multiple resources if you think that the individual resources are useful on their own. If you can see yourself (or others) using some of the code you've written from other resources, it's a good candidate for being it's own resource. This will generally make your code neater too. That said, there is some overhead in passing data between resources, it shouldn't be significant in most cases.
  22. Or read the documentation on the wiki, where they're explained in great detail. https://wiki.multitheftauto.com/wiki/Res ... sion_0.8.3
  23. Or read the documentation on the wiki, where they're explained in great detail. https://wiki.multitheftauto.com/wiki/Res ... sion_0.8.3
  24. You copied and pasted the example on the wiki into a text file, added a three line meta.xml and then added a file called 'readmec***.txt' that told people exactly what the manual tells them - how to install a resource (which every server admin surely already knows). The documentation on the wiki isn't 'lacking' - at least not for this function.
  25. You copied and pasted the example on the wiki into a text file, added a three line meta.xml and then added a file called 'readmec***.txt' that told people exactly what the manual tells them - how to install a resource (which every server admin surely already knows). The documentation on the wiki isn't 'lacking' - at least not for this function.
×
×
  • Create New...