eAi
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Everything posted by eAi
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You can communicate with the server using HTTP - you'll need to have a (very minimal) resource running on the server to do that though. If need be, such a resource could be included in the base MTA package in the future. PM me if you're unsure how the HTTP stuff works. It's looking very good, a few minor points/questions/suggestions: [*] Can you generally edit the meta file easily (i.e. with a GUI) once you've created the resource with the wizard? [*] Can you export functions easily once you've created your resource (e.g. right click a function name, choose export) [*] The resource wizard's side-bar looks a bit bright and not very MTA-like (whatever that means!) [*] What about integration with the map editor? Opening a map in the editor for example. You could run GTA as a tab in the app for editing (we experimented with this a few years ago). [*] What about integration with the wiki - a quick way to look up function definitions and getting started guides etc... If you'd like a custom stylesheet for the wiki, I can set one up. It's looking really promising!
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You can see why a resource failed to load by typing 'info ' in the console...
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The mapmanager is designed to handle loading a gamemode and a map together. MTA clearly supports all sorts of other things - multiple maps, multiple gamemodes, whatever, but mapmanager was made to make the common use simple. If you want to do something more exotic, I'd avoid using mapmanager, or make a single gamemode/map that wraps up other gamemodes/maps into one.
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Please report it on the bug tracker, along with some code that reproduces it. http://bugs.mtasa.com
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I believe GTA vehicles actually have a gear variable and related stats...
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What does your map file look like?
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Positions should be defined in map files, they don't really need to be defined in a custom xml format. You can add a node to xml files to do what you want: <walknode posX="0" posY="555" posZ="666" speed="5" /> This is then editable with the map editor and a standard everyone knows. If you want paths, you can do this in map files too. <path speed="5"> <node posX="0" posY="555" posZ="666" /> <node posX="0" posY="455" posZ="666" ease="true" /> <node posX="100" posY="355" posZ="666" /> </path> Adding object-oriented functions is a useful thing to do, but I'd be wary of reinventing the wheel with other things - it'll just confuse anyone who uses your scripts.
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I'm not sure why the meta file being big affects uploading to a server. I mean a meta file listing a lua file for every language in the world is only going to be about 2KB. I'd be wary of reinventing the wheel - the meta is meant to define every file in a resource. It appears to me that some of the things you're doing (e.g. better ped walking ) should be improved inside the MTA code (we'd be happy to help you get started). Is this a localization framework or an MVC framework?
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You need to call toggleVehicleRespawn for each vehicle in the map file. Something like this in a LUA file in your map should do it: addEventHandler("onResourceStart", getResourceRootElement( getThisResource() ), function() for k,v in getElementsByType("vehicle", source) do toggleVehicleRespawn(v, true) end end
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How are the vehicles created? In a script you've made or using another resource?
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This looks interesting, but from the one code example on the wiki I'm a bit dubious about some of your design choices... - You appear to not allow specifying which elements events are attached to - this reduces the efficiency of events significantly - You're making the chatbox an object which seems unnecessary and a bit unusual, again this prevents you sending messages to multiple players Anyway, I'm not really clear what the point of this framework is - is it just for outputting localized strings? If it's an aim to add OO to more of MTA, this is something a number of people on the team are interested in, we'd be happy to discuss this with you on IRC. Either way, we'd prefer it if you didn't call this the "MTA Framework" - can you give it a more specific name? The name as it stands suggests that the framework is part of MTA.
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MTA doesn't currently support ropes, it's possible it will in the future. In the meantime, you can kind of fake it by drawing lines.
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Look at freecam from the editor. onClientRender is called every frame, choppiness must be down to what you're setting the camera position/orientation to, i.e. where you're getting the data from.
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http://development.mtasa.com/index.php? ... erFromNick not getClientName.
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Are you walking through the door or driving - it'll trigger on the vehicle if you're driving...
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The game speed will affect anything you're syncing. So, it'll cause any stationary vehicles you're syncing (or vehicles you've just exited) to apparently 'stutter' for other people. It could potentially cause other sync issues...
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There is no editor that will check for syntax errors. Notepad++ highlights you code, which helps to some degree. Running your code with MTA will check for syntax errors.
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Changing the game speed on one client risks screwing up sync - be careful
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If there's a mistake on the wiki, please fix it!
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You should really be using elements to store your car shops and models. That way any map maker can put them in their map files and use them... You should be able to do this pretty easily with getElementsByType and getElementData.
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That's already possible with callRemote. Check the wiki.
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Race was always intended to be a test for blue and a way to get a quick release out...
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Let's see how this code goes, if we get support from developers outside the team, we'll consider releasing the code for 0.5 and/or Race.
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Indeed, GTA4 has been discussed in the team, to some extent, but the open sourcing was nothing to do with it. We've been meaning to do it for years, and have discussed it over and over. It seemed a good time to do it, as the code is pretty stable and we need all the help we can get to make MTA as good as it can be.