eAi
Retired Staff-
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Everything posted by eAi
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Someone make one and pm it to me and I'll add it (assuming I like it)...
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Someone make one and pm it to me and I'll add it (assuming I like it)...
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It looks like it's working ok now...
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It looks like it's working ok now...
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Being fully-client side is generally considered a Bad Thing. It opens things up to hacking. The general principle is to do as much server-side as possible.
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Being fully-client side is generally considered a Bad Thing. It opens things up to hacking. The general principle is to do as much server-side as possible.
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Provide this as a resource With DP3, the 'call' syntax is much neater so this should work better.
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Provide this as a resource With DP3, the 'call' syntax is much neater so this should work better.
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Why not use bound keys? Or buttons that appear when you hover over an area of the screen (e.g. move your mouse to the top or bottom). This is commonly done in many programs - showing the menu bar in full screen for example, or showing the taskbar if you have it hidden when putting your cursor at the bottom of the screen. You could also use a key for toggling the buttons on and off (like we do in the editor)... Having a bar that appears when you put your mouse at the edge of the screen only reduces your usable area by 1 pixel in width or height, and the usability will be significantly improved (plus it'll look cool!)
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Why not use bound keys? Or buttons that appear when you hover over an area of the screen (e.g. move your mouse to the top or bottom). This is commonly done in many programs - showing the menu bar in full screen for example, or showing the taskbar if you have it hidden when putting your cursor at the bottom of the screen. You could also use a key for toggling the buttons on and off (like we do in the editor)... Having a bar that appears when you put your mouse at the edge of the screen only reduces your usable area by 1 pixel in width or height, and the usability will be significantly improved (plus it'll look cool!)
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The convention with MTA, that you should follow ideally, is to store spawnpoints in map files. This allows mappers to modify the spawn points without editing code, using the map editor (once we finally release it!) This doesn't stop you randomly choosing spawnpoints though. The Spawnmanagerresource will do this for you and save you writing code for spawning players.
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The convention with MTA, that you should follow ideally, is to store spawnpoints in map files. This allows mappers to modify the spawn points without editing code, using the map editor (once we finally release it!) This doesn't stop you randomly choosing spawnpoints though. The Spawnmanagerresource will do this for you and save you writing code for spawning players.
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Haven't tried it, but good job. I'll have a play with it when I get a moment. Why not use buttons on screen rather than console commands? Much easier for users
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Haven't tried it, but good job. I'll have a play with it when I get a moment. Why not use buttons on screen rather than console commands? Much easier for users
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1: That depends, MTA does not respawn players, another resource must be doing so. The default spawnmanager can be configured by the gamemode to work as you wish, or you can code it manually using a timer. 2: Read the documentation for outputChatBox. You can use the visibleTo argument to specify who the text is shown to. E.g. outputChatBox ( "Hello " .. getPlayerNick(player), player ). See example 4. 3: No, not currently. We should be able to add that fairly soon though, it's reasonably likely it will be in DP4.
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1: That depends, MTA does not respawn players, another resource must be doing so. The default spawnmanager can be configured by the gamemode to work as you wish, or you can code it manually using a timer. 2: Read the documentation for outputChatBox. You can use the visibleTo argument to specify who the text is shown to. E.g. outputChatBox ( "Hello " .. getPlayerNick(player), player ). See example 4. 3: No, not currently. We should be able to add that fairly soon though, it's reasonably likely it will be in DP4.
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Can I suggest that you don't use the chatbox as a way of starting it? Instead use a command handler. People don't like typing commands into the chat box and we strongly discourage scripted from doing it. Command handlers are faster, they can be typed into the chatbox too (with a preceding /) and they can be bound to keys if the user wishes.
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Can I suggest that you don't use the chatbox as a way of starting it? Instead use a command handler. People don't like typing commands into the chat box and we strongly discourage scripted from doing it. Command handlers are faster, they can be typed into the chatbox too (with a preceding /) and they can be bound to keys if the user wishes.
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That's not really what I meant. Each resource can have .map files. They specify things like vehicles, objects, but they can also specify custom elements, such as houses. You can handle these when the resource starts (onResourceStart) and generate their 'world' representation of them (a pickup), and any data structures in your code. This will allow houses to be placed in the (soon to be released) map editor without editing any files by hand, just drag and drop... If you're confused, bug me on IRC and I'll explain it in better detail
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That's not really what I meant. Each resource can have .map files. They specify things like vehicles, objects, but they can also specify custom elements, such as houses. You can handle these when the resource starts (onResourceStart) and generate their 'world' representation of them (a pickup), and any data structures in your code. This will allow houses to be placed in the (soon to be released) map editor without editing any files by hand, just drag and drop... If you're confused, bug me on IRC and I'll explain it in better detail
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I haven't looked at this in detail, but it looks good. Could another resource use this to generate houses? Ideally they'd be able to specify them in their .map files, e.g. or something...
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I haven't looked at this in detail, but it looks good. Could another resource use this to generate houses? Ideally they'd be able to specify them in their .map files, e.g. or something...
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Type it into the client (GTA) console, not the server console.
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Type it into the client (GTA) console, not the server console.
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Looks good, though perhaps the cards are a bit squashed vertically? Provide some help for people who don't know how to play (like me!)