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Mr.Hankey

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Everything posted by Mr.Hankey

  1. ah great to see this topic i got the same/a similar problem and was just about starting a new topic for it^^ First i started to look for something like this in the standart resource and found out that in the stealthmain_client.lua file the eventhandler for onClientGUIClick is placed in the same function where the button is created so i tried the same in my code... I used this: vehicles = { "rc_baron", "rc_tiger", "rc_goblin" } function spawn (button, state, absoluteX, absoluteY) outputChatBox ("Clicked") end function guiMenu () showCursor ( true ) Menu = guiCreateWindow ( 0.15, 0.33, 0.7, 0.34, "Select your vehicle", true ) OKButton = guiCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, Menu ) guiWindowSetMovable ( Menu, false ) guiWindowSetSizable ( Menu, false ) GridList = guiCreateGridList ( 0, 0.1, 1, 0.9, true, Menu ) guiGridListSetSelectionMode ( GridList, 2 ) guiGridListAddColumn ( GridList, "Vehicles", 0.3 ) for key,vehicleName in pairs(vehicles) do local row = guiGridListAddRow ( GridList ) guiGridListSetItemText ( GridList, row, 1, vehicleName, false, false ) end addEventHandler ("onClientGUIClick", OKButton, spawn) end But what happened now was really strange. The Button went really dark as if it is placed behind the window and if i clicked on it nothing happened. But if i clicked on the border of the window somehow the function spawn was called... As if the declaration OKButton in the eventhandler also declares the parent elements of the button, the Window. I hope someone can help xeta and me with this problem =)
  2. i agree with you dazza we played the map with about 16 people on our clan server and it was really hard to get the last checkpoint (only 2 of 8 rounds) with all the grenades^^ and usually it ended up with 5 terrorists sitting in the control room and throwing nades all the time... but maybe another solution would be to enable friendlyfire so you will probably kill more of your own team then enemies if you camp in that room.
  3. Nice dazza! just tested it and works pretty good hehe i can imagine what the plates are about =) i loved this police cheetah standing at the back of the police station of the second island of vice city^^
  4. Mr.Hankey

    [REQ] NPCs

    hm... i think a big problem would be the synchronisation of the bots. If you try to make it serverside i think it will eat up the server resources because it has to move about 20 objects and calculate the rotation/velocity for them for each player on the server and if you make it client-side i think it simply wouldnt be synced in any way...
  5. Sound's nice and i'd like to use it but for me the link is broken...
  6. Great i've been looking for that since i started working on my stunt gamemode 3 weeks ago =) Is it Ok if i edit it a little bit? I just want to use like eAi already suggested customized hotkeys.
  7. I hope i'm not giving any false information but as far as i know it depends on the gamemode how complicated/uncomplicated it will be to create a new map for an existing gm or if you need any scripting to do so. Somewhere on the Scripting Wiki I read that there are a few predefined element types that have there own syntax in the .map file but you'll be also able to create your own. So the Scripter of the Gamemode can use these predefined phrases like for normal objects or spawnpoints but he can also make his own like for the ctv mode a phrase that defines the location and model of the vehicle you have to capture. I hope most of the scripters will make use of this because it will make mapping for a custom gamemode a lot easier so you don't have to write every gamemode specific element with the notepad in the lua script. Edit: I found the Article on the Wiki here is the link: http://development.mtasa.com/index.php?title=Writing_Gamemodes#Making_maps_compatible
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