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CodeMaster

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  1. Take a look! GTA SA before the transformation and after it: I was amazed first time I tried it! But it drops FPS heavily. I had about 260 fps (game was running too fast without framelimiter ) and with it I get like 15~20 FPS. But the difference is really drastic. Note: that's not fully maxed graph! I'll send screens with better graph soon Try to guess what I used for that! Cheers Nidza
  2. I'm so glad I could help! Can any moderator sticky this or even better: make a new part of forum called Tutorials. That would really help since I got some more tuts for release Cheers Nidza
  3. Hello everybody, I'm back and I've decided to contribute to this community and share some of my knowledge! Of course this tut is publicaly available from before (but this is my own variant, much easier to understand and in-detail described!), but I'll be releasing some tuts about scripting and thereby programming tuts for gaining the real programmer's routine. I've been playing for a while on 1.0 but on my localhost server. Why? Because almost all servers available are empty! Be the pioneer of MTA! Help us to make other people to swap to new 1.0! Why should you swap: 1. MTA 1.0 (It's not MTA DM anymore since its use is much wider) is much more reliable and much faster than previous versions Example: Remember the slow response of the browser? Or the bug which would require from you to restart the game to see servers. All that's gone. Browser list is responding in a flash of eye. 2. MTA 1.0 has much wider scripting access. That means scripters will be able to make a lot more realistic and interesting game modes. Example: You all remember how amazed you were when MTA:DM DP1 was out? Hay, Fallout, BF, Interstate and all the other gamemodes. Even MTA Race had a neat map editor allowing you to make crazy maps and similar stuff, making MTA more enjoyable. That's the MTA's advantage over other's. MTA 1.0 has just blown the limits so far away leaving the other's in the dust. 3. MTA 1.0 will be cheater free! (almost, since they'll be able to enter and hack ONCE, before they're banned) Example: Serials are back in the game! Now even your stats will be recorded. But admins will love this: with a click the cheater will be never again on his server. NEVER AGAIN. 4. MTA 1.0 has much better sync, and it's game-play-bugs-free. Example: That way new players won't cry 'cause they don't know to do fast reload bug, and won't flame the pros for using them. But bugs will be available for turning on on pro servers. So lets begin! 1. Login/register on the MTA Community. There's another way, without registering/logging in, but I highly recommend it so you will always have up-to-date links, since I can't constantly update the thread. 2. Click on the Development button. 3. Now you've got 2 links (marked on pictures), first download the nightly (link on the bottom, the marked number may vary as they update), and then the go to the googlecode page. 4. On the googlecode page you should be able to see "featured downloads" green box, it holds the link to the MTA Data setup which is necessary for MTA. 5. You should have now both of these downloaded. Start mtasadm-1.0-r.exe 6. If you're unsure how to fill location dialogs here are the pictures for them: If you're running Windows Vista or Windows 7 (Windows 7 in my case) you should make your game run in the administrator mode. Look at the pictures for how to do it: Note: As far as jhxp says this isn't necessary for Win 7 or Vista, however if you get any problems try these. Find your MTA executable. Right click it and choose properties. Go to the compatibility tab. Check the second picture for how to set up compatibility tab.
  4. A couple of examples (since you don't wanna say us what for you need this...): This code writes a delayed "Loading finished" message for an "complex script effect" like your script needs some while to load up fully: function onStart_handler() outputChatBox("Loading the script...") setTimer(outputChatBox,3000,1,"Loaded.") end addEventHandler("onResourceStart",getResourceRootElement(getThisResource()),onStart_handler) This code will make the SA-MPish command list in a delayed variant which is quite useless, and which might be the reason you're asking this at all, but should give you the idea on how to do it: function commandList_print(player,command) outputChatBox("Command List -----------") setTimer(outputChatBox,1000,1,"/USE THE GUI, SA-MP sucks 'cause it has no gui!") setTimer(outputChatBox,2000,1,"/USE THE GUI, SA-MP sucks 'cause it has no gui!") setTimer(outputChatBox,3000,1,"/USE THE GUI, SA-MP sucks 'cause it has no gui!") setTimer(outputChatBox,4000,1,"/USE THE GUI, SA-MP sucks 'cause it has no gui!") setTimer(outputChatBox,5000,1,"/USE THE GUI, SA-MP sucks 'cause it has no gui!") end addCommandHandler("commands",commandList_print) That should do the trick, and that's efficient setTimer usage, called "inline" usage. Hope this helps
  5. @50p Yup your thinking is right (bombardment ain't necessary if there are no players), and so I thought it at first, but getRandomPlayer() bugged up for some reason, so I got stuck using getElementsByType("player") and selecting first player. In that case if player gets the game minimized bombardment stops. But luckily getRandomPlayer somehow works now, and it's all ok, thanks anyways. @Willy You know normal people live about 60-70 years max, and I don't wanna spend the rest of my life doing the Z level for every single part of SA. You shouldn't fully take the "improvisation" part @Ace_Gambit You're a genie!I needed that for my custom shelters!Can't believe I didn't think of that at first... Some pics for those who are interested in how does it all look atm: + some other pictures of other feats (custom markers. hp refill and defense sys)
  6. Yup, that's what I thought too... So there are no hopes. But for some odd reasons, if I trigger the "callback" for a random player (using the getRandomPlayer()) it just doesn't get triggered. (And I had no such issues when I was calling it for each player). Any ideas about that?
  7. I'm making an artillery script in my Mass War GM - a constant bombarding all over the battlefield. So far, so good, it works client-side. I'd take a guess that client-side variant would look odd. If a player would be driver or something, and a artillery falls on the player, other's in the vehicle, would just see the vehicle launching away, and exploding. Another thing is that I'd want it to be constantly on and synced for all people, so I'd need to get the ground Z position server-side. Can that be somehow "improvised"?
  8. Advice from a scripter: 1. Run MTA (you'll do this only once) 2. When you get to the main window open the console (~ key) and type "window" (without quotes) 3. Now you'll see your Notepad++ and anything else you need, of course alt-tab will work too but it won't be necessary. It's that simple
  9. Oh sorry Version is DP2.3 (but nightly ain't working either, still I need at least DP2.3), and no, it gives no dump (I can't find the dump folder...). It should be noted that MTA worked for me perfectly, even with bunch of overwriting verisons, and this error is quite odd since it happened never before + GTA works great still. Anyone had similar issues?? EDIT: SOLVED, there's no other way, than reinstalling whole OS (since my was ruined).
  10. I've tried everything from the "Known issues" section. Still nothing. There's no error info, just the dumb "Send\Don't send" (you know what I mean) error. Still normal GTA and Race works. Anyone had similar experience?
  11. That's interesting idea, but it wouldn't work, since the launch needs just one frame, and at the moment of detaching it'd be already in offset from the Cargobob. Doing this with several sharp turns, my vehicle would be now driven on the land instead of being "carried". setElementCollisionsEnabled might work but it's client side, and it could bug while driver is inside...
  12. Epic bump dude. It's used not to revive such old topics if there's no need of discussion, but this may come handy to other newbs now.
  13. Exactly. So you've gotta change that in your script and try again, but filling your command regularly. Example: /startrace 522 0 0 0 This would create a vehicle on the middle of SA map (x = 0, y = 0, z = 0). Try it and say us did it work.
  14. I'll release it with the whole Mass Warfare GM, it'll be easy to understand, since the whole GM is made from separate scripts, like the one for helimagnet. And your tractor thingy has something to do with actually. I think that the GTA's physics system is actually freaking off, since the element being frozen. I think we'll need to work it out manually, but I bet that it'd make low fps... So currently best solution is attachElementToElement. Any ideas how to fix the bug? (except turning the collision of attached model off, since it says "may cause unwanted effects on vehicles with driver".) EDIT: Yup same thing happens to me.
  15. I've made a helicopter magnet part in my Mass Warfare, but I've noticed something strange when using attachElementToElement(). When I fly roughly and fast, and then pull up (press key down) attached vehicle simply detaches and catapults out. I'm not sure should I paste the code since its quite simple, and has no detach part for a test (to be sure that it's detaching automatically, not by a script). Anyone had similar experiences, or has any solution?
  16. Looks quite nice, of course, like everything else you made. Came from the probably most advanced gui scripter. Too bad you didn't release it earlier, so I'd implement it to my Mass Warfare GM, but maybe I'll do so, since current GUI sucks Cheers Nidza
  17. Ok so someone isn't "stuped"... Nvm. Listen dude, first you should learn English, 'cause I'm saying that you're asking us to follow your scripting process... You think anyone would give you a finished script and give you all the credits?? You have very high thinking about yourself. Most info is usually found on wiki, so before you posted this "stuped" thing you could simply check development.mtasa.com , and then come asking us about some problems you got on the way, not asking us piece by piece. There you could come by to next topics: -http://development.mtasa.com/index.php?title=Server_Scripting_Functions#Team_functions or http://development.mtasa.com/index.php?title=Client_Scripting_Functions#Team_functions -http://development.mtasa.com/index.php?title=Server_Scripting_Functions#Text_functions -http://development.mtasa.com/index.php?title=SetTimer -http://development.mtasa.com/index.php?title=GetElementData and http://development.mtasa.com/index.php?title=SetElementData -http://development.mtasa.com/index.php?title=GetElementsByType + There you have a nice section called Example: Wiki is like a bible for a scripter. if you wanna script, make sure it's always open.
  18. Damn when I saw topic name, I had hopes... But then... Anyways man arc_ is right. No one will help you piece to piece until you finish your script. At least not for free as far as I know. This is just spam on the forums, and there's bunch of topics that will already answer your questions. Also I would advise you to learn to "read" scripts, not only to make them. You need to be able to snatch examples from others, and you can do that (especially how-to-make-good-looking-gui) by checking your X:\Program Files\MTA San Andreas\mods\deathmatch\resources That's pretty good place to start "stealing" some examples. Stop spamming and good luck, you'll need it.
  19. Haha I didn't ask =FAS= for money I'm saying I'd like some money for doing job for people who asked me to do something... It knows to be quite waste of time, and sometimes they just take too much time and no one other wants to do it BTW: Shiga, when you wanted to start the clan, no one said you'll get payed! Cheers Nidza
  20. Well many things changed in 1.0. Ain't it purpose of giving it out and open source? Though I'd like to see a final release, concluding that I wanna script under really stable environment (I haven't tested latest nigtlys though) EDIT: lol Xeta you've posted while I was reading, I didn't noticed your post Cheers Nidza
  21. Yeah I've noticed that one, and I've sent my offer. Thanks man
  22. Recently I had quite few requests for doing some scripts and stuff. Since I'm not that free to do them all, some fee would make me happier to do the job. I'm scripting in Lua for a while now, and I'm capable of doing some advanced stuff, but I'm mostly oriented to bringing abstract gameplay which is the most interesting part for every player. Also if you need some mapping stuff I can see what can I do about that. I'll mostly accept the "addon" scripts job, because I'm busy to do some bigger gamemode atm. Still depending on the complexity of your ideas I might accept such gamemodes. Of course, costs will be little higher than in SA-MP, for a simple reason: SA-MP coding is based on Pawn/C, while Lua makes a lot shorter code. For example minimum price of a script will be 1 Eur (I'm not willing to waste any of my time for 0.00001 Eur), and price would be 1 Eur for every 50 lines more (that price is definable). I prefer Moneybookers payment. For any more info contact me at: [email protected] (please add [REQ] tag to email subject) I'll still release free versions of some of my scripts, and some more advanced ones will be for sale on upcoming website Cheers Nidza
  23. CodeMaster

    Travel Meter

    Lol, what a math mess around my script! And at my school it was at 2nd grade! BTW: nice lesson robhol ^^
  24. Well fuel scripts ain't gonna be a current target to any of us, concluding that we're working on a bigger gamemode currently. But expect updates. Cheers Nidza
  25. I announce that my fuel script is [CLOSED] Unless something happens, it will stay that way. I'm gonna go work with [uVA]Bart on his fuel script, and give him some parts of mine, I don't want thousand of fuel scripts or what competing around, its way better to have one which is gonna work damn good! Cheers Nidza
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