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khepra

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  1. That makes sense. Guess I just haven't really noticed before.
  2. Thanks for taking a look, Jax! I'll be sure to try that out instead. Any particular reason why using the player's position is bad? I'm doing this pretty manually right now. I wasn't aware of this function, but I'm glad it exists! I'll be sure to include this in an update. Sorry to anyone that may be waiting for another release... It's been a busy month But I'll still gladly take suggestions under consideration
  3. Just want you all to know, that /seticonalpha is now /seticonvis. I made a last minute change and forgot all about it Cool stuff. I'll definitely put it into the next update. I totally forgot that the helpmanager even exists. Heh, I didn't make this easy to change yet, but if you look around line 45 in ktypestatus_cl.lua local scaled = screenSizex * (1/(2*(dist+5))) *.85 if you change the .85 to .5, it should start off at half size. I'll probably make this a global variable later. I'll have to change some things around, but I'll see what I can do
  4. Alright, new release with some new features. http://www2.uic.edu/~awu5/kchatIcon.zip You can toggle your own icon on and off with /toggleicon . By default the icon is on, but you can change the linelocal showMyIcon = true to local showMyIcon = false to have it start off instead Keep in mind, everyone else can still see your icon. You can resize all icons with /resizeicon . For example, /resizeicon 50 will make all icons half the normal size. I've also made the new default size 85% the old size. You can edit the transparency of all icons with /seticonvis . The command /seticonvis 75 will make all icons 75% visible. By default, they are 85% visible. Thanks to DazzaJay for the prettier icon and to XetaQuake for some ideas. Again, let me know what you think! EDIT: Oops, I forgot that I changed the transparency command at the last minute! It's now /seticonvis
  5. That's totally doable. I'll see what I can do, unless someone wants to write it first...
  6. Well, in your first screenshot the bubble looks normal, i think. To other players it doesn't look that large, but since you're the origin point, it's biggest for you. I'm not entirely sure what's going on in that second one. Are you on the ground there?
  7. You are using the newest version, right? In the second one I posted here, I added the ability for it to shrink in size over distance. Your resolution should be ok, since the icon is scaled to your screen size automatically. EDIT: here's the latest version http://inaction.dyndns.org/MTAresources/kchatIcon.zip
  8. Wait, it grows bigger? I have it running on my server, and I've seen no such thing. In fact, the icon should shrink exponentially as you get further away...
  9. I had the same problem, so I fixed it with this code: function vehicleExplode () --destroy wreck after 5 minutes setTimer( destroyElement, 300000, 1, source) end addEventHandler ( "onVehicleExplode", getRootElement(), vehicleExplode ) Of course, if you don't want the wreck at all, you can just call destroyElement(source) instead of the timer.
  10. Hi all, I've updated my chat icon code, if anyone wants to check it out. I've now written it so that the bubble shrinks in size as you get further from it. I've also fixed a few problems involving players that disconnect while chatting. Give it a shot, and let me know what you think. http://inaction.dyndns.org/MTAresources/kchatIcon.zip
  11. Lol, feel free to check for yourself at KhepraServ. Or just try it yourself http://upload2.net/page/download/MxjRh9 ... n.zip.html
  12. I've got it working on my server right now. I think I'll post the code when I get a chance, since I'm sure it's horribly inefficient right now, and I wouldn't mind a couple more eyes checking my code
  13. Yeah, I saw that after I asked, but as in anything else, a human voice is much more reassuring than a cold wiki
  14. So, as I understand it, the only communication between client and server scripts is through events, ie no variables, correct? Also, if a client script triggers a server event, obviously the event is executed on the server side. But, in the reverse scenario, when the server triggers a client event, is the event triggered for every client? I would assume it does, but I just want to be clear.
  15. I'm thinking about giving a go at this, but I'm new to the whole client/server dynamic, so I'll need some pointers. Right now I'm thinking I would have an event triggered when a person hits their chat button that adds them to a list of currently chatting players. Then for each player, I draw in the appropriate icon for the appropriate players (in the list and in range) at the appropriate place (using getScreenFromWorldPosition) for their screen at the appropriate time (using the "onClientRender") . My question is how should (would) this be split up between server and client code. I would assume that the list of currently chatting players should be provided by the server while the drawing and timing elements should be done client side. Again, I'm new to client coding in particular, so I'm mostly not sure how client and server code communicate, but I appreciate any help I can get
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