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Posts
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Everything posted by DiSaMe
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Have you at least tried to use isLineOfSightClear? Do you think that one call of this function will freeze the game for a significant time? I guess you're not going to check 200 objects at the same time...
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I once have imported LC into MTA and it was like 200 MB, not 800. However, MTA couldn't load all parts of city at the same time. Anyway, I think there is a way to prevent players from having to wait for the files to download when they join the server. Client-side part of the resource can be uploaded somewhere on the internet, so players could download and put it into resources when not playing MTA.
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I think isLineOfSightClear is a more reliable way to check whether the object has broken or not.
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Objects themselves don't directly have DFFs/TXDs. Their IDs (which are numbers) do. All objects with the same ID will have the same DFF/TXD at the same time. However, because of the way MTA handles custom models, they can be replaced/restored during the game. So if you replace the model when the object is streamed in and restore when it's streamed out, with no other objects with the same ID being nearby, you will have an object with unique model.
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With NPC traffic MTA would become more popular. But everybody waits for somebody to do something for them instead of doing the work themselves. Well, then it's one man's job to make MTA popular. I wonder who will be the one.
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I didn't. I once thought of creating a topic which would clearly show how MTA owns, but that would have been a waste of time.
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A few days ago I was reading a topic about best map editor in SA-MP forums. Many suggested MTA map editor. Someone posted a link to MTA site and someone else said "please don't post links to MTA site" It's funny. How are SA-MP mappers going to download MTA with its map editor if they don't know what is the website? What's even funnier, those posts are removed from the topic now
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A script to test bone attachments and make the game a bit funnier: Download link: https://community.multitheftauto.com/index.php?p= ... ls&id=2548
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Resource updated. Added functions to check whether the element is attached, to get attachment details and to get bone position and rotation. The latter is useful if you, for example, want to create transformers without doing the stuff with trigonometry yourself
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There are. Almost all stuff with peds can be controlled from MTA and everyone is free to make such resource.
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That's not the programming itself, it's mainly maths. Some trigonometry and matrices. Interestingly enough, I haven't learned about matrices in school, but discovered many things myself
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Maybe some good scripters would script for free, but this won't happen unless you can script well too. No one will want to form a team with you if you're much worse and are going to leave all your job for them to do.
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No, that one would need rescripting to work properly with multiple players.
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I released 2 resources today and I don't think creating a separate topic for both of them is necessary ---------- Bone attachments ----------- Some people want to have function for attaching elements to player bones. getPedBonePosition doesn't return rotations. But it's not hard to get positions of three joins and calculate rotation using some simple calculations with matrices. If you're still to lazy, my resource can do that for you: https://community.multitheftauto.com/index.php?p= ... ls&id=2540 All you need to do is calling attachElementToBone to attach the element and detachElementFromBone to detach it. Look how well it works: .----------- Gravity gun ----------- Some people already know this because I made this a few months ago. I didn't feel like finishing and releasing it, but now I did. Download: https://community.multitheftauto.com/index.php?p= ... ls&id=2542 That old video:
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No one has pushed me further than people requesting bone attachment functions. https://community.multitheftauto.com/index.php?p= ... ls&id=2540 . Video:
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People wanted to have this function, but in such a long time, I haven't seen anyone make it themselves. So I decided to do something for them. Video: . Resource: https://community.multitheftauto.com/index.php?p= ... ls&id=2540 .
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It has been possible to script for a long time - even before it was added in SA-MP. You simply need to get joint positions using getPedBonePosition and set object position to the same every frame. If you want the object to have the same rotation which bone has, you also need to get position of 1 or 2 more bones and use trigonometry to calculate rotations.
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True, custom models system is a bit unstable. Also, even if engine functions affected native objects too, engineReplaceModel/engineRestoreModel could be called when the object is streamed in/out, so the current custom model behavior could still be scripted. Adding models on empty IDs would definitely be cool. I don't really know how DFF stuff works inside the game, but I will try to suggest a way which in my opinion would need the least job: first, MTA could increase the limit of item definitions (for example, to 65535). Then put some empty DFF on all unused slots. Scripters could add new models with same functions.
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How does reinstalling MTA, restarting PC and updating DirectX affect the way in which key bindings from scripts work in MTA? This seems to be nothing else than map editor bug.
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To test if the model was replaced correctly, create an object with that ID. If it has the custom model, it's replaced correctly. Model slot has custom DFF only if there's MTA object somewhere around. I tested this. When MTA object is streamed in, GTA native object has a custom model too, otherwise only MTA object has it.
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Custom DFFs only affect objects created by MTA. They don't affect GTA native objects unless there's MTA object with the same model ID streamed in.
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And it still won't work unless you move setTimer line to the end. Now a nil value is passed to setTimer because function is created after setTimer call.
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To make the ped drive, you need setPedControlState.
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Stack overflow often is a result of infinite recursion. I guess this isn't your full script. Maybe you used this line in onClientPlayerRadioSwitch? If yes, then setRadioChannel triggers another onClientPlayerRadioSwitch which calls setRadioChannel again, and so on. If you want to make the radio station always 0, use setRadioChannel when player enters the vehicle and cancel the event when radio switch is attempted.