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Posts
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Everything posted by DiSaMe
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I don't even know if there's a script on 3dsmax for importing/exporting DFFs with particles.
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What to explain? I have already explained enough. You cannot 'activate' ped traffic. You can only script it. MTA has functions for creating and controlling peds, so you can make almost anything with them. There are a few videos with NPC traffic on youtube: This one was made by me: As you can see, it didn't have cars. I lost it, but it was a bit crappy anyway, and if I make something like that again, I will make it in a better way
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Yes, I created in-game DFF editor, but creating every single vertex, joining them into faces, etc. seems to take too much time. I tried to make a DFF importer/exporter for Blender, but didn't finish it It's true that such triangles may be slower, but they would be more dynamic than DFFs. Models could be deformed in any way, UV coordinates could be changed. GTA limits wouldn't affect them. It would be easy to make a drawtag script with unlimited number of tags
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You can try setting data of root element, but I don't know if this works. Alternatively, you can create an abstract element with createElement and set its data.
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By scripting, of course! More accurately, by adding nodes on the train tracks and interpolating vehicle positions between them.
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OK, maybe I make too many requests, and what's more, I had already requested this feature in the forum, but now I know how to attract more attention Function which I request is described here: http://bugs.mtasa.com/view.php?id=6064 If we were able to draw such triangles, we would have an alternative to DFFs. Now the closest thing to imitate 3D triangles is group of DX rectangles, but they're not textured and are drawn over other objects. Here's a video I just made: . It's a fake 3D model which has no textures and is drawn through walls. Nice, huh?Players want custom ped models, animated UVs, stream memory fix, while dxDrawTriangle3D could be at least a workaround. What do you think about this?
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Do you mean carriages? If yes, then it's not possible to directly attach train vehicles to each other yet, but it's possible to script a custom train system.
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No. As I said, server scripters simply don't script NPC traffic. That doesn't prevent you from doing so if you want.
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Cities are empty because server scripters don't script NPC traffic, that's a simple answer.
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A preview of voxel models in MTA SA: Not playable because of lag, but I think they still look nice enough to be worth showing to everyone
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Store nodes into the table with xmlNodeGetChildren, cycle through them, get ID attribute of each node with xmlNodeGetAttribute and check if it's equal to U-114.
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Why not to simply use a table of keys from https://wiki.multitheftauto.com/wiki/Key_names , cycle through it binding them to a function and trigger a custom event from that function?
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I agree. I don't know what that limit is for, and even though there's lots of space anyway, it would still be nice to have unlimited area.
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https://wiki.multitheftauto.com/wiki/IsLineOfSightClear https://wiki.multitheftauto.com/wiki/ProcessLineOfSight
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For saving/loading recordings: https://wiki.multitheftauto.com/wiki/Ser ... _functions or https://wiki.multitheftauto.com/wiki/Cli ... _functions For moving the car: https://wiki.multitheftauto.com/wiki/SetElementPosition https://wiki.multitheftauto.com/wiki/SetElementVelocity https://wiki.multitheftauto.com/wiki/SetTimer These are the most important for making a basic recording system.
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SA-MP doesn't modify the game files, but unlike MTA, it needs to be installed into GTA SA directory creating a mess.
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I don't see what could be 'combined'. SA-MP has nothing what's impossible in MTA, so MTA features + SA-MP features = MTA features.
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you can import lol, but theres just a limit of how much you can import. thats the only problem Exactly, SA-MP can't import custom models, players need to do so.
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SA-MP players themselves don't know why they don't play MTA. If you read some posts in feature suggestions thread in SA-MP forums, you will find many MTA features requested by SA-MP players
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You can disable collisions for that object and add invisible objects for collisions.
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So now you add vehicle rotation manually? No, you do NOT need that. Adding vehicle rotation is something what gives the arrow the wrong direction.
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Everything is fine in findRotation. Maybe it's always between 220 and 250 because you don't go to areas which need other angles to reach the destination. Look at your rotArrow function. It gets the angle to the destination and uses it as rotation offset in attachElements. That means the rotation of arrow will be rot + rotation of the vehicle. You need it to be rot. It's better not to use any attachment functions, but to simply get vehicle coordinates, put the arrow above it every frame (if you want it to move smooth, you need to use onClientPreRender) and set its rotation to the angle which findRotation returns.
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Use destroyElement on TXD element.
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If you don't want viruses, don't open any suspicious files in the client resources directory
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How can i made this? By scripting, of course. When you go to one place, one model is loaded, when you go to another, another model is loaded in the same place. That's how you'll never run out of model IDs. Well, I admit MTA custom model system is a bit unstable, but I hope it will be improved.