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DiSaMe

Helpers
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Everything posted by DiSaMe

  1. Damn, I must have read it too quickly, because I don't remember myself getting drunk
  2. It's easily scriptable. Scripting with runcode: Done with some other vehicles:
  3. In the place which you specified in meta.xml, relative to the resource directory.
  4. What do you need that for? Maybe there is another way.
  5. SA-MP may be using GTA SA function to attach object to the bone which has no problems with rotation. But it's still possible to calculate accurate rotations on MTA. That only proves MTA is better because features which are available in SA-MP are scriptable in MTA. MTA doesn't have function to attach objects to bones, but you can script it. MTA doesn't have 3D labels, but you can script them. MTA doesn't have functions to record player actions and play them on NPCs, but you can script them
  6. There is. It's number of GTA units per 1/50 seconds. I'm not sure about GTA units, maybe they're metres, so element velocity x50 is m/s, x180 is km/h.
  7. AFAIK, setElementRotation only has visual effects on peds and players.
  8. Nowhere... It's not really playable because it's not synced.
  9. Word is made of separate objects which fly away after explosion.
  10. DiSaMe

    Falling

    Cancel the event only in certain conditions. I don't know what the attacker and weapon would be shown in the case of falling damage, but you can try outputting them and then use those conditions.
  11. Try changing sound min and max distance with getSoundMinDistance and getSoundMaxDistance.
  12. I don't know what about setElementID, but first you have to make sure that you are in the server when ped creation code is executed. In your script it's executed when the resource starts. Second, "start" event never gets triggered. Server tries to trigger it when the resource is starting and client-side script isn't running. Try putting the code into the command.
  13. If you want to make a list of coordinates, so that you will spawn at one position of multiple positions defined, you can do that in this way: spawn_pos = { {x1,y1,z1}, {x2,y2,z2}, ... } To get random coordinates: x,y,z = unpack(spawn_pos[math.random(#spawn_pos)]) And you can use x,y,z in spawnPlayer.
  14. I already tried replacing and restoring those objects, depending on the distance, and that wasn't very stable.
  15. If the vehicle is about to blow up and you use setVehicleDamageProof on it, the it will keep burning, but won't explode.
  16. DiSaMe

    Season Greetings

    No, I want 18446744073709551615
  17. DiSaMe

    Season Greetings

    And if limit of elements was increased (no, not a request, just a question ), would that also increase limit of players?
  18. DiSaMe

    Season Greetings

    65535 players? That's cool! Now SA-MP has nothing what's impossible in MTA. By the way, is that limit affected by elements limit, which is 65536? If there are 1000 elements on the server, will it be possible for 65535 players to join, or will only 64536 be able to do so?
  19. That has already been suggested. Attaching ped to the car and making him perform entering animation could be a workaround now, but it's not possible to set rotation of doors in MTA SA, so they wouldn't open.
  20. I tried replacing IDs from 1000 to 2000 at the same time. Results: sometimes some dynamic objects such as 1407 or 1419 are replaced even when there are no nearby MTA objects with the same ID.
  21. DiSaMe

    ped skin?

    If you're very impatient, you can try unstable nightly builds of 1.1 and list of special skins is here.
  22. I had already told you that this bug does occur with some IDs. When I replaced many models with Liberty City models, starting from ID 1000, then world trees were replaced, but when I made the list start from ID 2000, GTA SA map was just fine.
  23. not true, at least for me, and i believe it SHOULD be not true. test it again mate I tested it again and it works exactly how I described that. I used ID 13050, which is used by world object at the center of the map. When I replace that ID and create an object far from the center of the map, original object remains the same. When I create object near the original one, then original object has custom model too, resulting in a hole at the center of the map. So why shouldn't what I wrote be true if that would mess up the original map? I think YOU should test it again by putting custom object further from the world object.
  24. If MTA SA could imitate new IDs itself by replacing models which are not in use and restoring them when needed, there would be no need to change GTA SA limits. That's scriptable, but custom models functions don't work well enough. MTA SA already does a little bit of replacing/restoring: when you replace some ID, new objects are created with it, but GTA SA internal objects remain the same. However, they are replaced too, if a custom object with the same model ID is streamed in. So what MTA does is replacing models when objects using them are visible and restoring them when no object using that ID is near.
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