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DiSaMe

Helpers
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Everything posted by DiSaMe

  1. I already tried replacing and restoring those objects, depending on the distance, and that wasn't very stable.
  2. If the vehicle is about to blow up and you use setVehicleDamageProof on it, the it will keep burning, but won't explode.
  3. DiSaMe

    Season Greetings

    No, I want 18446744073709551615
  4. DiSaMe

    Season Greetings

    And if limit of elements was increased (no, not a request, just a question ), would that also increase limit of players?
  5. 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?
  6. 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.
  7. 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.
  8. DiSaMe

    ped skin?

    If you're very impatient, you can try unstable nightly builds of 1.1 and list of special skins is here.
  9. 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.
  10. 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.
  11. 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.
  12. You can't add seats in the way that the game would treat them as seats. However, you can make a script which attaches player to the vehicle at the offset where the seat is, and make the player perform sitting animation.
  13. If you want custom particles, you can script them. It seems like nothing is impossible in MTA SA
  14. If you put everything into one resource, there will be better communication between scripts, if you put scripts separately, then you will be able to restart one script without restarting another. When I'm creating a gamemode, I put everything into one resource, even though scripts have different purposes. To me, it's better to have one big gamemode resource than a gamemode made of resources which are mixed between other scripts in resources folder
  15. Particles? If you want particles, then use Effects functions, if you want all GTA SA effects, use my particle objects resource. And adding pedtypes is completely unnecessary. If you want peds with defined behaviour, that's what scripting is for.
  16. I think it would be nice to have 3d background with CJ, Tommy and Claude, like it was in early MTA SA DM versions. Custom DFF and a simple lua script for moving the camera would be needed. Also, if support for animated UV gets implemented, walls with gameplay videos could be made too.
  17. hahaha, that game is history. Example Doomed_Space_Marine guy too have got nick from game. and soon i get that nick on youtube too. That's right. Also, earlier I had taken nick from Jazz Jackrabbit, the main villain, turtle Devan. But now I'm more original and thought up my newest nick myself: CrystalMV
  18. DiSaMe

    Should this happen?

    Admin has a right to do that in his own server. But of course, he's not going to have many players playing on his server if he disrespects them. That's natural selection, there's no need to play on such servers
  19. If server owners really want their servers to have custom crosshairs, they can script them.
  20. What you wrote looks like an answer to me Ok, thanks, I'm gonna write my own random number generator function
  21. No, I shouldn't. I don't want my server to waste bandwidth on so many objects. What I do on the server is setting primary data (coordinates, random seed...). Client uses it to generate objects. Because primary data is the same for all clients, they should generate objects in the same way. Unless there are differences between their systems which cause differences between math.random() results. So this is an example of the situation: two players have different versions of Windows. They have random seed set to the same number. Will sequence of math.random results be the same for players?
  22. In my script I use math.random to generate objects. The script is client-side, so to generate the same objects on all clients, I use the same random seed number. My question is, does the same random seed number generate the same random sequences on all OS versions? If not, then players with different OS versions will see different objects, so I will have to write my own random function.
  23. I think I wrote clearly enough: it's not directly possible, but with a little improvement of MTA that could be done. However, you can make the script imitate shooting, for example, make the player perform shooting animation and create DX 3D lines which represent shots. Another way would be creating a ped, setting its control states to those of the player and putting player camera in the position where the head is. setPedAimTarget could be used on that ped and crosshair could be drawn with drawing functions.
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