Jump to content

DiSaMe

Helpers
  • Posts

    1,449
  • Joined

  • Last visited

  • Days Won

    32

Everything posted by DiSaMe

  1. 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.
  2. If you want custom particles, you can script them. It seems like nothing is impossible in MTA SA
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. If server owners really want their servers to have custom crosshairs, they can script them.
  9. What you wrote looks like an answer to me Ok, thanks, I'm gonna write my own random number generator function
  10. 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?
  11. 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.
  12. 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.
  13. If setPedAimTarget worked on players, aiming could be scripted.
  14. It's scriptable. Downloading raw image files would need a lot of bandwidth, but with more scripting you can split images into parts and upload only those which change between frames. If streaming (playing video which isn't fully downloaded) is needed, triggerClientEvent and client-side file functions can be used to upload files anytime (or file uploading functions, if they get implemented in MTA SA 1.1). Making such script is a challenge and I think I should try that
  15. DiSaMe

    help please

    It's fine: http://lua-users.org/wiki/FunctionsTutorial
  16. It's not needed to create objects in all dimensions. You can make a client-side script that detects when dimension of local player changes, then loop through all map objects and change their dimension.
  17. Yes, I tried to do that, it works. But I copied some data from GTA SA files. I couldn't write all data myself because gtamodding.com lacks some 2dfx documentation.
  18. function blowElement(element,x,y,z,speed) local ex,ey,ez = getElementPosition(element) x,y,z = x-ex,y-ey,z-ez local dist = math.sqrt(x*x+y*y+z*z) x = x*speed/dist y = y*speed/dist z = z*speed/dist setElementVelocity(element,x,y,z) end Didn't test, but it should work.
  19. Uploaded: https://community.multitheftauto.com/index.php?p= ... ls&id=1292
  20. I was thinking about that, maybe I'll make it tomorrow.
  21. With effect functions you can change parameters for some particles, and it's better in this way. But less than half of particles can be created with these functions, so custom DFFs can help a lot.
  22. SA-MP 0.3c will include objects with no vertices and faces, only particles attached to them. I wanted to check if MTA SA can import particle data of custom DFFs, so that I would know if that would be an advantage of SA-MP or not. I created models with particle effects and tested them in MTA. They worked, and this is the video:
  23. https://www.youtube.com/watch?v=DrjPQ1Z2coE What do you think about this?
  24. DiSaMe

    Bad argument

    Server-side XML doesn't need to be put into meta.xml.
×
×
  • Create New...