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DiSaMe

Helpers
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Everything posted by DiSaMe

  1. If setPedAimTarget worked on players, aiming could be scripted.
  2. 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
  3. DiSaMe

    help please

    It's fine: http://lua-users.org/wiki/FunctionsTutorial
  4. 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.
  5. 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.
  6. 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.
  7. Uploaded: https://community.multitheftauto.com/index.php?p= ... ls&id=1292
  8. I was thinking about that, maybe I'll make it tomorrow.
  9. 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.
  10. 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:
  11. https://www.youtube.com/watch?v=DrjPQ1Z2coE What do you think about this?
  12. DiSaMe

    Bad argument

    Server-side XML doesn't need to be put into meta.xml.
  13. MEd is better to use if you want to get ID of GTA SA map instance.
  14. DiSaMe

    My snow script

    It's easier for me in this way.
  15. DiSaMe

    My snow script

    Um... I think I did so much that I'm too lazy now to add annotations But somehow I managed to add them where I change UV coordinates.
  16. DiSaMe

    My snow script

    This is the editor which I will use to create snow DFF models:
  17. DiSaMe

    bindKey <_<

    Placing bindKey where the function has already been created is enough.
  18. DiSaMe

    My snow script

    My main goal is to make only visual snow, but yeah, maybe I should try that as well
  19. DiSaMe

    My snow script

    It was lagging because of snowflakes and because recording video slows down the computer a bit. The rectangle is a custom model, and to cover the whole map, I will need to make more models
  20. DiSaMe

    My snow script

    I'm going to cover the whole map with dynamic snow to make the season switch between summer and winter in my gamemode
  21. DiSaMe

    C-Bug

    Glitch only works if it's enabled by the script.
  22. DiSaMe

    Is this possible?

    To make it possible to ADD objects using custom models to the map. It's hard to believe that thousands of objects are not used. I just tried this and the results are, as long as GTA internal object and custom object are far enough from each other, original and custom models can share the same ID.
  23. DiSaMe

    Is this possible?

    Well, at least custom models aren't meant to affect internal objects, but there may be some bugs. When I replaced models with low IDs (don't know exactly, but around 1000 and less), trees in the countryside were replaced too, but when I used higher IDs, no internal objects were affected.
  24. DiSaMe

    Is this possible?

    Custom models don't affect GTA internal objects.
  25. DiSaMe

    Copy and paste works?

    In 1.0.4 it works fine, in 1.1 it doesn't, at least for me.
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