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Posts
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Everything posted by DiSaMe
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I like seeing noobs getting pwned by themselves when they say "SA-MP is better, MTA has only race and DM". I say then: SA-MP has only 0.2 However, 'DM' doesn't fit for MTA a little bit. When I hadn't played MTA and was going to download it, I was thinking about this - is it really DM or is it only the title. And when I saw it's not just DM and it's possible to script much more than in SA-MP, I was happy
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I just tried lag with dxDrawLine3D. I made the game draw 200 lines near each other that are 2 meters long and 100 units width. It was like a cube. And it was playable. Then I tried to make the game draw 400 lines, 4 meters long and 200 units width. Then the game was slower. And my computer isn't really very fast. Maybe dxDrawFace wouldn't slow down the game very much either? Oh, and one more thing: I noticed that dxDrawLine3D is drawn over HUD. And I think it would be good if dxDrawFace didn't do that. If it's going to be implemented into MTA, of course
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Why would it get reported if reinstalling works... There isn't any fix so far. But it ain't a major bug anyway. I may be mistaken, but if I remember correctly, onClientWeaponFire event doesn't get triggered when you are shooting with this bug.
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Maybe he wants to rotate the object.
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Speaking of this, why is dxDrawLine3D that slow actually? And it shouldn't lag that much if it ain't that big or not spammed near eachother. Hmm... Then it may lag a lot if I use it
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This may be too big request, but I'll give a try. Yesterday I tried function dxDrawLine3D. When I tested it, I realized the line was a plane in 3D. And if that is possible, maybe my suggestion is possible too? My request is function: dxDrawFace(x1,y1,z1,x2,y2,z2,x3,y3,z3,[color,postGUI,image_name,img_x1,img_y1,img_x2,img_y2,img_x3,img_y3]) Parameters: x1..z3 - positions of points, plane is triangular color - the color of the plane postGUI - you know this image_name - name of image file, texture for plane, if nil, then everything depends on color parameter img_x1..img_y3 - positions of points on texture Even though there are functions to replace objects, so that we can create our own, but this function would let to create new models and even modify them during the game. I hope it's possible. But I believe it may be not...
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Having two programs installed won't create any mess, will that? Just because SA-MP is installed, it doesn't affect MTA. SA-MP only affects the game when it's running. And you can't run SA-MP and MTA on the same GTA SA process at the same time
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OK, thanks. I had made XML accounts system in my gamemode, but I decided to get rid of it. Fortunately, I can use format with separating symbol
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Is there any way of writing fixed number of bytes from any data type? For example, if a string is shorter than specified number of bytes, it would be lengthened with bytes that have value 0 (byte number, not a character "0"). And no need to convert number to string? I don't want to convert 4-byte value to the longer non-fixed length string by making it harder to read...
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Maybe it gets speed of vehicle that doesn't exist (when player is on foot)? You need to make the script check if the vehicle exists.
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Yeah. You can do anything if you believe in that
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Oh. Didn't see that.
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And there's no "end" for "if" after setVehicleEngineState.
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I don't understand you a little bit, but it looks like you're talking like spotlight is an object. It's not. I looked at the mission code where spotlights are created. They're not created in the same way.
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What mission? They are always there. Mission in the video. And they are there ONLY during that mission.
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onClientPlayerDamage Event - when someone else is damaged
DiSaMe replied to Phat Looser's topic in Scripting
The problem is, when I am driving and someone stands nearby, I am dodging him and do NOT hit him on my own computer - sometimes it still adds me wanted level. This is a bit inconvenient. It's because you actually hit him because damage is controlled on computer of attacked player. -
Spotlights are not objects. But in that mission they are attached to objects.
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Thanks for the advice, guys, I made the streamer with isPlayerMapVisible. When I release F11, I see the blip for the moment, but I think I will fix it easily when we have onClientPreRender event. Now I only need to adjust distance.
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onClientPlayerDamage Event - when someone else is damaged
DiSaMe replied to Phat Looser's topic in Scripting
Maybe this event is triggered only when player is streamed in? Otherwise it wouldn't be possible to make scripts that cause damage in shooter's, not victim's side. -
With MTA SA DM features it's possible to imitate VC and GTA3 through SA I'm talking about replacing models, changing map and everything else like this.
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If you read carefully you'd see in the first post it's client-side Oops, I didn't see that
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So it's a client-side script, isn't it?
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What's wrong with http://development.mtasa.com/index.php?title=DxDrawText? Most GTA fonts are included. I wrote in my post. Text shadows and outline. Hmm.. text shadows are easy to make by putting another, black text behind the words, but not outline... edit: oh, I found the way
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I think we need client-side functions that create GTA SA text. Like SA-MP does. You can choose letters size, color, text shadows and outline.
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Well, it was already requested: https://forum.multitheftauto.com/viewtop ... ea#p270406 . Yeah, I know it's scriptable. But when blip is invisible in minimap, it is invisible in the big map too.