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DiSaMe

Helpers
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Everything posted by DiSaMe

  1. I already wrote how to make player rotate around object axis, however, I'm not good at trigonometry.
  2. Maybe it's better to get offset of player position from object, when object rotates, get the position with that offset and move player to that position.
  3. There would be a problem if you needed to rotate a client-side object with server-side script. What does stop you from getting contact element and rotation?
  4. Maybe your idea is good. And why couldn't you use it on every frame? That shouldn't be very difficult. You only need to get contact element with getPlayerContactElement, then check its rotation changes and add the value to the player's rotation.
  5. Well, if you keep attaching, detaching and then adding speed to the position every frame, then it should work. But hey, wouldn't it be better if attachElementToElement put attached elements into their positions before rendering frame, not after?
  6. Yeah, it's possible, but it's harder when we need to get the correct positions with certain offsets when element is rotated. At least to me, my trigonometry sucks a little bit It's not hard to get offset with two axis to me. But with three axis..... Well, maybe it's good way. At least I have some trigonometry knowledge, even though I haven't learned it at school yet
  7. I don't think it's a "bug", so I'll write about it here. When corona is attached to driving car, then it's displayed in its previous position (one frame back). It makes corona look moving roughly. I know it's possible to script smooth movement, but I think it's better when it's already in function. There are two ways to make the movement smooth: put corona into the position right before frame rendering. Actually I don't know if it's possible. Another way should work (I've tried it with SCM code in CLEO script). I get velocity of car in m/s, then multiply it by time from previous to current frame in seconds and then add result to the position. To make it easier to understand: getcarposition posx posy posz //m getcarspeed speedx speedy speedz //m/s posx += speedx*timefromlastframe posy += speedy*timefromlastframe posz += speedz*timefromlastframe drawcorona posx posy posz ... I hope you understood me Code like this should make corona movement smooth. However, I'm not a programmer, so I don't know if it's easy to implement it into MTA code.
  8. Like 7: try changing getRootElement() to getResourceRootElement(getThisResource()) And function consoleOpen must have first two parameters as a player who wrote command and command name. For example, changing consoleOpen() to consoleOpen(source,cmdname) would make it good.
  9. Find model ids in the IDE files, maybe it's easiest with GTA map editor.
  10. When I do something like local sometable = {{}} then I can't do anything like sometable[2][2] = true . I get an error: attempt to index field '?' (a nil value). But if I define table in this way: local sometable = { {false,false} {false,false} } , then it's ok. But I need 32x32 table and I'm not going to copy & paste that much words. How to define table like that?
  11. A little question to MTA developers: don't you think that making it able to minimize the game doesn't stop cheaters? What about those noobs who are using trainers? So if player is a cheater, he will find another way to cheat if first way doesn't work. And server admins can take care of them, don't they? Alt+Tab to avoid death, then ban! Simple. Ooohh, i have an idea. Make events onClientMinimizeGame and onClientRestoreGame or something like these. That should work good because that could be controlled by script. For example, canceling onClientMinimizeGame event could do it just like it's always done now. Or just inform others about alt+tab, so it would be easy to decide if player is cheating. And of course, it should be able to Alt+Tab when player not connected to any server.
  12. It makes easier to see, so that should be treated as cheating, for example, if someone is underwater and you are shooting at him. Things like these affect gameplay indirectly. How often do you have to hit a diving person? =/ Just because you hadn't done this for years it doesn't mean that "just for one time, this won't be cheating". However, the easiest way is to disable that water effect when you have to shoot somebody underwater
  13. Yes it does make the water transparent, but it dosen't mean its not allowed, if so it wouldnt be accepted in mta, and if so there is no way for someone to release that he has enb series, so actually theres nothing stopping you. It makes easier to see, so that should be treated as cheating, for example, if someone is underwater and you are shooting at him. Things like these affect gameplay indirectly.
  14. Answer to first question: cheating is something that affects gameplay. If those mods with different textures don't make it easier to see (for example, transparent textures), then I see no reason why it should be disallowed. ENBSeries mod makes it easier to see through water. You must disable water effect or modify enbseries.ini to make visibility not easier than without this mod. At least this is my opinion (but I'm almost always sure I'm right ).
  15. Of course, how could SA-MP lag with incredibly big number of desynced vehicles And MTA won't be always unpopular just because release date. Release date only made MTA less popular than SA-MP for a short while. Everything will change with time.
  16. Yes, but I know some people who click LMB as soon as they pressed RMB... =/ And it's also possible to hit the head without pressing RMB. With things like these it's much harder to detect if player is cheating or just pro.
  17. Isn't this about that drive-by script bug? Or does drive-by only make players unable to exit the car?
  18. One very little mistake addCommandHandler("/spawn", spawn) should be changed to addCommandHandler("spawn", spawn)
  19. Yeah, I thought that too. This was the reason why I checked the limit.
  20. If I'm not mistaken, MTA server can have 65536 (or 65532) elements at the same time. Once I wanted to know the limit. I created a script that keeps creating cars and when it returns false, show the ID of the car. It was 65532. And when I created object before loop, MTA could create less cars.
  21. Well how come its not like that in sa-mp? Aren't they mute in SA-MP?
  22. CJ's voice on all peds isn't MTA bug. It happens in single player too if you change skin with SCM.
  23. I don't know how to replace hud.txd, but you're mistaken about weapon IDs. Their models DO have their own IDs. You can see them in data/default.ide
  24. Houses and cars aren't that necessary. Bank isn't difficult to make. Of course, cops are needed. And the main thing is ways to earn and spend money.
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