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Everything posted by DiSaMe
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No problem
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'setWeaponProperty' sets properties of weapons, and the properties vary among different skills. For example, the weapons have better accuracy on higher skills. I'm not sure if the skill is relevant to weapons like sniper rifle, but if so, I'd just unset the crouching flags for all skills for sniper rifle.
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Well, you could just add some data among account data that indicates whether the account has been logged into or not. When account is registered, it's set to "not played", and when the player logs in, it would check the data. If it's "played", the player just spawns, otherwise it shows the intro movie and sets the data to "played".
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Your script only disables the control when the player is hit by sniper rifle. Instead, you could try disabling crouching ability for the weapon: setWeaponProperty If that doesn't work, then you should detect when the player switches the weapon and enable/disable control depending on which weapon the player switched to: https://wiki.multitheftauto.com/wiki/On ... aponSwitch
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Edit: There have been some changes and I don't script for money now. I might start again, but I'm not planning to in the nearest future. This is something I lacked interest for in the past, but now I think it's the only way to get things moving. So I decided to become a paid scripter. Introduction I've been scripting on MTA SA since 2008, when I was 14 years old. While I never scripted for money, scripting was my hobby and I've done plenty of things during those years. The scripts I've made include bone attachments and NPC traffic. Portfolio To evaluate my skills, you can take a look at my works in these links: http://crystalmv.net84.net - website of my scripts which I've released to use for free My Youtube scripts video playlist - videos of various scripts which I've done in the past, some of which I don't even have anymore My server's topic. Although the server is far from finished, I have received some positive feedback from players So I think you can see what I'm made of Details on paid scripting Since this is my first time, I'm not ready for big projects. But I still could accept requests for smaller scripts that could easily interact with bigger projects. For example, I won't accept a request for one big roleplay gamemode, but I will probably accept individual requests for job scripts with scripting interface that allows them to run as a part of one big roleplay gamemode. Things which I may do: General Lua/MTA scripting, obviously Basic SQL scripting Stuff related to geometry, rotations, etc. Because this list is only meant to allow you to get a grasp of what I'm more likely to accept, it's not exhaustive, and decision will be made for each request individually. Script ownership By buying the scripts which I make under your request, you will become the sole owner. That is, you will gain the right to modify, copy, redistribute, sell and use them in whatever other way the owner may use them. Payments Price: depending on script, I think the prices would vary mostly from 5 to 30 Euro, but they're not limited to this range. The price will be decided for each scripting request individually. I accept payments via PayPal. Contact info E-mail: [email protected] Skype: crystalmv_
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'addEventHandler' function doesn't send anything to anyone. "onPlayerJoin" event is triggered when a player joins, and it's only triggered for the player who joined - that is, that player is always the source of event.
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Can you drive vehicles? How do you drive vehicles? By setting control states of actions related to driving (accelerate, turn left/right, etc). That's how you do it, isn't it? So the peds must do the same (using setPedControlState). Though as far as I know, they cannot enter/exit the vehicles the same way players do (unless the stuff with ped and door animations is remade in Lua), so you have to use warpPedIntoVehicle to put them into cars.
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Will what work? When you think about it, you control your ped with control states, aiming and camera rotations, and you can make it do whatever you want, so that does work, doesn't it?
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So if it gives an error, that probably means at least the function is executed.
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MTA does not use AI system of GTA. AI has to be implemented in scripts. "onPlayerWasted" getPlayerWantedLevel setPlayerWantedLevel createPed setPedControlState setPedCameraRotation setPedAimTarget
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dxDrawImage dxDrawImageSection -- whatever stuff you can make using images You mean that?
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Server doesn't have such event like "onClientPlayerQuit". Use "onPlayerQuit".
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You can probably change the visual (but not physical) pose with a vertex shader.
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https://wiki.multitheftauto.com/wiki/GetCameraMatrix: That must be the cause, it only returns the camera matrix if it was set using setCameraMatrix.
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/ % math.floor math.ceil
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# operator returns the index before the first index with a nil value. That is, table[#table+1] is nil. So if you don't put all values starting at index 1 and incrementing by 1, # returns the index before the first gap. For example, if you set values at indices 1, 2, 6, 8, 9, then # will return 2 because table[3] is nil.
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Coroutines are threads that can suspend their execution until they are resumed: http://www.lua.org/manual/5.1/manual.html#2.11
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Does MySQL module return the results without waiting for them to become available?
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And intrusive scripts that are listed in the server's meta file could be ran. The first step towards security would be disabling arbitrary memory writing by CLEO. Which would take away most of its power and destroy the whole purpose of such idea. I've never used these functions, their documentation implies that all parts having a frame section in DFF can be moved. I'm not sure what functions you're talking about, since neither components nor position/rotation of vehicle seem to be related to path designer tools...
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It wouldn't "take MTA to the next level". Giving the servers ability to allow/disallow CLEO modding by players (just like other client-side mods can be allowed and disallowed) would be okay. It wouldn't be revolutionary (since they're still just client-side mods and players could install whatever they want for themselves), but it would give the players more modding freedom, provided that server allows CLEO mods. On the other hand, allowing the servers to install CLEO mods for clients would be a big security disaster. setVehicleComponentPosition setVehicleComponentRotation I don't see "train track switching" in the video you gave. All I see is another train route. I'm not sure if modded train track files can be allowed by the server, but doing so would result in crappy sync anyway. MTA scripting, on the other hand, allows full control over vehicle's movement. Scripts can set vehicle's position, rotation and velocity, and that means full control. I once made a script (though I don't have it anymore) that made the trams drive on both tracks in SF and since server was aware of tracks, the trams didn't need client-side syncing to move. With more scripting, branched tracks could be made. That's it. Pure MTA, no CLEO. As you can see, MTA has more possibilities than you think. And what it does, it does with security and sync.
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Actually, the suggestion makes a lot of sense, even without considerations like "what it is useful for". It's more universal than loading from file because it not only can be used to replicate the same loading from file, but also do more. Whereas doing vice-versa (creating a file, writing the data and loading from that file) is more of a workaround way because it involves the task which is logically not necessary (writing the data from memory to file just to read it back from file to memory) and needlessly slower.
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Ped stats, weapon ammo, animations and some other stuff are only visible if they were set since the last stream in.
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It doesn't make much sense to send the data to server right before quitting. Even if it seemed to work, what guarantees that the data won't be lost on the way to server and have to be resent again? Then the client would have to wait until all data is delivered before quitting. What if connection is lost? Then the event will never be triggered. I don't see much use in sending some data from client to server upon quit, anyway.