
Remp
Members-
Posts
210 -
Joined
-
Last visited
Everything posted by Remp
-
guiSetInputEnabled will stop 't' from opening the chat box (and other things) To only allow numbers in an edit box, i think you would need to check the text in onClientGUIChanged and remove anything that isnt a number yourself
-
Uploaded version 2.4.0 Based on some of the recent feedback: - Various misc fixes - Added the ability to load guieditor_output.txt directly. This will attempt to load the raw code back into the editor (which will also, unlike when using 'Load GUI', try and maintain variable names and misc settings) making it easier to just save and come back later - Added ability to generate basic onClientResourceStart() lua code with your GUI - Added Undo/Redo functions (not every function of the editor can be undone, but most things relating to position/size and visual appearance can be) - Added 'Share' allowing you to individually share the GUI you are working on with other people on the server by taking a 'snapshot' of your GUI and sending it to them (note the gridlist highlight colours only work in mta 1.0.4 and above)
-
wiki page updated again, "Further analysis completed" https://wiki.multitheftauto.com/wiki/User:Aliceinwonder
-
keypress to open a gui window ??? help requested !
Remp replied to TheDeftGamer's topic in Scripting
Wow, yes, thanks for that. i guess i wrote that without really thinking -
keypress to open a gui window ??? help requested !
Remp replied to TheDeftGamer's topic in Scripting
this will use the command to toggle the window open/closed function OpenStatusWindow() guiSetVisible(not guiGetVisible(GUIEditor_Window[1]),true) showCursor(true,true) end for an explanation on 'not', see here -
keypress to open a gui window ??? help requested !
Remp replied to TheDeftGamer's topic in Scripting
As you arent explicitly hiding it, the gui should be visible as soon as you join the server. I just tried the code myself and its working fine Make sure you are restarting the resource between changes, and check for debugscript errors (log in as admin, type '/debugscript 3') I think its also good practice to put gui into onClientResourceStart handles, rather than leaving it like it is now: function createGUI() GUIEditor_Window = {} GUIEditor_TabPanel = {} GUIEditor_Tab = {} GUIEditor_Button = {} GUIEditor_Label = {} GUIEditor_Window[1] = guiCreateWindow(324,162,673,753,"MainTitleName",false) GUIEditor_TabPanel[1] = guiCreateTabPanel(9,21,652,722,false,GUIEditor_Window[1]) GUIEditor_Tab[1] = guiCreateTab("Tab1",GUIEditor_TabPanel[1]) GUIEditor_Button[1] = guiCreateButton(443,631,198,45,"Button1",false,GUIEditor_Tab[1]) GUIEditor_Label[1] = guiCreateLabel(11,10,628,59,"-]alw[-Deftones",false,GUIEditor_Tab[1]) guiLabelSetColor(GUIEditor_Label[1],255,255,255) guiLabelSetVerticalAlign(GUIEditor_Label[1],"top") guiLabelSetHorizontalAlign(GUIEditor_Label[1],"left",false) guiSetFont(GUIEditor_Label[1],"sa-header") GUIEditor_Tab[2] = guiCreateTab("Tab2",GUIEditor_TabPanel[1]) GUIEditor_Tab[3] = guiCreateTab("Tab3",GUIEditor_TabPanel[1]) end addEventHandler("onClientResourceStart",resourceRoot,createGUI) -
keypress to open a gui window ??? help requested !
Remp replied to TheDeftGamer's topic in Scripting
make sure your .lua file is tagged as 'client' in your meta ( ) -
ideally the editor should be usable by anyone, so any problems you have with it are good to know about 1: outputting a full lua file could definitely be done 2: it might be possible to load the gui in via resource name, im not sure, i will have to look into it 3: this is something ive thought about a lot, but ive never been able to come up with a powerful/flexible way of doing it through the game. i think this sort of thing is just better suited to manual coding
-
The options to output code ('Print code' / 'Output code') are always there, just right click on any empty part of the screen Are you sure you are actually loading it? (right click on the screen -> select 'Load GUI' -> left click on the gui you want to load) Does it output a message in the chat saying that it has successfully loaded? the only reasons it would output nothing into guieditor_output.txt are either you havent actually loaded anything, or it has tried to load it and errored somewhere along the way are there any errors in debugscript? (/debugscript 3)
-
It should do, can you tell me the exact steps you are using? make sure when you use the "Load GUI" option you click on the element at the top of the tree (so the element that all the others are attached to, usually a window)
-
Awwu pointed out that the wiki has 'user:' pages (:resu backwards), which then leads us to https://wiki.multitheftauto.com/wiki/User:Aliceinwonder which is a page containing (note italics in the second half): End of phase # Welcome to wonderland. edit: page edited to include ascii cake + congratulations message
-
First of all i think its important to understand the distinction between designing the gui and actually running the gui. The editor will allow you to design the gui but will not actually implement it in a script. For that, you will need to copy the code for the gui you made (from guieditor_output) into a clientside resource .lua file, then start that resource on your server. Once you have the gui running in-game, you can use the "Load GUI" option in the gui editor to continue editing it if you want to I suggest you take a look at the gui tutorials on the wiki (starting here with a general scripting tutorial, then onto some gui tutorials for some more in depth guidance on scripting gui
-
try updating your mapmanager resource (http://multitheftauto-resources.googlec ... s-r576.zip) i had a very similar problem with an older version of mapmanager and found that updating fixed it
-
that would be great, nice work
-
This audio snippet can be heard in its original form in \audio\tax3_1.wav of the GTA:VC directory. I don't see or hear anything else decipherable in "The Party Rabbit". Anybody else have ideas? so just to clarify, this is the sound you were able to extract from the bmp image, or the chat from the video?
-
yea, but if so, what are the implications of that? perhaps an image hidden in the sound?
-
this is completely out of my depth, but a lot of the sounds im getting from the image sound quite a lot like the sounds used on the party rabbit video perhaps someone who knows what they are doing could give it a go
-
how did you find this out?
-
doesnt seem to me like there is much chance of that jumbled text meaning anything, so far its been that each section holds one clue to unlock the next (in this case the megaupload link for the image), so my guess is that somehow the image is the key now
-
any chance of an upload? im not getting anywhere with it
-
might also be worth noting the name of the file is wiki_5138_03192010_3634_0.bmp
-
so on line 22 of the paste there is what looks like a url, remove some of the characters and you get megaupload which gives us http://megaupload.com/?d=9P9X9BB9
-
sounds like 'the competition is over' to me as well. The 'white rabbit' wiki page was created 25th march, and that video was uploaded 24th march, would you upload a video saying its over for a hunt that hadnt even started? even if it is over, would still be fun to crack, seems a shame not to try the youtube channel (asciipartyrabbit) has its profile website set as http://pastebin.ca/UqoJndAn , which is an encrpyted paste. password ideas anyone? edit: unencrypted gives us this http://pastebin.com/1vkRUDCx ? (using 'thecompetitionisover' as password)
-
might also be worth checking which client version people are running (ie: people on 1.0.4 arent crashing but people on 1.0.3 are)
-
the variable 'client' only exists in events that were triggered from a clientside script if you look at the wiki page for onVehicleExit, the 'source' variable is actually the vehicle that was exited, not the player that got out. the player is passed as the first argument, so you need to do: function exitVehicle ( thePlayer, seat, jacked ) if ( theVehicle == Truck[thePlayer]) then destroyElement(Truck[thePlayer]) end end addEventHandler ( "onVehicleExit", getRootElement(), exitVehicle )