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Everything posted by Einheit-101
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I think yes. I wanted to push another small update with this fix later. Did you manage to fix your crash Xwad? Is anyone else seeing this crash? €DIT: Anything else that has to be added? Any bugs found? I dont want to push this update and get 2 new messages about missing things.
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All players need the update. Sorry, but this stuff wasn't possible without it.
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Oh, forgot to mention, MTA 1.4 release 6990 is required for this to run correctly. https://nightly.multitheftauto.com/mtasa-1.4-rc-6990-20141231.exe Use this link to update your MTA. €DIT: XWAD i have no clue what your error message is about. Only MTA developers have knowledge about this. My script doesnt cause any crashes with MTA 1.4 r6990. €DIT 2: Can you tell me WHEN the crashes occur? Maybe there is an issue with processLineOfSight or getElementMatrix that isnt known yet...
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Done. https://community.multitheftauto.com/index.php?p= ... ls&id=1280 I tested it a little bit, it works so far but maybe there is a bug anywhere. Continue having fun Mfg Einheit-101
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Yes. I hope i can upload it tomorrow... But my time is limited. I do my best.
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What is he doing with PlayStation 2? I never heard of something related with this console
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Is this tested? AFAIK onClientVehicleDamage does not trigger for explosions @ Rhino, only for ramming, fire and bullets (but bullets do not make real damage, they just trigger the event)
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Wait for the update of vreload in 2-3 days. You will get a new cannon for the Rhino (not this silly explosion in 20 meters distance) with physics and you can set the time of reload on top of the script file.
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Just want to mention this resource will get an update in the next weeks... stay tuned.
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A status update would indeed be nice. There is a lot of activity on Assembla compared to the last 6 Months. But no one knows in a range of 0-100% how much progress has been made. I think the majority of people is interested in the improved streaming garbage collector so we can create maps with 2000 Objects on one place without getting bugs.
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Sorry for digging this out, but I still don't know what force is going to do? I can create a grenade with velocity XYZ and that should be the force. Or is simply VelX, VelY, VelZ multiplied with force? (Like VelX*Force = real velocity?)
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Texure replacement shader but it works only for all players, not only one.
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Funny: this issue does only occur in map editor I use it sometimes to test scripts and it caused this issue^^ I tried in a common environment without Editor and there is only 1 colshape.
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I found the issue. It was weird. This code does work: function joyn ( ) local objects = getElementsByType( "object" ) for i, v in ipairs( objects ) do if ( getElementModel( v ) == 1381 ) then local x, y, z = getElementPosition(v) local col = createColSphere ( x, y, z+1, 2.5 ) setElementData ( col, "object", v ) setElementData ( col, "type", "mine" ) addEventHandler ( 'onColShapeHit', col, colHit ) end end end addEventHandler ( "onResourceStart", resourceRoot, joyn ) function colHit ( theElement ) if ( getElementType ( theElement ) == "vehicle" ) then if ( getElementData(source, "type") == "mine" ) then local mine = getElementData ( source, "object" ) if ( getElementModel( mine ) == 1381 ) then local x, y, z = getElementPosition ( mine ) createExplosion ( x, y, z, 8 ) destroyElement ( source ) destroyElement ( mine ) end end end end There is only one small thing left, for i, v in ipairs( objects ) do if ( getElementModel( v ) == 1381 ) then does trigger twice. I dont know why, but it creates 2 colShapes for 1 object^^
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This is almost impossible to make it perfect.... I think MTA team did not implement the "setPlayerAimTarget" because of security issues...
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Forget is, as long as "fire" is not an even element. You can retrieve nothing, not even whether the fire is existing or not.
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Thank you all. I will try it asap. And please no dispute here €DIT::: Unfortunately, no one of your codes works It doesnt even trigger, as before
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once i deleted all stuff in colHit and left only outputChatBox for testing if it gets triggered. But even this does not work.
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Hello Community! I got a little problem and i dont know why. I made this script: I tested it but it does nothing! I dont know why, but the Event does not even trigger. No debug errors, nothing. It just happens nothing. The script is definitely running (There is other code in the .lua file which works). Can somebody please find the error? Thanks local areas = {} function joyn ( ) local objects = getElementsByType("object") for i, v in ipairs( objects ) do if (getElementModel(v) == 1381) then local col = createColSphere ( 0, 0, 0, 2 ) attachElements ( col, v, 0, 0, 1 ) setElementData(col, "type", "mine") table.insert(areas, col) end end end addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), joyn ) function colHit( theElement ) outputChatBox("hit") if (getElementData(source, "type") == "mine") then if (getElementType ( theElement ) == "vehicle") then outputChatBox("boat") local elem = getAttachedElements(source) for i, v in ipairs do if (getElementModel(v) == 1381) then local x,y,z = getElementPosition ( v ) createExplosion ( x,y,z, 8 ) destroyElement ( elem ) destroyElement ( source ) end end end end end addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), function ( ) for _, area in ipairs ( areas ) do addEventHandler ( 'onColShapeHit', area, colHit ) end end )
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Hello Community, its me again. The title says it all, i wonder if there is a way to get the element a satchel is attached to, for example i throw a satchel at an Infernus and then i want to get this element after the satchel hit it. I know that i can retrieve that the satchel hit at least SOMETHING (by checking its velocity, which changes suddenly after a hit), but i have no clue how to find out, what this "something" actually is. Mfg Einheit-101
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AFAIK 5 variants possible and only one each vehicle possible.
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No one able to share his knowledge?
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Is anyone able to provide a link to download a current test version of EIR? I can not find any, just the old build on nightlies.mtasa.com, but this site: https://www.assembla.com/code/green-can ... sion/nodes shows, that they are working hard "under cover". I really want to test EIR! Especially because i need it for my huge maps, MTA 1.4 is not able to render them.
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There is a wiki example for "getPositionFromElementOffset", search it. Btw. Its not yet possible to find misc_c component world position (hook of Towtruck or Rhino's Gun muzzle for example).
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Hello Community. In order to simplify my mapping i want to create an EDF File, which offers an Element containing 4 sub-elements. It is a hard job to place the same 4 objects all over the map manually so this method may be the perfect solution. There is only one problem, the rotation is wrong and always "0, 0, 0" for the objects. Object 1 is a box with rotation 0, 0, 0 and the other 3 should have another rotation. "Igel" friendlyname="Tank Trap" icon="edf/igel.png"> "position" type="coord3d" default="0,0,0" /> "rotation" type="coord3d" default="0,0,0" /> "1271" rotation="!rotation!"/> "2960" posX="-0.26" posY="-0.2" posZ="0.07" rotX="318" rotY="18.58" rotZ="87.27"/> "2960" posX="-0.4" posY="0.3" posZ="0.1" rotX="315" rotY="250" rotZ="240"/> "2960" posX="0.16" posY="-0.61" posZ="0.15" rotX="45" rotY="70" rotZ="270"/> So, why does MTA not accept the rotation values for my 3 sub-objects?