
StreetFighter163
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Hi, I need to make some replaced models of my resource visible in the map editor, how can I do it?
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I'm making a cockpit cam for my WW2 plane attack gamemode, however there's a problem: i can't see any water or effects through the window when using this cam, and as the gamemode takes place at the sea, this is a real problem. I already tried turning on the vehicle lights, however it didn't solve it, maybe because the plane hasn't got any lights... Any ideas what else can be done?
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I have a problem with playing sound: my sound effect is simply heard from everywhere, although i set the max distance to 30: addEvent("addShotFx",true) addEventHandler("addShotFx",getRootElement(), function(obj, vehicle,xoff,yoff,zoff) if vehicle then --if a vehicle was hit, create an explosion at the local coordinates local matrix = getElementMatrix(vehicle) local x1 = xoff * matrix[1][1] + yoff * matrix[2][1]+zoff * matrix[3][1]+matrix[4][1] local y1 = xoff * matrix[1][2] + yoff * matrix[2][2]+zoff * matrix[3][2]+matrix[4][2] local z1 = xoff * matrix[1][3] + yoff * matrix[2][3]+zoff * matrix[3][3]+matrix[4][3] createExplosion(x1,y1,z1,getElementData(obj,"explMgExplosion")) end local x,y,z = getElementPosition(obj) local matrix = getElementMatrix (obj) local ex = matrix[2][1] local ey = matrix[2][2] local ez = matrix[2][3] fxAddGunshot(x,y,z,ex,ey,ez) local sound = playSound3D("sounds/shot.wav",x,y,z) setSoundMaxDistance ( sound, 30 ) setSoundMinDistance ( sound, 0 ) end) this event is triggered by the server. It's a bit annoying to hear 15 players shooting who are miles away
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I have created a resource for attaching missiles and bombs to vehicles, however the client of the player who has fired some projectiles sometimes crashes after the projectiles have exploded. Server code: function addVehicleBomb(vehicle, xoff, yoff, zoff, key) local attachedBombs={} if getElementData(vehicle,"bombObjs") then attachedBombs=getElementData(vehicle,"bombObjs") end local bombObject = createObject(1636,0,0,0,0,0,0) attachElements(bombObject,vehicle,xoff,yoff,zoff) setElementData(bombObject,"bombAvailable","1") setElementData(bombObject,"bombKey",key) table.insert(attachedBombs,bombObject) setElementData(vehicle,"bombObjs",attachedBombs) triggerClientEvent("vehicleGunsChanged", getRootElement(), vehicle) end function removeVehicleBombs(vehicle) if getElementData(vehicle,"bombObjs") then attachedBombs=getElementData(vehicle,"bombObjs") for index2,bomb in pairs(attachedBombs) do destroyElement(bomb) table.remove(attachedBombs,index2) end end end function addVehicleMissile(vehicle, xoff, yoff, zoff, key) local attachedMissiles={} if getElementData(vehicle,"missileObjs") then attachedMissiles=getElementData(vehicle,"missileObjs") end local missileObject = createObject(3790,0,0,0,0,0,0) attachElements(missileObject,vehicle,xoff,yoff,zoff,0,0,-90) setElementData(missileObject,"missileAvailable","1") setElementData(missileObject,"missileKey",key) table.insert(attachedMissiles,missileObject) setElementData(vehicle,"missileObjs",attachedMissiles) triggerClientEvent("vehicleGunsChanged", getRootElement(), vehicle) end addEventHandler( "onVehicleExplode", getRootElement( ), function() local attachedBombs=getElementData(source,"bombObjs") if attachedBombs then for index2,bomb in pairs(attachedBombs) do setElementData(bomb,"bombAvailable","0") setElementAlpha(bomb,0) end end local attachedMissiles=getElementData(source,"missileObjs") if attachedMissiles then for index2,missile in pairs(attachedMissiles) do setElementData(missile,"missileAvailable","0") setElementAlpha(missile,0) end end end ) function onVehicleRespawn ( exploded ) local attachedBombs=getElementData(source,"bombObjs") if attachedBombs then for index2,bomb in pairs(attachedBombs) do setElementData(bomb,"bombAvailable","1") setElementAlpha(bomb,255) end end local attachedMissiles=getElementData(source,"missileObjs") if attachedMissiles then for index2,missile in pairs(attachedMissiles) do setElementData(missile,"missileAvailable","1") setElementAlpha(missile,255) end end end addEventHandler ( "onVehicleRespawn", getRootElement(), onVehicleRespawn ) Client code: addEvent("vehicleGunsChanged",true); addEventHandler("vehicleGunsChanged",getRootElement(), function(plane) if getElementData(plane,"bombObjs") then local attachedBombs=getElementData(plane,"bombObjs") for index2,obj in pairs(attachedBombs) do setObjectScale(obj,1) setElementCollisionsEnabled(obj,false) end end if getElementData(plane,"missileObjs") then local attachedMissiles=getElementData(plane,"missileObjs") for index2,obj in pairs(attachedMissiles) do setObjectScale(obj,0.5) setElementCollisionsEnabled(obj,false) end end end) function keyInput(key, keyState ) local player = getLocalPlayer() local vehicle = getPedOccupiedVehicle(player) outputChatBox("pressed") if keyState == "down" then local attachedBombs=getElementData(vehicle,"bombObjs") if attachedBombs then for index2,bomb in pairs(attachedBombs) do if ((getElementData(bomb,"bombAvailable")=="1") and (getElementData(bomb,"bombKey")==key)) then local x,y,z=getElementPosition(bomb) z=z-1 local rx,ry,rz=getElementRotation(vehicle) local vx,vy,vz=getElementVelocity(vehicle) createProjectile( getLocalPlayer(), 21, x, y, z, 1.0, nil, rx, ry, rz, vx, vy, vz,1636) setElementData(bomb,"bombAvailable","0") setElementAlpha(bomb,0) break end end end local attachedMissiles=getElementData(vehicle,"missileObjs") if attachedMissiles then for index2,missile in pairs(attachedMissiles) do if ((getElementData(missile,"missileAvailable")=="1") and (getElementData(missile,"missileKey")==key)) then outputChatBox("fire?") local x,y,z=getElementPosition(missile) z=z-1 local rx,ry,rz=getElementRotation(missile) rz=rz+90 local vx,vy,vz=getElementVelocity(vehicle) createProjectile(getLocalPlayer(), 19, x, y, z, 1.0, nil, rx, ry, rz, vx*3, vy*3, vz*3) setElementData(missile,"missileAvailable","0") setElementAlpha(missile,0) break end end end end end function addKeyBindings(vehicle) outputChatBox("bound") local player = getLocalPlayer() local attachedBombs=getElementData(vehicle,"bombObjs") if attachedBombs then for index2,bomb in pairs(attachedBombs) do unbindKey(getElementData(bomb,"bombKey")) bindKey(getElementData(bomb,"bombKey"),"both",keyInput) end end local attachedMissiles=getElementData(vehicle,"missileObjs") if attachedMissiles then for index2,missile in pairs(attachedMissiles) do unbindKey(getElementData(missile,"missileKey")) bindKey(getElementData(missile,"missileKey"),"both",keyInput) end end end function removeKeyBindings(vehicle) local player = getLocalPlayer() outputChatBox("unbound") local attachedBombs=getElementData(vehicle,"bombObjs") if attachedBombs then for index2,bomb in pairs(attachedBombs) do unbindKey(getElementData(bomb,"bombKey")) end end local attachedMissiles=getElementData(vehicle,"missileObjs") if attachedMissiles then for index2,missile in pairs(attachedMissiles) do unbindKey(getElementData(missile,"missileKey")) end end end addEventHandler("onClientVehicleEnter", getRootElement(), function(thePlayer, seat) if (thePlayer == getLocalPlayer()) and (seat==0) then addKeyBindings(source) end end ) addEventHandler("onClientVehicleExit", getRootElement(), function(thePlayer, seat) if (thePlayer == getLocalPlayer()) then removeKeyBindings(source) end end ) addEventHandler("onClientPlayerWasted", getLocalPlayer(), function() local vehicle = getPedOccupiedVehicle(player) if (vehicle) then removeKeyBindings(vehicle) end end ) addEventHandler( "onClientResourceStart", getResourceRootElement( ), function() local vehicles = getElementsByType("vehicle") for index,plane in pairs(vehicles) do triggerEvent("vehicleGunsChanged",getRootElement(),plane) end end) When i comment out both createProjectile lines, it doesn't crash. Is there a problem in my script or is this a bug?
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Thank you for your reply! I will use an invisible RC-car
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I need the bomb to react to collisions, this makes it simply move through other objects
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Hi, is it possible to make dynamic objects (like the rcbomb) created via createObject fall? And if yes, how to do that?