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StreetFighter163

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  1. Hi, I need to make some replaced models of my resource visible in the map editor, how can I do it?
  2. 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?
  3. 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
  4. 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?
  5. Thank you for your reply! I will use an invisible RC-car
  6. I need the bomb to react to collisions, this makes it simply move through other objects
  7. Hi, is it possible to make dynamic objects (like the rcbomb) created via createObject fall? And if yes, how to do that?
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