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Oz.

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Everything posted by Oz.

  1. Oz.

    About MTA 1.1

    http://bugs.mtasa.com/roadmap_page.php Most of that you're after is probably listed there in the roadmap, for changes/additions intended for MTA1.1.
  2. Oz.

    MTA Binds

    Each time you change your binds you should use /saveconfig, to ensure that the binds are saved to the coreconfig.xml file. If you've already used /saveconfig and the binds are still disappearing, then there might be a more difficult problem.
  3. I'm pretty sure he's done with scripting for MTA at this stage. But I'm sure there are other forum users here who will be able to help you to create your own Easter Egg script, should you wish to pursue that. If it's any help, our original Easter Egg object was 'ammo_capsule', ID 3082.
  4. Nope, Kayl created the script for our Easter Eggs resource, I created the model.
  5. If you're talking about the actual Easter Egg one on DKR, that is a custom DFF and TXD, does not exist in GTA. And it is not for redistribution. There are some native GTA objects which work well as Easter Eggs, but they have their drawbacks.
  6. Oz.

    GTA to MTA

    Indeed you don't need permission to download and use the mods privately, but that isn't what we're talking about. It is illegal to download someone else's work and then re-upload that work and re-distribute it on your own server, without their permission. The author always has the right to nominate how their work is redistributed and reproduced. ('Literary and artistic works' is a very broad category which includes creations such as computer programs, 3D models etc) You've already been pulled up by Castillo for editing his freeroam-client script without permission, you and your friends were removed from our server for discussing methods of stealing and decompiling our scripts for your own server. I can see you have trouble respecting the work of others, your replies on this thread have only confirmed that, so I have absolutely no interest in helping you. Hopefully other folks will feel the same way. Don't argue, I'm done here, I don't have time for thieves.
  7. Oz.

    GTA to MTA

    It means you've identified someone's work that you would like to use on your server, so before you go to the trouble of finding out how to write the scripts to achieve the desired outcome, ensure you have permission to redistribute said person's work. It is very important that you respect a person's right to exclusivity over their own creations. Just because the author has nominated a distribution channel (GTAinside) does not automatically entitle you to redistribute the author's work through your own distribution channel (game server) without their permission. Simple enough, right?
  8. Oz.

    GTA to MTA

    Step 1: Get permission to redistribute the author's content on your server.
  9. Worked for my models, replacing the native GTA objects...? It's certainly possible to do what he's suggesting, as per the screenshot above. Although Kayl might've used a fancy method in his script to allow the Vinewood sign to be replaced with my models, I don't know. The native object's IDs were used though, the same ones as DannyRose has identified. Unless there's a typo in the script, not referencing the files in the meta as JR10 suggested or stuffed up model files seems to be the most likely problem(s). Have you gotten any errors in debugscript 3? Or does the resource simply fail to load at all?
  10. Oz.

    [REL]antitouch

    Sounds a lot like /collisions that we've had for about 2.5 years
  11. Oz.

    SAES IS DOWN!!!

    We have our suspicions on the identity of the person perpetrating the attacks, but I don't think it's wise not to make any public accusations at this stage without proof. As backward as SA-MP is, I'm not sure I'd be so ready to jump to the conclusion that members of their community would perform such widespread illegal activities for the sake of turning away a few players from MTA. It seems more likely to be caused by an aggrieved individual who has a history of attacking the popular MTA server(s) purely for the hell of it - something we have been subjected to on numerous occasions in the past.
  12. I think this link should point you in the right direction: https://wiki.multitheftauto.com/wiki/EngineLoadDFF (You should be able to find details on related functions such as EngineLoadTXD etc from that page, as well as examples) As for the IDs question, there are unused IDs in the range of values used by GTA, though I'm not sure that they can or should be utilised for replacing objects in MTA. I personally replace objects that exist only in Interiors - the interior objects themselves, pieces of furniture etc - so that there is never any conflict of objects in dim 0 int 0 (normal map). I find that to be a safe and abundant supply of usable IDs. You should be able to set it so that the object replacement only occurs in dim 0 int 0 (not in the interior objects' native interior), or only occurs when you are within streaming distance of the instanced object. If you don't know where to start in looking for such objects, I'd recommend downloading MEd and loading up some of the interior IPLs. Or I guess you can just load up the IPL files in Notepad or something (...\GTA San Andreas\data\maps\interior\*.IPL)
  13. Oz.

    Moving objects

    You would need to learn to script in order to have an object move. MTA uses Lua for scripting, superior to and different from the Pawn language used in SAMP. You'd need to ask for assistance on the SAMP forums for help in scripting with Pawn (assuming SAMP even has that functionality). Better yet, you could stick with the client MTA's Map Editor was intended for: MTA.
  14. Well, shouldn't line 2 have a space between 'dff,' and '2584'? I don't know if that's the problem, I wouldn't expect that sort of typo to crash your client. If you have little or no experience with modelling it could be that you've made a mistake in your DFF or TXD file. If one of the scripters can rule out any problem(s) in your script, and it still doesn't work after that, I can take a look at your model if you like.
  15. I think 'element' is an overarching term for a whole bunch of things including objects, not just peds & vehicles. But I could be wrong, scripter I ain't.
  16. Is there a reason why setElementAlpha wouldn't satisfy your requirement?
  17. Oz.

    Texture Failing

    When you're exporting a DFF, you can only export a single object/mesh in one go, it looks like you're trying to export a selection of several at once. You need to select one of the objects you're trying to export and attach the rest of your objects to that, to create one single object. Export should work after that.
  18. Oz.

    MTA Question

    You could easily remove things from SA when in single-player, perhaps your friend was confused with that? The only way to do it in MTA such that the change is visible to all players is to replace the offending object with a null DFF/COL as Castillo said. Or alternatively to create a vertical offset from the pivot point of the offending object, so that it would appear underground or something, but null DFF/COL is just as easy to do and the outcome is better. You may be stuck with the LOD though, if the statue object has one. MTA does not currently support custom LODs, so sadly you would not be able to replace the LOD with a null object. However, if you're lucky you may be able to replace the LOD texture with something transparent. That might simulate an invisible LOD.
  19. Didn't either of you read Castillo's post...?
  20. It should be possible to manipulate the garage doors, they are separate from the rest of the garage model, and in fact separate from each other, IDs 11360 (left door) and 11416 (right door). A DFF/COL edit shouldn't be necessary, unless you're unlucky with invisible walls or something and a COL edit is then necessary. There might be a community script to allow garage door to open, or perhaps there's a function to trigger certain default doors, someone else will know that I guess. You could then spawn object ID 11389 - the 'interior' of the garage - and position it correctly. You ought to be able to find the detailing objects yourself using Map Editor.
  21. Indeed the TXD is wrong. Your TXD image does not use an alpha image, so you don't need the alpha tickbox ticked, or anything in the alpha image name box. You also need to click the 'Compressed' tickbox at the bottom - it should show DXT1 if you have successfully removed the unnecessary alpha stuff. I'm hoping you've used the right texture name too (i.e. that 'fam3' is the correct texture name for your ped). Bear in mind, it should be a BMP or PNG image, not JPEG - I can't tell what format you put into the TXD, but it needs to be one of the correct formats. Any of the above mentioned points may be the source of your problem, if it is not due to scripting as Castillo has concluded.
  22. Oz.

    Finding txd model

    Not really, I guess you could try searching for a partial name if you don't know where your object typically spawns, that can be done most easily in MTA's Map Editor (also possible in MEd, searching through the IDEs). But for normal objects like buildings, roads, sections of landscape, interiors etc, MEd is the best and easiest way. You just need to know roughly where in SA the object appears, load up that area, find it and double click, done.
  23. Oz.

    Need Help!

    He means to prevent peds from being injured or killed by helicopter rotor blades ('heli-killing'). Yes, it is possible to disable it, as you probably already know from your time on DKR. I wouldn't know where to start though, maybe AcitanoX can help now that he knows what heli-killing is
  24. MTA does not currently support custom DFF for peds, only custom TXD for existing DFF.
  25. Oz.

    Finding txd model

    Use MEd to load up the section of SA where your object is using the Scene tab, then double click it to get all the relevant details (ID, DFF name, TXD name, coordinates etc).
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