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Slayer

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Everything posted by Slayer

  1. Apologies for bumping an aging thread, but I wanted to take a minute to acknowledge the impact this mod has had on me. I played GTA:SA religiously on my slim PS2. I 'graduated' to the PC version when I was around 14, sometime in early 2010. It was then that I came across MTA. I invested so much of my time in MTA making friends, some of which I still talk to. I found a love for scripting and 3d modelling because of the people I met through MTA. I lost some interest a few years ago, but this mod gave me a good 5-6 years of entertainment and joy. I still get on occasionally, and I'm always amazed at how far it has come. Script hackery is no longer necessary for custom models, and it's possible to create just about any kind of UI imaginable. The struggle is no more. Very grateful to the entire MTA team and community for all of the fun times and friendships I've made over the years. Definitely helped me through some rough teenage years. Much love. Happy 20th!
  2. Slayer

    Server list spam

    Is it now possible to have our server names bound to an IP address? I was told that CIT has "CIT" bound to their server IPs now, so only they can use it.
  3. Let people run their servers how they want... If they want to have a crappy server then let them. They're not destroying anything except your mood apparently. This is just a game afterall...
  4. Are you sure MTA isn't crashing? it won't save your settings and binds if it crashes..
  5. Meh. As I've said before, they wouldn't have reached 1024 (1028) players if they hadn't bribed players with free VIP/money (which I might add, some people lost after the server crashed, and were basically told to "fuck off" if they complained about it) and repeatedly told players to connect . A server doesn't just gain 200 players out of nowhere. I'm sorry, but you haven't earned any kind of achievement. Your "player peak" was cheated, and your players were treated very unfairly afterwards.
  6. Gentlemen, prepare to be jelly. CPU: DualCore Intel Core 2 Duo E6300, 1866 MHz (7 x 267) RAM: 4.5GB Samsung DDR2 Mobo: Intel Broadwater G965 GPU: NVIDIA GeForce GT 240 (512 MB) PSU: n/a HDD: Two Hitachi SATA II 320gb drives OS: Windows 7 Home Premium 64-bit Yeah I know it's outdated, but it does the job for a manufactured PC with a few modifications. Going for a HD 6870/5770 and a better mobo next
  7. Congratulations on le release. Thanks to everyone who made MTA possible
  8. Slayer

    windows 8

    MTA is not officially compatible with Windows 8. The Windows 8 beta hasn't even been released, it's a developer preview, which is why it's 'free'. Not worth downloading IMO, just another Windows 7 with a fancy overlay.
  9. Congratulations. Well deserved. Well earned.
  10. https://community.multitheftauto.com/index.php?p=resources&s=details&id=3397 copy of: https://community.multitheftauto.com/index.php?p=resources&s=details&id=3069 compiled with a few Arabic labels added
  11. Looking good. I like how you made it to where you click on the label to register a new account rather than having the register page in another tab. Btw, which program/codec did you use to record that video? I'd like to record some videos myself sometime
  12. Given the method provided to accomplish this I'd say it's brilliant and very unique. Testing it was fun and full of lols. Good job!
  13. Slayer

    .

    Care to elaborate a bit further..?
  14. I used to have a redirect script in my test server. You probably have to allow 'function.redirectPlayer' in the 'Default' group in the ACL. (That's what I had to do)
  15. Slayer

    Area 51 Gates

    I may be able to help This may or may not work as I'm not able to test it (and I don't remember exactly how I did it before). You'll need to get the exact coordinates and rotation of the fence object with a map editor (not the MTA editor) like MEd. Then fill in the coordinates and rotation in line 1 in the script below. --clientside local fencing = createObject(16094, xCoordinate, yCoordinate, zCoordinate, xRotation, yRotation, zRotation) -- create a fence in the same position as the old fence to use for a stream element for the model replacement -- you can get the object's exact coordinates and rotation by using a GTA map editor called MeD setElementAlpha(fencing, 0) -- make the fence you created invisible so you won't see it twice once the new objects are streamed in function replaceTheFence() -- create our function to replace the model, textures and col fenceTXD = engineLoadTXD("world/a52_ext.txd") --load your TXD fenceCOL = engineLoadCOL("world/remover.col") --load your COL fenceDFF = engineLoadDFF("world/des_a51infenc.dff", 0) --load your DFF engineImportTXD(fenceTXD, 16094) -- import and replace the TXD textures engineReplaceCOL(fenceCOL, 16094) -- replace the COL engineReplaceModel(fenceDFF, 16094) -- replace the DFF engineSetModelLODDistance(16094, 1000) -- set the LOD distance so the object won't disappear once you move slightly away end addEventHandler("onClientElementStreamIn", fencing, replaceTheFence) -- create an event handler to replace the models when the fence object you created is streamed in
  16. bool setDevelopmentMode ( bool enable ) enable: setDevelopmentMode(true) disable: setDevelopmentMode(false) lrn2read
  17. Gmax = free alternative to 3DSMax. Basically an older version of 3DSMax with some features taken out. Download and install Kam's Max Scripts for GMAX (not 3DSMax) Export a .3ds file with SketchUp (Pro) Import the .3ds file into Gmax. Add your final touches to the model and export a DFF and/or COL with Kam's Max Scripts. Then of course you'll need to make a TXD. Use TXD Workshop
  18. Slayer

    Gate

    local s2 = createBlip( 2920.76171875, -794.72790527344, 11.571973800659,23) local gate1 = createObject( 969, -717.79998779297, 954.20001220703, 11.199999809265, 0, 0, 88) local gate2 = createObject ( 3885, -1498.2347412109, 805.29083251953, 5.7079048156738, 0, 0, 74.915008544922) local gate3 = createObject ( 2951, 3109.0913085938, -842.58416748047, 28.436388015747, 0, 0, 43.170013427734) function moveGate1(source, command, arg) if arg == "open" then moveObject ( gate1, 2500, -717.79998779297, 954.20001220703, 11.199999809265) elseif arg == "close" then moveObject ( gate1, 2500, -718, 946.90002441406, 11.199999809265) end end addCommandHandler("gate1", moveGate1) function moveGate2(source, command, arg) if arg == "open" then moveObject ( gate2, 2200, -1497.6064453125, 805.119140625, 50.178058624268) elseif arg == "close" then moveObject ( gate2, 2450, -1498.2347412109, 805.29083251953, 5.7079048156738) end end addCommandHandler("gate2", moveGate2) function moveGate3(source, command, arg) if arg == "open" then moveObject ( gate3, 2200, 3109.0908203125, -842.63531494141, 24.53639793396) elseif arg == "close" then moveObject ( gate3, 2450, 3109.0913085938, -842.58416748047, 28.436388015747) end end addCommandHandler("gate3", moveGate3) The script i wrote while i was in your server yesterday ^ Dunno if you still have a use for it Commands: /gate1 [open/close] /gate2 [open/close] /gate3 [open/close]
  19. -- Create a team when the resource starts local adminTeam = createTeam("Admin", 255, 0, 0) function setTeamOnLogin() -- Get the account name of the player who logged in local account = getAccountName(getPlayerAccount(source)) -- Check if the player who logged in is an admin if isObjectInACLGroup("user." .. account, aclGetGroup("Admin")) then -- If they are, set their team to admin setPlayerTeam(source, adminTeam) else -- If they aren't admin then end(or implement what you would like to happen if they aren't an admin. ) end end addEventHandler("onPlayerLogin", getRootElement(), setTeamOnLogin)
  20. Eh, I wouldn't call it a bug. GTA:SA only has water tiles around where the water should be(i.e., lakes, rivers and blah blah), not the whole map (that would be a disaster for singleplayer ). Simple solution: --create a water tile that covers the entire SA area local water = createWater(-3000, -3000, 0, 3000, -3000, 0, -3000, 3000, 0, 3000, 3000, 0) --set the default water's level to -100 or less setWaterLevel(-150) --set the water level of the tile you just created to your desired height setWaterLevel(water, 302)
  21. Does /shop toggle the GUI on and off? If so, try adding this to then end of your server-side script: function guiBind() bindKey(source, "F1", "down", "shop") end addEventHandler("onPlayerJoin", getRootElement(), guiBind) Note: you'll still be able to use /shop to open/close the GUI
  22. That's probably because of the large amount of dx items being rendered on your screen. It happens to me aswell whilst viewing the scoreboard in a full server. My framerate takes a dive when I view the scoreboard or use something like the dxspeedometer, hence me inferring the dx rendering. You sure you've got a good computer?
  23. kk, spent a couple of hours getting the coordinates and IDs of the objects. Tested this in my local and it seems to work flawlessly. I know its a lot of code and messy, but I don't know how to make it any simpler/more organised. Just a little note, I left "lib_veg3.col" out as it was only a little piece of vegetation --create duplicate objects in the position of the originals to ensure the col streams in correctly local libStreetFar = createObject(3923, -885.68, 482.977, 1353.51) local lib_Street01 = createObject(3906, -841.562, 519.242, 1391.63) local lib_Street02 = createObject(3905, -814.562, 575.328, 1377.12) local lib_Street03 = createObject(3897, -937.664, 462.953, 1354.24) local lib_Street04 = createObject(3899, -936.289, 375.07, 1382.2) local lib_Street05 = createObject(3893, -935.219, 408.992, 1341.6) local lib_Street06 = createObject(3907, -800.68, 486.516, 1358.49) local lib_Street07 = createObject(3903, -815.68, 534.242, 1359.52) local lib_Street08 = createObject(3891, -902.688, 355.625, 1344.1) local lib_Street09 = createObject(3890, -747.891, 440.039, 1352.18) local lib_Street10 = createObject(3892, -800.5, 314.164, 1337.41) local lib_Street11 = createObject(3894, -847.477, 400.055, 1345.73) local lib_Street12 = createObject(3900, -791.922, 425.359, 1358.66) local lib_Street13 = createObject(3911, -773.422, 533.977, 1375.45) local lib_Street14 = createObject(3895, -865.922, 421.719, 1355.84) local lib_Street15 = createObject(3898, -792.203, 444.453, 1368.73) local lib_Street16 = createObject(3902, -765.938, 495.148, 1372.65) local lib_Street17 = createObject(3917, -865.688, 420.734, 1371.19) local lodLiberty01 = createObject(3901, -791.93, 425.352, 1358.66) local lodLiberty02 = createObject(3904, -1013.33, 563.852, 1358.69) local lodLiberty03 = createObject(3908, -900.727, 512.82, 1387.99) local lodLiberty04 = createObject(3896, -894.258, 377.93, 1419.06) local lodLiberty05 = createObject(3912, -1299.37, 513.656, 1342.72) local lodLiberty06 = createObject(3909, -815.961, 622.719, 1367.12) local lodLiberty07 = createObject(3913, -1196.09, 483.656, 1369.15) local snowOver01 = createObject(3918, -841.008, 489.328, 1376.87) local snowOver02 = createObject(3914, -777.281, 498.688, 1378.41) local snowOver03 = createObject(3915, -773.664, 533.719, 1391.17) local snowOver04 = createObject(3916, -937.57, 462.828, 1340.05) function makeLibertyCollidable() --load your Cols libstreetfar = engineLoadCOL("libstreetfar.col") lib_street01 = engineLoadCOL("lib_street01.col") lib_street02 = engineLoadCOL("lib_street02.col") lib_street03 = engineLoadCOL("lib_street03.col") lib_street04 = engineLoadCOL("lib_street04.col") lib_street05 = engineLoadCOL("lib_street05.col") lib_street06 = engineLoadCOL("lib_street06.col") lib_street07 = engineLoadCOL("lib_street07.col") lib_street08 = engineLoadCOL("lib_street08.col") lib_street09 = engineLoadCOL("lib_street09.col") lib_street10 = engineLoadCOL("lib_street10.col") lib_street11 = engineLoadCOL("lib_street11.col") lib_street12 = engineLoadCOL("lib_street12.col") lib_street13 = engineLoadCOL("lib_street13.col") lib_street14 = engineLoadCOL("lib_street14.col") lib_street15 = engineLoadCOL("lib_street15.col") lib_street16 = engineLoadCOL("lib_street16.col") lib_street17 = engineLoadCOL("lib_street17.col") lodliberty01 = engineLoadCOL("lod_liberty01.col") lodliberty02 = engineLoadCOL("lod_liberty02.col") lodliberty03 = engineLoadCOL("lod_liberty03.col") lodliberty04 = engineLoadCOL("lod_liberty04.col") lodliberty05 = engineLoadCOL("lod_liberty05.col") lodliberty06 = engineLoadCOL("lod_liberty06.col") lodliberty07 = engineLoadCOL("lod_liberty07.col") snowover01 = engineLoadCOL("snowover01.col") snowover02 = engineLoadCOL("snowover02.col") snowover03 = engineLoadCOL("snowover03.col") snowover04 = engineLoadCOL("snowover04.col") --replace your Cols engineReplaceCOL(libstreetfar, 3923) engineReplaceCOL(lib_street01, 3906) engineReplaceCOL(lib_street02, 3905) engineReplaceCOL(lib_street03, 3897) engineReplaceCOL(lib_street04, 3899) engineReplaceCOL(lib_street05, 3893) engineReplaceCOL(lib_street06, 3907) engineReplaceCOL(lib_street07, 3903) engineReplaceCOL(lib_street08, 3891) engineReplaceCOL(lib_street09, 3890) engineReplaceCOL(lib_street10, 3892) engineReplaceCOL(lib_street11, 3894) engineReplaceCOL(lib_street12, 3900) engineReplaceCOL(lib_street13, 3911) engineReplaceCOL(lib_street14, 3895) engineReplaceCOL(lib_street15, 3898) engineReplaceCOL(lib_street16, 3902) engineReplaceCOL(lib_street17, 3917) engineReplaceCOL(lodliberty01, 3901) engineReplaceCOL(lodliberty02, 3904) engineReplaceCOL(lodliberty03, 3908) engineReplaceCOL(lodliberty04, 3896) engineReplaceCOL(lodliberty05, 3912) engineReplaceCOL(lodliberty06, 3909) engineReplaceCOL(lodliberty07, 3913) engineReplaceCOL(snowover01, 3918) engineReplaceCOL(snowover02, 3914) engineReplaceCOL(snowover03, 3915) engineReplaceCOL(snowover04, 3916) --setLODDistance of the element/model we're using in the eventhandler engineSetModelLODDistance(3904, 1000) end addEventHandler("onClientElementStreamIn", lodLiberty02, makeLibertyCollidable)
  24. Slayer

    Help Manager

    Don't tell me not to accuse you of anything when all the evidence is right in front of our faces. If you didn't steal ideas and scripts I wouldn't be commenting here right now. So thank yourself for that. Do you mean ascend? I'm pretty sure everyone else (myself included) is on a much higher level than you seeing as we can script and model our own stuff+get it into the server flawlessly. On two occasions I've seen you steal some code and then ask for help to fix or change it (minus the countless things that look VERY similar to certain servers, which I'm sure you didn't have first). I'm just trying to make it obvious (if it isn't already) that you're a code stealer who leeches off the community for help. So far no one has gotten a half intelligent reply from you. You continue to steal and don't deny it when someone accuses you of thieving. You completely ignore their accusation(s) and continue what you were doing before, stealing a code then posting on the forums shortly after you break the stolen it. I don't know why I was banned (since you didn't ban my serial whilst I was online), refresh my memory?
  25. Slayer

    Help Manager

    Actually, yes. You stole Jake's gate code. You stole Sander's double loop idea. You're pretty much copying DKR's server name. You've talked about decompiling scripts while you were in our server. And who knows what else you've stolen from other servers. You serialbanned Jake and I. Why? So that we couldn't see what else you've stolen/plan on stealing? You're just a thief. Stealing from others and spamming up the forum with help topics because you can't do anything for yourself. I've got some custom models I'll be adding to my server later. Feel free to come snag them+ the clientside codes. (if you aren't smart enough to understand, that was sarcasm.) I hope no one here decides to help you until you learn to do stuff for yourself instead of stealing and editing it. Just thought i might add, just because something is a community resource doesn't mean you can edit and claim it as your own. And don't tell me to "Get a life" like you tell everyone else who won't help you.
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