
Gamesnert
MTA Contributors-
Posts
2,035 -
Joined
-
Last visited
Everything posted by Gamesnert
-
Frankly, making a custom chatbox isn't practical at all at the moment. Making one in GUI simply sucks. It looks bad, and you have to click on the chatbox input before you can type in it. A DX chatbox on the other hand needs functions like bindKey to work. However, bindKey seems to return the wrong key sometimes. (if I recall correctly / was being seen as # for example) Also, you need to do toggleAllControls to disable player's controls, which probably overrides all other control toggling already done. Besides that, you'd need a way to block keybinds as those would still work. (admin panel popping up when pressing the P in chat? no thanks) Perhaps guiSetInputEnabled + getKeyState would work, but there's another problem that makes this whole thing impractical; Chatbox customisation. A lot of people have a modified chatbox. However, the server doesn't know what the client's chatbox looks like. In fact, the client doesn't even know what the client's chatbox looks like. You could of course just make it have a whole different look, but why would you edit your chatbox if the server changes it anyway? You could also make a possibility to edit the chatbox in the server, but that would be double work. First customizing in the settings menu, then on the server. I think clearChatBox would actually be quite useful. Saves a lot of hassle, and I doubt players will get much trouble from it. It can't be misused that much. Alternatively, I'd like to see a good way of making your own chatbox. Preferably one identical to the client's. (therefore I would like to see a function like getChatboxLayout)
-
No, it currently isn't possible. However, the handling functions have been re-written and , but can't be used yet in 1.0.3, and probably won't work in 1.0.4 either. As 1.1 is the next major version, expect it to be implemented then, or maybe a release after that.
-
addXPEffect ( "Multi Kill!", "2 Kills in a row", [ table color = { 255, 255, 255 } ] ) ... addXPEffect ( "Triple Kill!", "3 Kills in a row!", [ table color = { 255, 255, 255 } ] ) [ table color = { 255, 255, 255 } ] is simply wrong. It seems like you copied it straight out of some documentation. The [ ] are put there to indicate you don't need to specify this parameter. "table" is there to show what kind of parameter should be there, and "= {255, 255, 255}" is there to indicate the default value if not specified. These things are meant to show the scripter how to use the function, and will break Lua scripts if simply typed/copied over. Basically, this means you should do it like this: addXPEffect ( "Multi Kill!", "2 Kills in a row", { 255, 255, 255 } ) ... addXPEffect ( "Triple Kill!", "3 Kills in a row!", { 255, 255, 255 } ) Or: addXPEffect ( "Multi Kill!", "2 Kills in a row" ) ... addXPEffect ( "Triple Kill!", "3 Kills in a row!" )
-
The getElementID documentation states the problem with how you're using the function: This means it also doesn't return a vehicle ID. For this, you should use getElementModel. So what's getElementID for? It's for getting the ID defined in maps. With these IDs, you can get individual objects so you can move them etc. But as you want the vehicle ID, you need to use getElementModel. I recommend you to read the wiki a bit more thoroughly.
-
Could you please wrap your code in tags? It makes it all the more readable, and others won't have to scroll down a long way. Anyway, it seems like "accData" is nil, or an empty table. Where is this variable defined?
-
Perhaps it would be an idea to tell us what it is you want to know, in detail. I'm not sure what you'd mean by a "green zone", either.
-
You mean something like: "Failed to load resource "? Type: "info " And see why it fails to load. Then fix it, and type "refresh" or "refreshall".
-
I don't understand your question, to be honest. Also, why are you making that code? It should be synced by MTA itself. Seems like a lot of trouble for nothing to be honest.
-
In what way can't anyone connect anymore? They can't see it on the server browser, or they get timed out, or download error, or what? Would kinda help us with finding a solution for you. In case you can't see eachother on the server browser or time out, I'd advice first checking your ports again. If they are correct but it still doesn't work, change the port numbers to something else. (remember to do so in the mtaserver.conf as well as your router) If all fails, use a VPN application like Hamachi to set up a virtual network. Since you run a private server, it shouldn't hurt much to play over a virtual network instead of the internet.
-
gta3.img isn't checked by MTA. It would simply take too long to do so. If you mean "San Andreas data files have been modified", it means stuff like handling etc. All original data files (which are being checked, at least) are downloadable from here.
-
Could you try this version: - MTA SA 1.0.4 untested 15 You can see it as a kind of a "beta" for the upcoming version of MTA SA, 1.0.4. One of the recent changes includes a fix for this bug: issue #5209. It might have something to do with your issue, so I suggest you to try the 1.0.4 build. Just so you know: MTA:Race is outdated and no longer supported, (as Towncivilian already said) simply because MTA SA has all of its features and more. The MTA:Race project won't be continued, only the Race resource on MTA SA is still developing. Because MTA SA doesn't completely focus on racing and map editing, it makes it a bit buggier, of course. But it makes it the more important to solve these issues.
-
There's a problem with saving weapons: The functions you'd need, are client-side. It appears that the server only stores the currently equipped weapon. To solve this, you need to get the list of weapons, and their ammo, client-side. Then send it to the server. Functions that might be useful: - getPlayerWeapon - getPlayerTotalAmmo - triggerServerEvent
-
Speed 10... Sounds pretty drastic, isn't somewhere between 1 and 1.5 the max speed of the Infernus? Anyway, if a car goes further than a specific range, MTA doesn't do anything with it anymore until it comes back into the screen. The reason for this is that areas in GTA San Andreas beyond a specific distance from the camera (± 300 meters if I remember correctly) don't have any collisions and all that loaded. It could also have something to do with a current bug with trains and corners. (issue #4829) In the first case, you can try solving it by warping the player into the train, or let him follow it. In the second case, you can only put the train somewhere else, or try to fix the issue in the MTA source code. But that would be a very hard thing to do, so that means you'll just need to be patient in this case.
-
He means that if you output text (for instance with outputChatBox) you can check whether or not to output it at that time, instead of in an event. For as far as I can understand.
-
This has to be scripted into the mode, and it also depends on how it is scripted. If you want to script status saving, you can use the server account functions to make it.
-
What gamemode are you running the map on?
-
The login in the settings menu is disabled. It's unknown when it'll be back. You don't need it to play though, it's just for servers who require players to identify themselves. But as usernames don't work at the moment, there isn't a single server mad enough to enable it at the moment.
-
Update the admin resource with a newer version. I recommend using the one provided with the latest MTA resource package. This should fix your issue, and will also provide many other fixes for many other resources.
-
If I remember correctly, this event indeed can't be canceled. Your best way of canceling it would be onPlayerChat.
-
It was re-written quite a long time ago. Animations worked a lot better. ... The only problem was that was pretty much the only thing left that actually worked, so it was removed again. It should really be kicked back to life IMO. The animation system was a lot more stable, and had a lot more features too. (setting animation speed, animation starting time, callback function when animation is done, ...) I hope someone really will pick this up sometime and make it work perfectly.
-
It might have been saved in editor_test, but I'm not sure about that. It's probably only saved if you've used test mode. (F5) If it did not, download the latest resources pack here. Apparently an automatic backup has recently been implemented in the map editor.
-
onPlayerPrivateMessage event is probably what you're looking for. When it triggers, cancel it using cancelEvent. Alternatively, you can modify your ACL to not allow people to use the /msg command. EDIT: Alter-alternatively you could of course make players pay when onPlayerPrivateMessage is triggered
-
This part is already scriptable. As for the other parts, synced traffic lights has already been requested, but put on hold for a moment because there appeared to be crashing issues. (for more info, see here) Radio position sync hasn't been requested for as far as I know, but I'd rather request a scripting function to control the position of the radio rather than making radio being synced automatically. Because then it can easily be scripted to sync the positions.