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Gamesnert

MTA Contributors
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Everything posted by Gamesnert

  1. Freeroam is included in MTA 1.0.1... Try reinstalling or anything else to get that one back.
  2. ... Why don't you say that to the server admins, instead of us? This isn't the forum of a specific race server, but all of MTA.
  3. Originally, there isn't any function for this. Although you can abuse labels in the case of GUI images. (to anyone who has a comment to that: DON'T... SAY... A WORD..! D:) For DX, this is not possible and the only way of cutting them off, is drawing them partially off-screen. You can create a label at the size you want the picture to be. Then, create an image with the label as its parent. So for instance: -- Warning: This is something I call hax, but I guess it works like you asked local hax=guiCreateLabel(0,500,300,300,"",false) guiCreateStaticImage(-100,-100,500,500,"hax.png",false,hax) This causes 200 pixels horizontally and 200 pixels vertically to be invisible. In total, that is. I'm not entirely sure if it's free of warnings/errors. Not even if it still works, last time I used it was sometime in DP2.
  4. Gamesnert

    Cannot connect

    So, this only happens with 1 server, or you only found 1 server where it actually works? As I can't really make this up from what you just wrote.
  5. Well, unfortunately, the amount of spare scripters just IS low. Most of these either have their own server (I guess because it's so easy) or prefer to just create community resources and not be bound to a (single) server. The best chance to get more scripters is build up a good base first. This would show scripters they're not dealing with something shitty and are basically just wasting their time. Unfortunately, this means you'd have to get your feet in the mud yourself. Or, ideally, with a group of friends. Otherwise, it's just highly unlikely anyone would do it for free. And since really a LOT of these topics have gone by (at least over 25), the harsh response is not really a big surprise either. It just happens to get on your nerves over time.
  6. Ok, so can YOU see it? If not, well, you need to portforward your router for the MTA server to run. These ports need to be open: - [server port] UDP - [http port] TCP - [server port + 123] UDP Server port and HTTP port are ports defined in the mtaserver.conf. He needs to portforward the router to these ports, or edit them. If you can see it in the list, well, wrong board. EDIT: Also, it takes some time for Ga(y/me)-monitor to realise the server. So it might only appear if the server's started for > 3 hours.
  7. Gamesnert

    Make a Bomb

    ... What? You want to use cars for making a bomb? Word of advice, you don't have a map editor for nothing. About this "limit", that's what's called, "freeroam". This resource includes such limits to prevent vehicle spamming - like you're apparently intending to do.
  8. Gamesnert

    Map editor issue

    First of all, I guess this is MTA:Race? If it it, just use MTA 1.0.1 (note: not race), it's a far more capable and supported version. Second of all, this appears to be something with the videocard. Possibly related to the drivers. Update your graphics card drivers. Lastly, if these things don't help you, could you please try to add at least a little bit of info?
  9. Yes, MTA uses the same coordinates. (1 unit == 1 meter) Converting it to km/h or mph can be done by a calculation used in most speedometers on https://community.multitheftauto.com/. For as far as I can remember, it was not that complicated.
  10. Issue #5040 Fixed in version: 1.0.2 EDIT: You can try the "untested" builds on https://nightly.multitheftauto.com/ . They work with 1.0 and 1.0.1 servers, and well, kinda need to be tested I guess.
  11. I can not understand how to use it properly and where to write.. Ah, that. I'll try to explain. You'll need to add these functions to the player_Spawn function. You'll need to do these 2 functions for these reasons: fadeCamera is required because the screen is black by default, which you defined as an issue. Actually, though, the issue is MTA doesn't know what to show you. So it waits for the script to tell MTA to fade before it does Fading it in still leaves the issue; what to show? If faded in, but no specific camera position/target set, it'll just show Mount Chilliad. To solve this, you can use setCameraTarget to aim the camera to the local player, or a remote one. That's why we need these functions. Now let's look at their function pages on the wiki. It says: As you can see, there are a lot of arguments here. (arguments == values between the "(" and ")", seprerated by a ",") There are 2 required ones (without which the function won't work) and a lot of optional ones. (which we can just skip) For the very basic, that would mean: fadeCamera ( playerValue, true ) It's possible though to make the fading take longer: fadeCamera ( playerValue, true, 2 ) That would make it take 2 seconds long, instead of 1. This means you need to provide at least 1 argument. Now we just need to fill in the arguments. From the meaning of the arguments, it seems we need to do something like this: setCameraTarget ( playerValue, playerValue) Fading etc is usually done in the same function as spawn. spawnPlayer though is server-side only, so all you really have to do to fix the blackness issue, is fixing the server-side script. If you've got any other questions, or still don't get something, feel free to ask. P.S. Sorry for the long post, I just seem to like submitting huge pills to swallow
  12. Who's the scripter for your server here? You are. Just try, and if you don't get something or stuck at 1 of the points, ask how to do it. But you're not going to learn much from a simple copy+paste either. That's the simple reason why I didn't fix your code from the start, but tried to give some advice. Well, which points don't you understand?
  13. local attached = {} function attachSoundTo(sound,element) if isElement(sound) and isElement(element) then attached[sound]=element return true end return false end function moveAttachedSoundsToElements() for sound,element in pairs(attached) do if isElement(sound) and isElement(element) then setElementPosition(sound,getElementPosition(element)) else attached[sound]=nil end end end addEventHandler("onClientRender",getRootElement(),moveAttachedSoundsToElements) Just a quick script. Not sure if there are any errors in it or anything, probably isn't the best solution either, but it should give you an idea on how to do it. Just use function attachSoundTo on your sound + vehicle and done.
  14. test.lua -- Get a table of all the players players = getElementsByType ( "player" ) -- Go through every player -- when a player spawns, function player_Spawn ( posX, posY, posZ, spawnRotation, theTeam, theSkin, theInterior, theDimension ) -- Spawn them at the desired coordinates spawnPlayer ( playerValue, 0.0, 0.0, 5.0, 90.0, 0 ) giveWeapon ( source, 31, 200 ) --M4 giveWeapon ( source, 36, 200 ) --Heat Seeker end addEventHandler ( "onPlayerSpawn", getRootElement(), player_Spawn ) Basically, you wrote this: If the function actually triggers, you encounter variable "playerValue", which doesn't appear to exist. Here's what you should do: Remove the "onPlayerSpawn" handler. Remove all of those parameters from the function at line 20, and add one called "playerValue" Fix giveWeapon to use the new "playerValue" var you just made. Add setCameraTarget and fadeCamera after spawnPlayer to make the camera act properly. (target the camera to himself and fade the camera in) In function "onJoin", add a line: "player_Spawn ( source )" Fix that, and it should work I guess.
  15. Heh, since you cheat anyway, cheat yourself a nice core.dll.
  16. 1. I think engineSetModelLODDistance only works on objects. 2. Try it with a small timer. I can remember struggling with this quite some time ago. 3. This is a possibility I also would really like to see. Unfortunately, one problem appears to be that the interiors are at 1000 altitude, which appears to be the reason for the height limit. Yet, there is an option for making jetpacks go higher, so I guess this wouldn't hurt either.
  17. Gamesnert

    MTA 1.0.1

    Type this into your server console:
  18. Here you have 1 central file (meta.xml) (oh and xml, not html which is a misshaped version of xml) which defines multiple files. (scripts etc) Scripts can in this way be seprerated into several files. Actually, it's no different from coding in a single file, except that you can catagorise your code. The only other thing you need to do is defining them in the meta.xml file and done. Scripting is done in Lua, by the way. Not javascript. I suggest you to just read through robhol's link thoroughly. And what also might come in hand: A general guide to Lua from Nixstaller As for as far as I can remember, robhol's guide assumes you know a little Lua scripting.
  19. Tried logging in onto your admin account?
  20. It's probably even more annoying to see the cause... addEventHandler('onPlayerJoin', getRootElement(), teamslogin.handlePlayerJoin) -- Move this line to AFTER the function is defined
  21. It's required to actually use MTA... lol Anyway, are you trying to install the nightlies, or MTA 1.0(.1)?
  22. Frankly, I do think there's something wrong with the current system. I kind of had these flaws when (granted, quite shortly) tested this: (Note: these are just problems I've encountered. Even though it might at times sound like it, I did not aim to say your resource was deep shit. It just needs some work) Pathfinding At first, I created the fightbot and it appeared somewhere in Area 51. Not very interesting info as it would be for any person, but still. Anyway, when I walked up the stairs from my spawnpoint, I noticed the blip of the ped on the radar. It was moving - away from me... D: Eventually it got caught up in a corner trying to jump itself out of it. Or... It looked like it at least... Eventually it had the idea to jump TOWARDS me for a change. With several other peds I've experienced quite the same. Once a ped got locked up between a stair and a wall and tried to jump on the stair. Shooting Well, he's in front of me, he shoots aaaand... Nothing really. It looked like it shot itself, except that it didn't lose any health. It was kinda weird. I decided to retry this several times, including walking, jumping, me walking on a platform above him etc. It actually killed me once actually, when I was on that platform. Except for that it only really hit me at about a 1 meter distance, at which you can just hit someone with your gun. And believe me, it's not like I gave the ped a shit weapon to fire from a very long range! An AK-47 with 99 bullets isn't quite like that. Overall behaviour While shooting, the ped is actually slowly walking towards you. Not really the ideal way of deathmatch, is it? Also, when it runs out of bullets, it kinda keeps on trying to shoot. Standing there like he's holding a toy gun pretending it's shooting. Script To be very honest, in this state it isn't really possible for people trying to find a problem with your script to actually find it and help you fixing it. For extra suggestions: Make the peds capable of taking cover (either scripted or mapped. Might be an extreme challenge though) Get them to pickup guns Make them sneak behind you and stealth-kill you with a knife Get them point their finger towards someone, say "HAAX" and throw a monitor? D: Get MTA devs to fix something what appears to be a problem with setPedAimTarget which causes the peds to turn in the wrong way while aiming.
  23. Sure, by also adding a line which disallows /sc. Or, finding the "addCommandHandler"s, but I guess that's more work.
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