
Gamesnert
MTA Contributors-
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Everything posted by Gamesnert
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Some guy from a RPG server back in the days said he wanted to test MTA, told me he heard it was "better in some points", and asked me if I would also come to test. So I did, and I never actually returned to SA-MP, because it was pretty much better in ALL points to me.
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Try this: Go to your Grand Theft Auto: San Andreas directory (usually Program Files\Rockstar Games\GTA San Andreas"), navigate to the MTA directory, then enter the "data" directory and remove the menu.mkv file. This will start Multi Theft Auto: San Andreas without main menu video rendering.
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Apparently he forgot to post the link. https://community.multitheftauto.com/index.php?p= ... ils&id=305
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Map editor IS released, but only for the nightlies. It doesn't work on DP2.x. The thing you wanted can easily be done (I think) with createPickup and onPlayerWasted.
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Teleport with a Vehicle and i need 7-8 start spawn points :)
Gamesnert replied to xbenny2506x's topic in Scripting
Nope it won't in fact. getVehicleOccupant is for retrieving an occupant of a vehicle, not the vehicle the player is occupying. function hjwarp (player) if isPlayerInVehicle(player) then -- If the player is in a vehicle... local vehicle=getPlayerOccupiedVehicle(player) -- Obtain the vehicle the player is in if getVehicleController(vehicle)==player then -- If the player is the driver... setElementPosition (vehicle , 886.24, 2479.17, 258.32 ) -- Warp the vehicle outputChatBox ( "You're warped to Hight Jump hj!", player, 0, 255, 0 ) end else -- If the player isn't in a vehicle... setElementPosition (player , 886.24, 2479.17, 258.32 ) -- Warp the player outputChatBox ( "You're warped to Hight Jump hj!", player, 0, 255, 0 ) end end addCommandHandler ( "hj", hjwarp ) This might work a little better. Still not entirely sure if it's entirely correct, since I didn't test it, but it should do the job. NOTE: I can remember vehicles acting a little... Weird... After warping. If it bothers you too much, you should try something with setVehicleFrozen, I can remember someone saying it would help. -
Skin model: Same as skin ID for as far as I know Weapon model: Weapon wiki page Both of these can have their TXD's (textures) replaced in nightlies, although you can't change the DFF (model) yet.
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Try: "/gamemode race race-speedway" Or, in case you just want to vote for a random map for race: "/votemap race"
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It's not only for deathmatch. It was something that was added to the name for... Some reason... I don't see why, but I do see why "deathmatch" is removed in 1.0.
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Freeroam doesn't work with spawnpoints for as far as I know. You'd need to edit the resource.
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Correct me if I'm wrong, but that script won't even run as far as I can see... ... function funcInput ( player, key, keyState ) if (key == "r") and ( isElementAttached ( rcbaron ) == true ) then detachElements ( rcbaron, rustler1 ) outputChatBox( "Bomb launchd!" ) if ( isVehicleOnGround( rcbaron ) == true ) then local pX, pY, pZ = getElementPosition ( rcbaron ) createExplosion ( pX, pY, pZ, 6 ) blowVehicle ( rcbaron ) -- Maybe an end here would be useful, to close "if ( isVehicleOnGround...) then" else outputChatBox( "You already launchd the bomb!" ) end end Don't forget to use "restart [resource]" (or "refresh") after you made changes to a resource. It prevents bugs like these.
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In your ACL (acl.xml) you can add a few lines: <!-- NOTE: Do NOT add the lines in <group> tags, but in the <acl> tags. (e.g. <acl name="Default">) Add the following to your Admin ACL tag --> <right name="command.votemap" access="true" /> <right name="command.votemode" access="true" /> <!-- And the following to your Default ACL tag --> <right name="command.votemap" access="false" /> <right name="command.votemode" access="false" /> This should make admins capable of starting map/mode votes, while normal players can only vote. (not start a vote)
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Ah, issue #4259. It's advised to go back to r725 for a moment, until it's fixed.
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So... Wait, are you asking us how to do this or something? If that's the case, you might want to learn scripting. (CLICKY) If you want someone to make it for you, well unlikely there are many good scripters who do requests for free. If you're asking if there are such resources, take a look HERE if you can find something useful. (Hint: In search, change "Type" field to the desired type of resource and press Search, this will give a huge list of that type of resources)
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I hope you didn't leave em in folders "Required" "Optional and "editor"... lol
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https://forum.multitheftauto.com/viewtop ... 31&t=24334 Read this? The news board is pretty useful you know.
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Just install DirectX 9, even if you're on vista. It won't replace DX10, only update the DX9 libraries on your PC. (or add them) And I recommend you trying again concerning the Visual C++ stuff.
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Keep it up guys! Hopefully it'll be straight to the finish line in a relatively short amount of time!
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Look for key differences between the thing in the first post, and the bomb dropping. When thinking carefully, you should notice the bomb is an object. Object attached to a vehicle, to be exact. While here the plane AND the tanker are both vehicles. It seems like that vehicles being attached to eachother is the bug. Not objects, players, markers... Whatever. (would be cool with markers, you could make a ringthrowing gamemode )
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You see anyone who DOES have a sig?
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function doSomethingWithTheVehiclesOrWhatever() for index,vehicle in ipairs(getElementsByType("vehicle")) do outputVehicleName(vehicle) end end addEventHandler("onResourceStart",getResourceRootElement(),doSomethingWithTheVehiclesOrWhatever) function outputVehicleName(vehicle) outputChatBox(getVehicleName(vehicle)) end addEventHandler("onVehicleRespawn",getRootElement(),function() outputVehicleName(source) end) Something like this should work.
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Issue #3962: Vehicle attachment bug. It's pretty much known since r182, maybe even before that. But I guess this is pretty difficult to fix. I guess there isn't any scriptable way around it.
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If the vehicles are created on resource start: function doSomethingWithTheVehiclesOrWhatever() for index,vehicle in ipairs(getElementsByType("vehicle")) do -- This do the following with ALL vehicles on the server... outputChatBox(getVehicleName(vehicle)) -- Output the vehicle's name end end addEventHandler("onResourceStart",getResourceRootElement(),doSomethingWithTheVehiclesOrWhatever) A little spammish, but hey, it's just an example.
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True. It's not possible in DP2.x. In the next version it's possible though, together with loads of other new stuff and toys to play around with. If you want to try it out, then the nightly builds might be of your interest. But as they're not intended for playing, but just for testing, there aren't that many users.