
Gamesnert
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Everything posted by Gamesnert
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I don't understand you a little bit, but it looks like you're talking like spotlight is an object. It's not. I looked at the mission code where spotlights are created. They're not created in the same way. He's saying: Can't you replace the light of the spotlight with a big white marker in the meantime? (I think) Anyway, we don't even seem to have the object itself... I guess you should import something like it using the engine functions if there really isn't anyone able to find it. But then you still have the light problem, what isn't fixed by using a marker. It would only look a bit weird because you can't seem to change RotX of the marker, resulting in a straight marker. Also, I don't think it makes any area brighter. Would be cool if this would be possible, but it doesn't seem like it... =/
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In stealth you generally have a big disadvantage if you're impatient and go running, don't take cover, or are just not cautious enough. So many people generally run into mines in the first few seconds. In gunfights it's always important to have the right weaponry and the right skills to use them. And cover ofcourse. Some people (like me) have a terrible aim, in which it might take up to 3 seconds before you can finally shoot on your opponent, since you just can't lock sooner. This might be the biggest thing helping you. And ofcourse, some places are better to take cover behind than others. Knowing the best places is somewhat all-important. I don't know for sure if these are all the things helping, or some aren't even helping, but this is what I guess and what I've seen so far.
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So you mean uploading of server configuration, right? I have some other questions anyway: -What doesn't work sometimes? -Is there something wrong with binding IP+port? In this case, open mtaserver.conf and empty the tag. -Doesn't the normal set-up help? There's one in THIS topic.
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That example did show you where to put the addEventHandler, if you payed attention.
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function crearVentanaSplash ( ) ventanaSplash = guiCreateWindow ( 0.25, 0.25, 0.5, 0.5, "MTA: No More Hope", true ) guiCreateLabel ( 0.07, 0.1, 0.9, 0.1, "Para continuar, inicia tu sesion o bien crea una cuenta nueva.", true, ventanaSplash ) botonLogin = guiCreateButton ( 0.25, 0.3, 0.5, 0.2, "iniciar sesion >>", true, ventanaSplash ) botonRegistro = guiCreateButton ( 0.25, 0.55, 0.5, 0.2, "registrarse >>", true, ventanaSplash ) guiSetVisible ( ventanaSplash, true ) guiSetInputEnabled ( true ) addEventHandler ( "onClientGUIClick", botonLogin, pulsarBotonLogin, false ) end addEvent ( "crearSplash", true ) addEventHandler ( "onClientResourceStart", getResourceRootElement ( getThisResource ( ) ), crearVentanaSplash ) .. function pulsarBotonLogin ( boton, estado, absoluteX, absoluteY ) guiSetVisible ( ventanaSplash, false ) crearVentanaLogin ( ) end No, GUI in 1.0 isn't f*cked as you say. You should start paying more attention to WHERE you place your addEventHandlers.
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ACL.xml, general.http or something. If I remember it correctly, setting this to true for group "default" would do the trick.
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Removing the vehicle doesn't happen by itself, you should script that. So let me help you a little. You may want to use these things: addEventHandler onVehicleExit destroyElement A quick hint: local vehicle=createVehicle ( vehID, newX, y, z ) --Save the vehicle, so the script knows which it is addEventHandler("onVehicleExit",vehicle,destroyThisVehicle) When using this piece, make a new function destroyThisVehicle, in which only vehicles spawned with this method will be destroyed. (with destroyElement) There's a clear reason why I did "local vehicle=...", because if you look in the addEventHandler, I'm actually using that variable. On this argument: Note that in destroyThisVehicle you can get the vehicle by typing source. This will get the vehicle the vehicle that triggered the event. Meaning the vehicle which one of the players exited. In this way, it will only trigger destroyThisVehicle if it's created by this code. Hope you understand it, and good luck.
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You mean like "start broph"? settings.xml isn't for that... It just saves resource settings which have been set, that is all. For starting resources automatically, use mtaserver.conf.
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http://development.mtasa.com/index.php?title=Main_Page 1. Click on this link 2. Type setSkyGradient in search. 3. Press enter. 4. Look on the really-obvious-colorful-thing on the top of the page. 5. Use the wiki for now on to get questions like this answered. Was that so hard? And about the getResourceRootElement, change it to getResourceRootElement(getThisResource()). Because I think the theResource parameter is only optional in 1.0.
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Eh, well... Try it? I don't see what you're pointing to...
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Advice: You didn't even MENTION the data files.
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It should work with the latest. Oh and Kaliton (or something) I think you missed a few steps. Read it again.
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Don't make it so hard, just do gamemode [gamemode] ([map]) For instance: gamemode race race-channel If you do this, race will be notified that a map for race has been started through mapmanager resource. Making race capable of reading the map and starting the gamemode. Get it? Because that's how most of the map-based gamemodes in MTA work.
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22 crashes in 3 days... Will I be in the guiness book of records? Zip is here: [attachment=0]dumps.zip[/attachment] I don't remember how all of them happened. But about 4 are from Interstate69, a few from some other gamemodes, and a whole load from randomly messing around. Some reasons for certain crashes: -Setting a lot of peds to choking with setPedChoking seems to cause a crash. (one of the last dumps) -Disconnecting sometimes seems to make me crash -Interstate still seems to make me crash. (somewhere between dumps 01012009_2125 and 01012009_2337) -(quite) A few appeared to be random, not sure what the cause was. Hope it helps.
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Patch is right above this topic in the list... =/ Besides, I meant the MTA version.
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What's wrong with http://development.mtasa.com/index.php?title=DxDrawText? Most GTA fonts are included. This I guess, but it wouldn't need an entirely new function.
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Then he'd also mean make your own minimap, but I think that's a little too hard to do.
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I meant to toggle blips individually for them, not disable the maps. So a little easier: I might want to show a blip on the F11 map, but not on the minimap. Get it?
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I was already wondering why I didn't see it in the ped functions.
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Just download the nightly at the first link of Robhol's first post, THEN download the data files and unpack them in the GTA SA folder. Actually, just read all of his posts (except for the last one ) and you'll know about enough to get it running.
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Wait, what version do you have? If you have one of the nightlies there seems to be a bug which causes #9 and #10 errors on restart of resources. Otherwise, download error 9 means UNABLE_TO_DOWNLOAD_FILE. (see bottom of Client manual on the wiki) There might be something with the connection, or the server's HTTP port isn't open. Does this occur on only 1 or more servers?
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What I'd like to say is that there should be a toggle for the minimap and for the F11 map. So that you can enable or disable it for a map of your choosing. Because exactly the problem you describe is kind of annoying to me too. =/
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Try timers on the functions that don't work? For as far as I know that should help.
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Interesting Info that may help in Development.
Gamesnert replied to DazzaJay's topic in General discussion
Did it in singleplayer then? I actually never saw a Hydra dropping flares other than mine... =/ But I'm sure that the missiles will first go through all of your flares in sequence and then after you in MTA. -
Starting from 1:13.So it should be possible.