bandi94
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Everything posted by bandi94
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for a beginer in LUAyou can try this QTtoLUQ you create a QT window and after QTtoLUA create for you the LUA code http://dkrclan.com/?p=qttolua&large
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if you got a client side script or you edit it 100% server-side or make a server side script whit the binkey part and if you press the key then triggerClientEvent (the client side script( cilent.lua))
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i think is client side edit it to server side or use triggerClientEvent
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something like this http://www.ipinfodb.com/ whit callRemonte i find this on a german site(i dont understand nothing on the forum so ..) but this ipinfodb is not accurate for my ip not show's the city for a firend show's another city and timezone ..
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hmm i maked an NPC taxi on airport whit markers when the car hit the marker then trigger setPedControlState(pilota1,"vehicle_right",true) when leave the marker then setPedControlState(pilota1,"vehicle_right",false) and worked whit 3 players (+/- ) but i will cover the all road edges whit marker/ColShapes if the car leaver +/- the route hit the marker and turn bk on router(like @CrystalMV say) and i think the plane i will make whit attach object and server side (for busses it will be non realistic whit attach object and the road is not flat ...) now my question is can i detect the object/car that hit the marker ? or only whit ColShape can be detected and if only whit colShape then the "ColSphere" is as marker in form and radius bk ColSphere is invisible and can i make a group of markers/ColSphere like in 1 group are the left side markers and in another group the right side markers and then "onMarkerHit",leftgoup,turn right) ? and thx for everyone who helped me (or some function to get the marker what was hited? ex "onMarkerHit" .. getHitedMarker ..... and then whit a in pars function chek in what group is that marker/ColShape)
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@CrystalMV WOW i understand 50% ok when a player joined the server form server side it get the element curent position and send it for client side after calculate the rotaiton but how the client side script set up /calcualte automaticali the control state (i mean on my idea whit colShapes i set up for every colShapes the changes ex setPedControlState(pilot,"vehicle_left",true) when hit it and whit a timer or when left then make it false) but how i understand you make this setPedControlState setup/calculate automaticali hmm.. ? (or you mean the ped need only to go forward and then only you setup the ped rotation )
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function hide(player) setPlayerNametagShowing ( player, false ) end function show(player) setPlayerNametagShowing ( player, true ) end addCommandHandler("nickoff",hide) addCommandHandler("nickon",show) for stop votemanager delete this line " " form mtaserver.conf
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@NeXTreme thx for links but i know already that stufs yes you can use rotation and Velocity but if i think on it a litel you have a lot of work whit that for each turn you need to setup rotation Velocity and .... and after turn get it back .... i will try whit the ColShape's and i will post the result (after the plane is coming some bus trafic and it will be more realistic whit the ColShapes theory
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@Wojak that is a good idea to but i get an idea for more realistic bk my plane has the setuped route and not to folow somedoy i will try to create ColShape's on the route and when the plane hit the coolsape then trigger on clients side a moddification like setPedControlState(pilot,"vehicle_left",true) and affter whit setTimer... to make it false and then theoretical the event is triggered at same time for each player ( when the plane hit the ColShape ) and then theoretical it need to be synced (only for each modification need a ColShape) and it will be realistic for cars to
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hmm i got an idea i need to test it when a player join the server side script check's the plane position and when the plane is in landing section then tigger the clients side scrip ( when all players left the server then plane is moved on the landing section) then for all players the clientside script start at 1 place and theoretical then need to be sync for all players add it wil be nice a server side PedControlStat in next version's
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i wana make an NPC(self driving) plane the best way is make it server side but setControlState what is server/client side its only working whit real players not work whit a created ped setPedControlState its only clientside i tryed to make it whit trigger function but i get a messup 1 plane controlated by more player and not in sync hmm some ideas how can i make it 1 plane visible and sync for all players flying (whitout set up whit ElementVelocity rotations and more it will take a lot of time for 1m and for 3 airports .. )
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ohhh thx for all and now I realized that i make a s**t bk the server side make's a plane whit a pilot and the client side script moves the planeand its visible to everyone but if i have 2 players each client side script it will control it in difrent sync and it will make a big s**t however i wana make 1 NPC plane but whit SetControlState i can't make it bk its only for player not work for created ped somebody some ideas how can i make it ( 1 plane controled by script visible to everyone in same time (sync for all player) takeoff fly land and back .....)
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i am whit this script server side function spawn() local repulo1 = createVehicle(519,1949.039,-2494.000,14.539,0,0,90) local pilota1 = createPed(61,0,0,0) warpPedIntoVehicle(pilota1,repulo1) triggerClientEvent ( "fly", getRootElement(),pilota1) end addEventHandler("onResourceStart",root,spawn) client side function go(pilota1) setPedControlState(pilota1,"accelerate",true) setTimer(setPedControlState,4000,1,pilota1,"steer_back",true) setTimer(setPedControlState,10000,1,pilota1,"steer_back",false) end addEvent( "fly", true ) addEventHandler("fly",root,go) meta <meta> <script src="server.lua" type="server" /> <script src="client.lua" type="client" /> </meta> and i get " Server triggered clientside event fly, but event is not added clientside" hmm where I wrong
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https://wiki.multitheftauto.com/wiki/Main_Page or pay somebody to make this for you and we will help you after you have some codes you need to use getAccountData() setAccountData() -- for stats get saved when player left the server
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try to use getDistanceBetweenPoints3D() getElementsByType ( "player" ) then first object are you (i think you need nearlest car form you ) and secound are other players and then check for each player if has a vehicle and if yes then check distance and if is smaler then ..
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function off(player) local car = getPedOccupiedVehicle(player) setVehicleEngineState ( car, false ) end addCommandHandler("engineoff",off) next time try to make a part of script and we will help you whit errors you wana find the nearlest player form a car/plane
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use this http://mta.dzek.eu/peds/ and is "onClientResourceStart" not 'onClientResourceStart' function loadTXD() local txd = engineLoadTXD ( "FAM1.txd" ) --returns userdata engineImportTXD ( txd, 105 ) --returns true end addEventHandler("onClientResourceStart", root, loadTXD )
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i say again use " /debugscript 3 " to find and post the error
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use /debugscript 3 to find the error
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put in the map folder and add to meta
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yes i know what is it the secound argument (else i don't put it ....)
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function commitSuicide (player) killPed ( player, player) end addCommandHandler ( "kill", commitSuicide)
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CapY.. that is only a part of script not the full script is missing the handler and ...
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he ask for what to use the freecam not what is it ...
