
bandi94
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Everything posted by bandi94
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1. modes/base.lua : line 95 Countdown.create(5, RaceMode.startNextMapSelect, text, 255, 255, 255, 0.6, 2.5 ):start() to Countdown.create(1, RaceMode.startNextMapSelect, text, 255, 255, 255, 0.6, 2.5 ):start() 2. change 3,2,1.png's to blank images
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Well shader's is the only way , you could try to get the name with this : https://nightly.multitheftauto.com/files/shaders/ ... _names.zip
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function refreshGUI() guiGridListClear(gridList) for index, player in ipairs ( getElementsByType ( 'player' ) ) do if ( player ~= localPlayer ) then guiGridListSetItemText ( gridList, guiGridListAddRow ( gridList ), 1, getPlayerName ( player ), false, false ) end end end addEventHandler( "onClientPlayerQuit", getRootElement(), refreshGUI )
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function showGUI ( ) local tostate = not guiGetVisible ( win ) guiSetVisible ( win, tostate ) showCursor ( tostate ) guiGridListClear(gridList) for index, player in ipairs ( getElementsByType ( 'player' ) ) do if ( player ~= localPlayer ) then guiGridListSetItemText ( gridList, guiGridListAddRow ( gridList ), 1, getPlayerName ( player ), false, false ) end end end addCommandHandler("aj",showGUI)
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A Concerned Citizen , KK you are good , lua.org is bad .
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loadstring The bad side of "loadstring" is that it can't be stopped easy , once the code is loaded you can't stop it unless you are using warpper's
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Then please go and tell to the LUA dev's that they write it wrong on the lua.org http://www.lua.org/pil/20.2.html Some characters, called magic characters, have special meanings when used in a pattern. The magic characters are ( ) . % + - * ? [ ^ $
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"loadstring" shoud be use when there are no other options , bk to stop the loaded code you need to unload EventHandlers , to do that you need warppers , with warppers you will warp your own EventHandlers to and not only the loadstring one , so there is much more work.
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Make the load function with triggerClientEvent. in meta.xml add only the .lua files , after manual downloaded the .dff / txd you simpli call the loading function. triggerClientEvent(player,"loadMods",player)
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string library have some special characters call'd "magic characters" : ( ) . % + - * ? [ ^ $ So when you are using "string.gsub(mapName, "[old]", "[OLDS]")" then "[]" are seend as magic characters and not as a character. To make string.gsub to use this "magic characters" as normal characters you need to put in front of them a "%". string.gsub(mapName, "%[old%]", "[OLDS]")
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Use : guiSetEnabled(background,false)
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Hy. There is the "webadmin" resource. Now i wanna make something like that but i wanna a different address for the page and not the server ip:port. Mainly i wanna only data's from the server , somebody access the webpage and then there will be a list with the online player's and some account data for each online player. So i need only to send data from server->php when the php ask it. Now is there any way to change the ip:port URL to a custom one ? Or not , if there is no way then i was thinking to make 2 php scripts one hosted as resource on the server , and one on my page , and then when somebody access the page the php will call the php from the server , that php getting all the info from the server and sending it back to the php hosted on the web page. Would this work ? I am not to "pro" on php/html THX.
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local image = guiCreateStaticImage() setTimer(destroyElement,5000,1,image)
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Yes you can use 2 "addEventHandler" for one function.
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It is used in 3D modeling for extra object's. Like i add a spoiler on the infernus and i name it "extra1". InGame the spoiler will not be showed . To make the spoiler visible you need to use "setVehicleVariant" . This function could be using for a custom car tunning , without using "attachElement" to the car , it makes the tunning a bit easyer
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Go to : race/nametags.lua and delete it .
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Well , i made this with country , city . I send the IP with fetchRemote to my php , my php call a webpage that is locating the country and the city , the webpage return the 2 data to my php , and my php back to the server . But 20-30% of the time the city is returned wrong , so i would sugest that the player can chose his city.
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Well , i changed it to "triggerLatentClientEvent" and then with "getLatentEventStatus" i can get the "percentComplete" data from it. Thx anyway
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function displayPosition() local x,y,z = getElementPosition(getLocalPlayer()) outputChatBox("X:"..x.."Y:"..y.."Z:"..z,0,255,0) end addCommandHandler("pos",displayPosition) P.S : you dont need to put ";" in LUA , like in C++ indicating that is end of the line.
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HY. I completed a manual file download everything is working perfect. Now i wanna customize it with a download progress. It's working with : fileRead TriggerClientEvent fileWrite Now on server side i can get the file size and number of them , but i can't figure out , how can i check the file transfer state , the function on client side will be triggered in the moment when the "TriggerClientEvent" completed sending the data from "fileRead" . Is there any way to detect how much data was sended / downloaded by the client ? Or to get the download speed and from there make the math with the file size ? THX
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playSound3D attachElements
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hmm it should be show'd , check if www.game-state.eu can see it .
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Yes it is possbile , most common way to do that is : atan2f / atanf . Here is my old aimbot for some multiplayer FPS - game i played. The code is made in C++ , and for 3D camera , yaw/pitch/roll . This is just an exempel how could it be made. Ofc this must be edited to work on MTA , but it's a start for you what to search. D3DXVECTOR3 NewVector; NewVector.x = pClientInfo->g_pLocal->Pos.x - g_pESP.pPlayers[AimAt].Aimcords.x; NewVector.y = pClientInfo->g_pLocal->Pos.y - g_pESP.pPlayers[AimAt].Aimcords.y; NewVector.z = pClientInfo->g_pLocal->Pos.z - g_pESP.pPlayers[AimAt].Aimcords.z; float CamYaw = (float)atanf(NewVector.x/NewVector.z); if(NewVector.z > 0.0f && NewVector.x < 0.0f && CamYaw < 0.0f) CamYaw += D3DX_PI; else if(NewVector.z > 0.0f && NewVector.x > 0.0f) CamYaw += D3DX_PI; DWORD tempKey = 0; switch(AimbotKey) { default: tempKey = VK_LBUTTON; break; case 1: tempKey = VK_RBUTTON; break; case 2: tempKey = VK_SHIFT; break; } if((GetAsyncKeyState(tempKey) && !Aimbotkeyon) || (Aimbotkeyon)) { pClientInfo->g_pLocal->pitch = (float)atan2f(NewVector.y,(float)sqrt(pow(NewVector.z,2) + pow(NewVector.x,2))); pClientInfo->g_pLocal->yaw = CamYaw;
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What to explain better ? I asked if loadstring can load coplied lua's. (luac, luaQ)... Well i need to use it , i have no option.
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what is "markerpv" ? You have only : markerpv_1, markerpv_2, markerpv_3, markerpv_4 . And in "addEventHandler" you added "markerpv" .