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JR10

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Everything posted by JR10

  1. moveObject shouldn't cause you any performance problems. interpolateBetween will only calculate the positions, you'll have to use setElementPosition to move the element on render.
  2. JR10

    ACL issue

    Why don't you just use the default ACL file and then re-edit it more carefully?
  3. You'll have to store the reports in a table, send that table client-side and then populate the gridlist.
  4. You can start by posting your code.
  5. JR10

    pls reply

    If it's random then how do you expect your server to remain on top?
  6. Script the GUI and use triggerServerEvent on click to send the data server-side. We're not going to script it for you.
  7. JR10

    Tables

    Using getDistanceBetweenPoints3D on render is pretty bad. Just use onClientColShapeLeave.
  8. JR10

    Flag changer

    The default scoreboard doesn't support flags. Yours must be edited. So how can we help you if we don't know what you're using to get someone's country? The admin panel maybe?
  9. JR10

    Problem map

    World objects or custom objects from the map?
  10. JR10

    Tables

    How about onClientElementStreamIn? It might not be the same distance you want, I'm honestly not sure but it might work for you.
  11. And what's the point of this post then? They can already check it out in the Tutorials section. Locked.
  12. I guess the script is interfering with some other script that is resetting the skin back to the default one. You're gonna have to edit the other one.
  13. The way the drawYourTime checks for ut, it shouldn't work. It checks if ut is nil or not, if it is it sets ut to the current tick count. So, if ut is set to zero, it won't update its value. if not ut or ut == 0 then This way it'll update it if it's equal to zero. You could just update ut whenever the event is triggered and not worry about updating it in the drawYourTime function.
  14. When is startCount triggered? Adding ut = nil in the startCount event handler could solve your problem, depending on when startCount is triggered.
  15. I suggest you start reading more Lua tutorials. The first argument is the shader you created, in this case it's 'myShader'. The third one is a texture, can be an image or a texture element created with dxCreateTexture. You need to specify a texture to replace the existing (GTA's default) one. dxSetShaderValue(myShader, 'gTexture', TEXTURE If you didn't understand that then we probably can't help you.
  16. I don't think anyone in MTA would actually care for live coding streams.
  17. You need to replace each argument. This is just the basic syntax.
  18. dxSetShaderValue dxSetShaderValue(shader, 'texture0', TEXTURE)
  19. It was confusing to me at first as well. I think the way it works is by checking for the value's type.
  20. JR10

    Help please

    Placing a bounty should be fairly easy. You can use a table to store the bounty placed on each player. You just need to get who "destroyed" the player. One way to do this would be to get the last contact and store it in a table, and when the player dies, check his last contact.
  21. I don't really understand the problem and the video is private.
  22. What are those bugs? We can't help you unless you tell us more about what's not working.
  23. JR10

    Help

    You have an extra end. And you don't need to check if source is not the localPlayer as the event is only attached to the localPlayer. function protect_team(attacker, weapon, bodypart) if getPlayerTeam(source) and getPlayerTeam(source) == getTeamFromName("TEAM_NAME") then cancelEvent() end end addEventHandler("onClientPlayerDamage", localPlayer, protect_team)
  24. JR10

    setskin ID

    You actually wrote parts of that script in your post. So why didn't you try something first? addCommandHandler('vipskin', function(player, _, skin) skin = tonumber(skin) if (not skin or skin == 271) then return end if (not getElementData(player, "vipTime")) then return end setElementModel(player, skin) end)
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