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.:HyPeX:.

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Everything posted by .:HyPeX:.

  1. According to 1.5 changelog, quality argument was added to dxCreateFont, but there's no documentation there, anyone could tell how this parameter works and where it goes? Thank you. PD: There's some github proofs, but cant find anything about the correct way. https://github.com/multitheftauto/mtasa-blue/pull/4
  2. Tested it, i tried giving it a velocity, it will fall at the same point and time whatever the mass is. However if it would hit a car for example, a mass 5000 will splat the car, while its original 10 mass will only bounce off from it.
  3. No one knows anything about this?..
  4. Bump, anyone?
  5. .:HyPeX:.

    dxDrawImage3D

    Try this local white = tocolor(255,255,255,255) function dxDrawImage3D(x,y,z,w,h,m,c,r,...) local lx, ly, lz = x+w, y+h, (z+tonumber(r or 0)) or z return dxDrawMaterialLine3D(x,y,z, lx, ly, lz, m, h, c or white, ...) end local pnet = dxCreateTexture("planet.png") addEventHandler("onClientRender", root, function() local x,y,z = getElementPosition(localPlayer) dxDrawImage3D(0,0, 20, 20, 800, pnet, tocolor(255,255,255,255),0,x,y,z) end )
  6. Well, i've got 2 issues so far. Code: --Client local newPosRelative = Vector3(0,2,1) local Pos = localPlayer.matrix local newPos = Pos:transformPosition(newPosRelative) object = createObject(3065,newPos) object.frozen = false object.collisions = true object.scale = 1 object.mass = 20 setTimer(function() local velVector = Vector3(0,0,0) object.velocity = velVector end,100,1) setTimer(function() setElementVelocity(object, 0,0,0.2) outputChatBox(object.mass) end, 3000,1) 1st. Issue, the object weight. Modifying the object mass doesnt make any difference when i make it "jump", it will still reach the same height, and fall as quickly, i'm not sure if modifying its mass should make any difference, or i should edit something else? 2nd. Issue, the object scale. As i already know, changing its scale wont change its collision box, but how could i modify its collision box according to scale? Thanks
  7. Thanks alot Jusonex
  8. That would check if the domain is blocked, usefull for checking if smth is blocked, but im missing that "smth" I am not sure how the line where the default whitelist is set helps me..
  9. Bump, anyone?
  10. did you even bother to read? i know what widlcard domain means - I AM ASKING FOR A WAY TO KNOW WHEN THEY ARE BLOCKED AND WICH ONES ARE BLOCKED.
  11. I'm not asking for a global subdomain whitelist by asking, (since i do understand thats a security risk and why), i'm asking for the possibility to know when they're blocked off and make a list for later check..
  12. Hello everyone, i've struggled with this the past hours and couldnt find a way to fix it: CEF when loading a page will automatically block all "Loading" subdomains that the webpage uses, and i wanted to "know" whenever a page is blocked (See spoiler 1). So i could list them, and request them for making the site work. Now i want to retrive those [bROWSER] Blocked Page: *** Is there any way? couldnt find any.. Greetz
  13. Hey there, is there any way to get the blocked pages from developer mode debug? As to make a list and request them to the player later on (Since alot of sites work with subdomains, e.g. plug.dj) I had to allow 2-3 extra pages to make it work.. http://i.imgur.com/YZbUwTj.jpg
  14. Welp, you took me to look at MTA:SE's folder. (Old one) Apparently its a bit easier, they come in XML Arrays: Client Functions: http://pastebin.com/jPXRs49k Server Functions: http://pastebin.com/waUJ4wY7 Client Events: http://pastebin.com/B40MHTnq Server Events: http://pastebin.com/d9wRBcDB Now editing those... seeems a waaay more complex task.. Editing the new one with DB Might be a bit easier..
  15. Yeah, readed about that - But my issue comes to adding it to MTA:SE
  16. Hello guys, i'm running the old MTA:SE and i just like it alot, (And most importantly, i'm used to it) and i'd like to know if there's a way to update its function list (1.5 most probably) MTA:SE Link. viewtopic.php?f=91&t=24834 Greetz.
  17. Hello, i'm On the 1.5 candidate and switched the update-mode to nightly, forced update and updated. Now i get popped up with the "NEW 1.5 NIGHTLY AVAILABLE (7260)", and i keep accepting and restarting MTA, is this an endless loop error? My ver is : Multi Theft Auto v1.5-release-7253 (Does not change on these loop restarts)
  18. Bump, anyone?
  19. Did i say there was? I couldnt find Anywhere the database connection or location, i need that to make my porting..
  20. This was my SQL injection on map start: "CREATE TABLE IF NOT EXISTS `["..md5(name).."]` ( mapname varchar(255),serial varchar(255), name varchar(255), time int, country varchar(255), date int);" I dont have that much of an issue to just load the SQL data and take it out; but where is the SQL connection definition, to wich SQL it connects? I already had found those lines, but the SQL Query does not specify to where it connects.. Greetz.
  21. Hello, i was wondering how does the default race_toptimes save the toptimes? i readed it over many times but i couldnt quite understand the "file" saving. My issue comes to the point i did my own Mysql toptimes but i wanted to retrive the old toptimes and inject them in my SQL table. So far i save them in tables under "["..md5(mapname).."]". Greets HyPeX
  22. Hello everyone, today i decided to give a try to the 1.5 new "Light" functions, and they are somewhat odd. I've found out they affect only the ped? Is this a bug or just how it is going to be? Code used: local light = createLight(1, 0,0,0,12,255,0,255,0,0,2,true) addEventHandler('onClientPreRender',root,function() local veh = getPedOccupiedVehicle(localPlayer) local rad = getElementRadius(veh) setLightRadius(light, rad*2) local x,y,z = getElementPosition(veh) local dist = getElementDistanceFromCentreOfMassToBaseOfModel ( veh ) setElementPosition(light, x,y,z-dist) end) Result: EDIT: Tried making it from up... Result: EDIT2: Adding more lights to "apply the multiplier to everything" only seems to affect elements, but not the "world" local light = createLight(1, 0,0,0,12,255,0,255,0,0,-2,true) local light2 = createLight(1, 0,0,0,12,255,0,255,0,0,-2,true) local light3 = createLight(1, 0,0,0,12,255,0,255,0,0,-2,true) addEventHandler('onClientPreRender',root,function() local veh = getPedOccupiedVehicle(localPlayer) local rad = getElementRadius(veh) setLightRadius(light, rad*2) local x,y,z = getElementPosition(veh) local dist = getElementDistanceFromCentreOfMassToBaseOfModel ( veh ) setElementPosition(light, x+2,y,z+dist*4) setElementPosition(light2, x+2,y,z+dist*4) setElementPosition(light3, x+2,y,z+dist*4) end) created objects are not affected aswell
  23. Bump, anyone?
  24. Well i'm not sure how is this happening, but i have the following: A Render target with my maplist. The BG (Wich allows 8 maps to fit) is drawn inside the render target the quantity of maps divided by 8 (Becouse it allows 8 maps each image) I stop the BG short away from the "visible point" (As only a part of the render is drawn) to improve performance. This works. However, i tried to implement this on my dxDrawText for the map names, and it certainly failed, but in a weird way, and i cant understand why. The text stops drawing correctly at 0.043 of progress (Number provided to check the code for my flaw..) This is my code: local mapslist = upanel.tab.mapstore.mapslist or {} local large = math.ceil(#mapslist / 8 )+50 local progress = upanel.tab.mapstore.progress or 0 dxSetRenderTarget(maplist) outputConsole(progress) for i=1, large do if i >= (progress * large) - 2 and i <= (progress*large) + 2 then dxDrawImage(0,0+mapY*(i-1), mapX, mapY,"img/mapshop/MapListBG.png") end end for i=1, #mapslist+(50*8) do if i >= (progress*(#mapslist+(50*8))) - (2*8) and i <= (progress*(#mapslist+(50*8 ))) + (2*8 ) then dxDrawText("[DM] Your Mum is so big that it cant fit in here",5,0 + (mapY/8 ) * (i-1),mapX - 30, (mapY/8 ) * (i-1) + (mapY / 8 ),tocolor(255,255,255,255),1,upanel.default[10],"left","center",true) dxDrawImage(mapX - 23,(mapY/8 ) * (i-1) + ((mapY/8)/2 - 18/2),18,18,"img/mapshop/FavN.png") end end dxSetRenderTarget(panel) dxDrawImage(-sx+300+localtab*bx+mapX+1,65,13,mapY,"img/mapshop/BarBG.png") local possible = mapY - 166 dxDrawImage(-sx+300+localtab*bx+mapX+1.5+1,65 + possible * progress,11,166,"img/mapshop/bar.png") dxDrawImageSection(-sx+300+localtab*bx,65,mapX,mapY,0,0+mapY*large*progress,mapX,mapY,maplist) Explanation: The "50" Extra are for testing purposes (As right now the #mapslist is returning always 0, so i assume the maplist is 50*8 maps long.) Note: The "Extra white" line is the bottom of the BG image. Visual: Thanks in advance HyPeX
  25. It is there however, i added it just in case as a test... This is serverside, a little more up: --Events addEvent("onPlayerRaceWasted", true) addEvent("onClientWastedByHunter", true) addEvent("onPlayerPickUpRacePickup", true) addEvent("onPlayerRequestMapList",true) --Functions function onClientAskMapList()
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