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Posts
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Everything posted by IIYAMA
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Maybe possible with: setWeaponProperty Using flags. You only know when you try.
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Ah indeed, I did misread. I thought he mentioned onClientResourceStart.
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John, This is incorrect. A resource can't start when not all files are there. If that was true, each resource would give a lot of errors while starting.
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And why didn't you post that part?
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@barikat You are now committing plagiarism, because you are not mentioning the owner of the podium resource. -- But now about the problem. A resource is not running? (resource: neonapi) That is visible in your debug window. Which can be found here: https://community.multitheftauto.com/in ... ls&id=7068 I have never used this resource, so I do not know if this is the main problem.
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onClientPlayerWeaponFire is triggers after the bullet has been fired, that's why there is no info on the wiki about cancelEvent. And if it did, these parameters wouldn't make any sense:(hitX, hitY, hitZ, hitElement)
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I am not pro in strings, but this is what I can do. local testString = "Furkan Ozulus" local stringLength = string.len(testString ) local newString = "" for i=1,stringLength do if math.random(2) == 1 then newString = newString .. string.sub(testString,i,i) else newString = newString .. "_" end if i ~= stringLength then newString = newString .. " " end end outputChatBox(newString)
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local testString = "Furkan Ozulus" local newString = string.rep("_",string.len(testString )) outputChatBox(newString) Or: local newString = string.rep("_ ",string.len(testString )) outputChatBox(newString)
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All characters included spaces?
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For large amount of data, I recommend: triggerLatentClientEvent Else the client might timed-out, triggerClientEvent has a high priority over the MTA network.
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In my opinion they should release a version within circa 4 months. With that inaccurate date, people have to wait a full year for new features which are already finished. But that is just my opinion.
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MTA 1.6, Project_train progress Army train carts: FullScreen? FullScreen? Added signal sounds at the level crossings. FullScreen? As well as a horn sound, at crossing places without signal signs. And 50% less CPU usage as I showed before.
- 28 replies
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- trains
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This is how it should be used. if isElementWithinColShape(vehicle,colshape) then outputChatBox("YES!") else outputChatBox("NO!") end Although empty vehicles have sometimes no syncer.
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1.6 ready! (this is about the full release) - Fixed train-track bugs. - Optimised. 1 Train. Train streamed IN. Circa 0.68% Client CPU Train streamed OUT. Circa 0.45% Client CPU CPU usage 15 Trains. Thanks to a quick index method, the train locations will be calculated much faster.
- 28 replies
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- trains
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+ for getting it: getAccounts getAllAccountData
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Heh? Code better than others? That wouldn't make a difference in not be able to understand it, a foolish conclusion if you ask me. Better code would probably be better to understand. Anyway, is it so hard to bring the word "complexity" up? Or is it just me? There is nothing offending about what I am saying, complex code is just not understandable for most people. Anyway, be happy that it is free...
- 28 replies
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- trains
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If it was open source you wouldn't understand a damn about it. If you did(0.1% of the scripters), you would be able to make it on your own. So I don't see a ***** reason why it shouldn't be compiled.
- 28 replies
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- trains
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The element(timer) will be destroyed. But the variable will still contain the userdata of the element(timer), which is invalid and can't be considered as a reference to an element. For example: (execute these lines in your code) -- We start a timer: local timer = setTimer(function()end,1000,1) -- We check the timer: outputChatBox("The userdata of the timer: " .. tostring(timer) .. ", is the timer an element: " .. (isTimer(timer) and "yes" or "no") .. "." ) -- Now we destroy it: killTimer(timer) -- And now we check the timer again: outputChatBox("The userdata of the timer: " .. tostring(timer) .. ", is the timer an element: " .. (isTimer(timer) and "yes" or "no") .. "." )
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@#meS Line 11, a timer isn't the same as a function. @Rob A table isn't the same as a timer and a typo on line 3. Only Dimos7 code might work if you(#meS) add the event onClientGUIClick + killTimer part. Which you still haven't posted yet, it is stupid to say that it isn't working when you are not showing everything that is required to finish the code.
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Another function will be implemented soon: (it is already finished, but for next version 1.0.1) [b]getPlayerMapStatus()[/b] Require: [i][color=#00FF00]element [/color]player, [color=#00FF00]string [/color]mapName[/i] Returns: [i][color=#00FF00]string [/color]status[/i] Or [i][color=#00FF00]boolean [/color]false[/i] Possible status: "DOWNLOADING" [color=#00FF00]-- Player is downloading the map.[/color] "LOADING" [color=#00FF00]-- Player is generating/loading the map[/color] "LOADED" [color=#00FF00] -- Player has loaded the map.[/color] false [color=#00FF00]-- Player variable is invalid or the player hasn't started downloading this map.[/color] And a new event: [color=#0000FF]"onPlayerCancelMapDownload"[/color] Source: [i][color=#00FF00]element [/color]player Arguments: [color=#00FF00]string [/color]mapName[/i] RELEASED 1.0.1
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Hmm there you got a point, away with that word.
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Map loader This is a map loader, which can let specific players download a map of choice. Maps will be generated clientside and the resource is capable of loading extreme large maps. Loading the map will be done with a speed the pc can handle. The code execution time will be reduced to circa 10 ms. Which is the frame time of a player with 100 fps. So technically when you have 100 fps you still have 98/100 fps when this resource is loading a map. But this is based on running only this resource and based on predictions/knowledge. Which you can't trust... The .map files are unloaded afterwards reading them. But the resource will keep a buffer of the processed data until no more players are using that map. This will speed up the resource when it is used for multiply players. The resource can be managed with the following functions (serverside): loadMapForTarget() Require: element player/root, string mapName Returns: boolean success, string message unloadMapForTarget() Require: element player/root, string mapName Returns: boolean success, string message getPlayerDownloadProgress() Require: element player Returns: int percentages or boolean false Version 1.0.1 or higher getPlayerMapStatus() Require: element player, string mapName Returns: string status or boolean false Status list: string "DOWNLOADING" -- Player is downloading the map. string "LOADING" -- Player is generating/loading the map string "LOADED" -- Player has loaded the map. boolean false -- Player value is invalid or the player hasn't started downloading this map. Events(serverside): "onPlayerLoadedMap" Source: element player Parameters: string mapName int loadTime "onPlayerUnloadedMap" Source: element player Arguments: string mapName Version 1.0.1 or higher "onPlayerCancelMapDownload" Source: element player Arguments: string mapName Events(clientside): "onClientPlayerLoadedMap" Source: element localPlayer Arguments: string mapName, int loadTime "onClientPlayerUnloadedMap" Source: element localPlayer Arguments: string mapName The same information about the functions and the events can be found inside the meta.xml Element types that are supported: objects, peds, vehicles, markers and pickups If you found any bugs, which might be in there. Don't be shy and let me know, I will exterminate them. And don't forget, this resource require some rights in order to read map files from other resources: DOWNLOAD 1.0.2 For developers a quick source code preview: Server Client
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2 hours? > /debugscript 3 > 2 seconds.
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No, just an unstable model(id or file) or MTA/GTA bug.
