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Everything posted by IIYAMA
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dirty hax? It is just a simple overwrite using lua, if you know a little bit lua this isn't a big deal.
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Resources: Everything else about resources.
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setElementModel isn't in the code you posted, pls get serious or I will stop helping you.
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How did you set-up your triggerServerEvent(??????) ?
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setplayerteam(source,team) setPlayerTeam(source,team) cancelEvent cancelEvent() Even so, cancelEvent has no function in this set-up.
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You don't need to know the password, it is optional. account = getAccount ( string username ) -- or account = getAccount ( string username [, string password ] ) [ string password ] = optional
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https://wiki.multitheftauto.com/wiki/GetAccount https://wiki.multitheftauto.com/wiki/Ge ... tsBySerial
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Your mistake: Parameters string fileName, bool success fileName: the file downloaded. success: whether successful or not. https://wiki.multitheftauto.com/wiki/On ... adComplete Success isn't the first parameter/variable!
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Try something like this: Client: addEventHandler("onClientPreRender",root, function () local vehicle = getPedOccupiedVehicle(localPlayer) if vehicle and local i, firstPlayer = next(getVehicleOccupants(vehicle)) if firstPlayer == localPlayer then if getElementHealth(vehicle) < 250 and not isVehicleDamageProof (vehicle) then setVehicleDamageProof(vehicle,true) triggerServerEvent("blowUpVehicle",vehicle) end end end end) Server: addEvent("blowUpVehicle",true) addEventHandler("blowUpVehicle",root, function () if isElement(source) then setVehicleDamageProof(source,true) local x,y,z = getElementPosition(source) createExplosion (x,y,z,0,client) local players = getVehicleOccupants(source) if players and next(players) then for i,player in pairs (players) do killPed(player) -- add here peds or something like that. end end end end)
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Because results is defined 2 times and the one inside the function is a local. function divideThisValue(value) local value = value local splitUpInParts = 5 ------ local valuePeaks = (100/splitUpInParts)/100 local results = {} local valueInParts = math.floor((value/splitUpInParts)+0.5) local valueTotal = 0 for i=1,splitUpInParts-1 do local peak if math.random(2) == 1 then peak = math.random(math.floor((valueInParts*valuePeaks)+0.5)) else peak = -math.random(math.floor((valueInParts*valuePeaks)+0.5)) end local result = valueInParts+ peak results[#results+1] = result valueTotal = valueTotal+result end results[#results+1] = value - valueTotal return results end addEvent("onEstimatingOver", true) addEventHandler("onEstimatingOver", root, function() onFactoryWindowClose() if estimating then estimating = false end local valueof = tonumber(getElementData(getLocalPlayer(), "Rocks:iron")) or 0 if guiGetVisible(GUIEditors.window[1]) then local results = divideThisValue(valueof) if results then local copper = results[1] or 0 -- if it fails some how, which probably will not happen. local bronze = results[2] or 0 local silver = results[3] or 0 local iron = results[4] or 0 local gold = results[5] or 0 guiSetText(GUIEditors.copper, tostring(copper).." grams\n"..tonumber(copper*25).."$") guiSetText(GUIEditors.bronze, tostring(broze).." grams\n"..tonumber(bronze*35).." $") guiSetText(GUIEditors.silver, tostring(silver).." grams\n"..tonumber(silver*45).." $") guiSetText(GUIEditors.iron, tostring(iron).." grams\n"..tonumber(iron*46).." $") guiSetText(GUIEditors.gold, tostring(gold).." grams\n"..tonumber(gold*60).." $") end end end)
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onPlayerQuit Parameters string quitType, string reason, element responsibleElement quitType: How the player left. This argument can be: "Unknown" "Quit" "Kicked" "Banned" "Bad Connection" "Timed out"
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good question. But try something like this: -- setup -- local value = 500 local splitUpInParts = 5 ----------- local valuePeaks = (100/splitUpInParts)/100 local results = {} local valueInParts = math.floor((value/splitUpInParts)+0.5) local valueTotal = 0 for i=1,splitUpInParts-1 do local peak if math.random(2) == 1 then peak = math.random(math.floor((valueInParts*valuePeaks)+0.5)) else peak = -math.random(math.floor((valueInParts*valuePeaks)+0.5)) end local result = valueInParts+ peak results[#results+1] = result valueTotal = valueTotal+result end results[#results+1] = value - valueTotal -- rest value for i=1,5 do outputChatBox(results[i]) end This are the results from the demo The results do not have extreme ups and downs, but at least they will not be lower then zero.
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Next version will soon be released. New features: [b]- Setup weaponswitch speed limit (default).[/b] You can change the amount of time it takes to switch your weapon(also per player). [b]- SetJetpackWeapons enabled (default).[/b] Since the setJetpackWeaponEnabled has been released. Not much people have been able to get a lot of benefit from that, because you normaly can't switch your weapon while using a jetpack. But now you can. [b]- Export functions, so all settings can be edited from other resources.[/b] Exports: [color=#FF7F00]Setup weaponswitch speed limit. (save arg, overwrite players arg)[/color] [color=#FF7F00]Setup weaponswitch speed limit per player.[/color] [color=#FF7F00]Get weaponswitch speed limit.[/color] [color=#FF7F00]Get weaponswitch speed limit per player.[/color] [color=#FF7F00]Set jetpack weapons enabled.[/color] [color=#0000FF]Set player weaponswitch frozen.[/color] ■ Server ■ Client ■ Shared If there is stuff missing, let me know.
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Show updated code.
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Hmm, disagree with you. I am drawing my screen at 1920x1080, with 2 x 7970 cards(overkill) and yet I feel a strange kind of lagg. But that without using a shader, which you probably do.
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Both ways are correct, since the player(the source) you are sending through will become the localPlayer.
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local screenWidth, screenHeight = guiGetScreenSize ( ) local quality = 50 -- 1% t/m 100% local scalingFactor = quality/100 local myScreenSource = dxCreateScreenSource(screenWidth*scalingFactor, screenHeight*scalingFactor) Rendering with full resolution will lagg, because those functions are slow. And post all required variables next time, now I am just gambling what the problem might be. If it still does lagg after reducing the quality, you can also choose for an update after every 2 frames. (which will split up the fps in half)
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What happens if I don't unload it ? Security (hackers, etc..) ? Resource consumption ? No, it remains in your server ram, which gives you less ram for your other stuff. Not really a big deal for a small xml file, but when it gets larger it might starts to lagg. Even so I recommend you, to make unloading xml files a habit. https://wiki.multitheftauto.com/wiki/XmlUnloadFile
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Don't forget to unload it.
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if isTimer(iniciando[zoned]) then killTimer(iniciando[zoned]) end iniciando[zoned]= nil -- clean up You can't kill a timer which doesn't exist any more.