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Everything posted by IIYAMA
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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.
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Ops O_o @khalid-mks Thank you very much. Fixed the links.
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Change your weaponslot, without enabling too much glitches. Version 1.0.1: 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] [url=http://s22.postimg.org/jvjglyuz3/mta_screen_2015_03_04_22_29_07.png]Screenshot.[/url] [color=#FF7F00]Get jetpack weapons enabled.[/color] [color=#0000FF]Set player weaponswitch frozen.[/color] ■ Server ■ Client ■ Shared Exports syntax:(server) setWeaponSwitchSpeedLimit ( int speed [, bool save = false, bool overwritePlayers = false]) return true/false, true/false, true/false getWeaponSwitchSpeedLimit ( ) return value setPlayerWeaponSwitchSpeedLimit ( player thePlayer, int speed) return true/false getPlayerWeaponSwitchSpeedLimit ( player thePlayer) return value setJetpackWeaponsEnabled ( bool status [, bool save = false ) return true/false, true/false getJetpackWeaponsEnabled ( ) return true/false setPlayerWeaponSwitchFrozen ( table/player, status ) return true/false Exports syntax:(client) setPlayerWeaponSwitchFrozen ( status ) return true/false How to use export functions? Download version 1.0.1
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As Solidsnake14 said, solution: if vehicle and getVehicleOverrideLights ( vehicle ) == 2 then
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and what doesn't work from the code? t "onPlayerHeadshot" weapons = {} weapons[33] = true addEventHandler("onPlayerDamage", getRootElement(), function (attacker, weapon, bodypart, loss) outputDebugString("event: onPlayerDamage") if bodypart == 9 and weapons[weapon] then outputDebugString("Bodypart = 9 and weapon is correct.") local result = triggerEvent("onPlayerHeadshot", source, attacker, weapon, loss) local result2 = triggerClientEvent(root, "onClientPlayerHeadshot", source, attacker, weapon, loss) outputDebugString("result = " .. tostring(result).. ", result2 = " .. tostring(result2)) if getPlayerTeam( source ) then outputDebugString("The player his team = " .. tostring(getTeamName( getPlayerTeam( source )))) else outputDebugString("The player isn't in a team.") end if result == true and result2 == true and getTeamName( getPlayerTeam( source ) ) == "Desert Storm" then setPedHeadless(source, true) killPed(source, attacker, weapon, bodypart) outputDebugString("Code successfully executed.") end end end ) -- addEventHandler("onPlayerSpawn", root, function() setPedHeadless(source, false) end) function returnHead() outputDebugString("Event: onPlayerSpawn") if isPedHeadless(source) then outputDebugString("pedHeadless restored") setPedHeadless(source,false) end end addEventHandler("onPlayerSpawn",root,returnHead) outputDebugString("code has been loaded successfully!")
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It is automatic defined, so don't have to write it down as parameter, or you will overwrite the source variable which will becomes useless. triggerClientEvent( source, -- = sending to "onPlayerArrested", -- event source, -- = source arrester, -- = first parameter whatEver, -- = second parameter whatEver2 -- = third parameter ----------------------------------------------------------------------------------------------------------- triggerClientEvent(source,"onPlayerArrested",source,arrester,whatEver,whatEver2) > addEvent("onPlayerArrested",true) function cuffed(arrester,whatEver,whatEver2) local mySource = source end addEventHandler("onPlayerArrested",getRootElement(),cuffed)
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function cuffed(arrester,source) function cuffed(arrester) Never define a source variable as a parameter. 11 % 10 = 1 21 % 10 = 1 55 % 10 = 5 53673465 % 10 = 5 390 % 360 = 30 721 % 360 = 1 Rest value = %
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Of course it is possible. https://wiki.multitheftauto.com/wiki/Se ... kerEnabled
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function dupa2 (thePlayer) setControlState(thePlayer, "crouch",true) setTimer(setControlState,100,1,thePlayer,"crouch",false) triggerClientEvent(source, "refreshInventoryManual", source) triggerClientEvent(source, "setControlStatus", source,false)-- true = enable, false = disable end addEvent("handcuffs", true) addEventHandler("handcuffs", getRootElement(), dupa2) local controlStatus = true function checkBrokenbone() if getElementData(getLocalPlayer(), "logedin") and controlStatus then if getElementData(getLocalPlayer(), "brokenbone") then if not isPedDucked(getLocalPlayer()) then end toggleControl("jump", false) -- there toggleControl("sprint", false) -- there else toggleControl("jump", true) -- and there toggleControl("sprint", true) -- and there end end end setTimer(checkBrokenbone, 1400, 0) addEvent("setControlStatus",true) addEventHandler("setControlStatus",localPlayer, function (status) toggleControl ( "walk", status) toggleControl ( "jump", status) toggleControl ( "crouch", status) toggleControl ( "sprint", status) toggleControl ( "fire", status ) toggleControl ( "next_weapon", status ) toggleControl ( "previous_weapon", status ) toggleControl ( "aim_weapon", status ) controlStatus = status end)
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Try execute this clientside: addEventHandler("onClientPreRender",root, function () if isPedDucked(localPlayer) then setControlState ("crouch",false) end end)
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Show me what you tried.
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By adding the tag on the event: https://wiki.multitheftauto.com/wiki/On ... DataChange and add this player on to a table so it will not happen again.
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When using root in an addEventHandler, it can accept every source element. When you use resourceRoot, it will only accept resourceRoot. This will become the source element from the addEventHandler: triggerServerEvent("KillAttacker",[color=#FF0000]source[/color],source)
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Use getPlayerName instead. It seems one of your resources is editing the name tag text for it's own purpose.
