-
Posts
6,097 -
Joined
-
Last visited
-
Days Won
218
Everything posted by IIYAMA
-
Well, try first to download one successful. I will recommend you to remove those spaces between the file name and replace them with _ They always bring bad luck. @ Gallardo9944 That way they can become corrupted and they will be corrupted when the download gets interrupted by a disconnect.
-
https://wiki.multitheftauto.com/wiki/TextCreateTextItem and there are more functions below you can use.(on that site) > Take a closer look at the examples and you will know how to use them. Personally I am more a fan of clientside dx functions, I never tried to use those functions myself.
-
1. The download is never successful? 2. Show me the music-file (line) in the meta.xml which is meant to be played. 3. Show me the string you send to download the file.
-
Post the other part of the code, you said that the file is constantly in a re- download progress. A file which get overwrite every time can't be played, since it is never complete.
-
@Banex Serverside is managing multiply players, the variable bool is used by all. Use a table (or elementdata for beginners) instead.
-
Sure, but to make sure of this, you need to know the quality and usage of the resources you are running. The more players you have on your server the more actions your serverside scripts have to do. It is difficult to know this for the sure, the only thing you can do is testing it.
-
You are sending the resourceRoot as source, but you have to send the player. triggerServerEvent("loginPL",localPlayer, guiGetText(WindowLog.edit[2]), "1", getPlayerName(getLocalPlayer())) Or use as you did before the client.
-
The link under was my tree generator or well it was more like a world generator. Generating a custom mta world for a gamemode similar to rush/minecraft, but it never came to that(the gamemode itself).
-
It would be very unsafe, if that was possible.
-
And after the movement you should put the cursor back in the middle.
-
Lol, you created a tree generator too. (at your Youtube channel) Click (sorry for going off topic, I was just surprised)
-
What about making them cooperate? 1 script checks if the other is running. (the one who doesn't mute, checks the one who mutes) If it is running, you start using export functions or a custom event. If not running, use the normal event.
-
Problem: The client hasn't loaded the script before the server is sending him a trigger. Solution: "onClientResourceStart"(resourceRoot) > triggerServerEvent > triggerClientEvent > openpanel
-
Well if you wanted to know that: local player = getRandomPlayer () --test 1 -- local timeNow = getTickCount() function setMoney1() local playermoney = getPlayerMoney ( player ) setPlayerMoney(player,playermoney) end for i=1,100000 do setMoney1() -- call the function end outputChatBox(getTickCount()-timeNow .. " ms (with variable)") ------------ -- test 2 -- local timeNow = getTickCount() function setMoney2() setPlayerMoney(player,getPlayerMoney ( player )) end for i=1,100000 do setMoney2() -- call the function end outputChatBox(getTickCount()-timeNow .. " ms (without variable)") ------------
-
Question 1 -- client triggerServerEvent("Test",resourceRoot) -- does work. triggerServerEvent("Test", localPlayer) -- doesn't work. -- server addEvent("Test", true) addEventHandler("Test", resourceRoot, -- element which which can execute this event. lol -- function ) -- client triggerServerEvent("Test",resourceRoot) -- does work. triggerServerEvent("Test", localPlayer) -- does work. -- server addEvent("Test", true) addEventHandler("Test", root, -- element which which can execute this event. lol -- function ) Like you attach a single gui button to the event onClientGUIClick. Question 2 The event will not be triggered afaik, but I never tried it because I never needed that. See it as an enable and disable switch.
-
Lol, that is exacly the definition of stupid behaviour.
-
@Feche1320 Because preventing is better then fixing. If you disagree with that, then you are just stupid. @Chaos --(serverside) -- request positions x,y,z near the player triggerClientEvent(targetPlayer,"event",resourceRoot,x,y,z -- --(clientside) addEvent("event",true) addEventHandler("event",root, function(x,y,z) --... -- check the position testLineAgainstWater processLineOfSight -- if the position fails use a random positions near that point math.random() -- and check again until you find a right spot. Use a loop. testLineAgainstWater processLineOfSight -- if you found a point successfully, send it back to serverside so it can make a new zombie. triggerServerEvent("event2",localPlayer,x,y,z) -- if you didn't find a point, let the server know that there aren't spawn points. triggerServerEvent("event2",localPlayer,false)
-
You can't destroy serverside peds, clientside. and use this before you spawn the ped, not when you already created it.
-
Clientside checks are more reliable, you should use clients to find the spawn-positions. Those functions come in handy. https://wiki.multitheftauto.com/wiki/Te ... ainstWater https://wiki.multitheftauto.com/wiki/ProcessLineOfSight It is more work, but it will use less network traffic because the zombies don't become useless when they spawn. "Spawning them underwater will require the network from all players, while a simply secure check will only use 1 client." @ .:HyPeX:. Peds never have names.
-
If you have the id, you also have the name = MAP EDITOR super OMG!!!
-
Well very simple: local peds = getElementsByType("ped") local pedPositions = {} for i=1,#peds do local ped = peds[i] local x,y,z = getElementPosition(ped) pedPositions[#pedPositions+1] = { ["element"]=ped, ["x"]=x, ["y"]=y, ["z"]=z } end addEventHandler("onClientRender",root, function () for i=#pedPositions,1,-1 do -- infers loop for using table.remove. local pedData = pedPositions[i] local ped = pedData["element"] if isElement(ped) then setElementPosition( ped, pedData["x"], pedData["y"], pedData["z"], false -- don't interrupt the animation = false ) else table.remove(pedPositions,i) end end end)
-
Well John, did you tried to render it? Like in the video expect reset the position.
-
Well no, I never needed it. Cutting your fps is half, that is a very nasty way if you ask me. 30 fps is unplayable in my opinion. So I would need at least 90 fps to keep it a bit smooth, but then of course the animation problems comes in.(60 fps normal and 30 fps for the camera) And for the production of those system. Probably playing with differed render events and creating 2 sources, 1 as overlay and 1 as camera.
