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Everything posted by IIYAMA
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Well then I will recommend you to make a backup and place it every time the meta back, after saving the map. As far I know you can't disable the overwrite functions from the editor.
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you sure you are ready for shaders? You can also take a step back and apply your own TXD's and dff if you can make those. https://wiki.multitheftauto.com/wiki/EngineImportTXD https://wiki.multitheftauto.com/wiki/EngineLoadDFF
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well if you say so, the problem you have now are the global s. local x,y,z = getElementPosition(player) local car = getVehicleModelFromName(car)
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@reaction because of your pm. Well no you can't prevent that the line will be overwritten if that is your main problem. What I do is making a backup from the meta.xml (create and extra folder for the backups) Then open the map and edit it. When I am finished with that and saved saved the map, I copy the backup meta.xml back in it's place. It is just something that can be solved by spending a little bit more time at administration.
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Well no, satchel's are sharing same explosion the grenade. But you can try something like this: (this have to be done per player because satchel positions aren't synced) -- client -- addCommandHandler("getallSatchels", function () local projectileTable = getElementsByType ("projectile") local projectileDataTable = {} for i=1, #projectileTable do local projectile = projectileTable[i] if getProjectileType(projectile) == 39 and getProjectileCreator (projectile) == localPlayer then local x,y,z = getElementPosition(projectile) projectileDataTable[#projectileDataTable+1] = {x=x,y=y,z=z} end end if #projectileDataTable >0 then triggerLatentServerEvent(localPlayer,"allSatchel",localPlayer,projectileDataTable) end end) -- server -- addEvent("allSatchel",true) addEventHandler("allSatchel",root, function (projectileDataTable) if isElement(source) then detonateSatchels (source) -- blow the satchels -- local players = getElementsbyType("player") -- get all the players for p=1,#players do -- loop through all the players local pX,pY,Pz = getElementPosition(players[p] for X=1,#projectileDataTable do -- loop through all the satchels per player local satchelPosition = projectileDataTable[X] if getDistanceBetweenPoints3D ( pX,pY,Pz, satchelPosition.x, satchelPosition.y, satchelPosition.z ) < 5 then -- compare the distance end end end end end) @kevenvz, first read, then answer.
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Print is visible in the server console, but yes better to use output's.
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If I did payed scripting,(which I am doing not) I would ask 10 euro a hour, it is just normal here....
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You have to create them, before you can use them. createObject or use the editor*
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If you can't find it, the short cut key for that is "ctrl + H". (notepad++ or normaly notepad etc.)
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is it whole mta or only the hud?
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This might be a stupid question but i can't figure it out
IIYAMA replied to -ffs-AbodyRulez's topic in Scripting
you can also use this one: https://wiki.multitheftauto.com/wiki/RGBToHex Then you only have to call the/a function one time. -
https://wiki.multitheftauto.com/wiki/GetTickCount WIKI MTA
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addEvent("mytrigger",true) addEventHandler("mytrigger",root, function () end) addEventHandler("onResourceStart",resourceRoot, function () triggerEvent ("mytrigger",root) end)
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https://wiki.multitheftauto.com/wiki/TriggerEvent
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make sure the function does exist.
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Well yes I would tell those 100 laggers to buy a new pc, but even my old pc from 2006 can run this shader smooth. If you use a laptop for mta then you cursed yourself, because their performance drops after a few years dramaticly. Go work for it, go clean your pc or stop talking, pc's can run a lot as long you take good care of them and clean their parts once up on a time. (hardware but also software)
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addEventHandler('onGamemodeMapStart',getRootElement(), function() if isTimer(votetime) then killTimer (votetime) end local votetime = setTimer ( happen, 240000, 1 ) end)
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https://wiki.multitheftauto.com/wiki/Se ... tVisibleTo <-- maybe better then dimension. If it is client scripts, you simply send them(the strings) over with triggerClientEvent.
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local locations = { { -- ls_beach { x=529, y=-1884, z=3 }, { x=612, y=-1884, z=3 } }, { -- sf_beach { x=-2920, y=68, z=1 }, { x=-2913, y=159, z=3 } } } addEventHandler("onResourceStart", resourceRoot, function () setTimer(function() local randomResult = locations[math.random(1,#locations)] for i=1,#randomResult do local locationInfo = randomResult[i] createObject ( 1337, locationInfo.x, locationInfo.y, locationInfo.z) end end,60000,1) end)
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@Part, Easier, doesn't mean it is better. Btw you are creating objects randomly every time a resource starts, it doesn't even matter which one. "Oh let we start(restart) admin then we got event more random objects!" To be honest I don't know exactly how he wants it,
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nvm, I will help you soon after dinner. I created it just like he said, but it will not look nice. (the shoot animation) setWeaponProperty (22,"poor","flags",0x000002) --setPedStat(source,22,0)
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may I ask what doesn't work?
