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IIYAMA

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Everything posted by IIYAMA

  1. WTF??????????? what did you just did.
  2. addEventHandler ("onVehicleEnter", root, function ( ) setVehicleColor ( source, 255 ,255 ,255, 255 ,255 ,255, 255 ,255 ,255, 255 ,255 ,255 ) end)
  3. http://img109.imageshack.us/img109/2475/ai1n.png Last icon you can click on in the menu named as "test", then you got this window, >basic test, full test and cancel.
  4. Try this, the race resource may change the colour after spawning, but I am not sure about that. addEventHandler ("onVehicleEnter", root, function ( ) local r2,g2,b2 = getVehicleColor ( source) if r2 ~= 255 or g2 ~= 255 or b2 ~= 255 then setVehicleColor ( source, 255 ,255 ,255 ) end end) Updated
  5. may I ask, what will getVehicleType return? instead of "Automobile"
  6. Question: must all vehicles have white colours after the script starts? to be honest I don't know what you want to make. Is this what you want to make? addEventHandler ("onClientResourceStart", resourceRoot, function ( ) local r, g, b,vehicles = 255, 255, 255,getElementsByType( "vehicle") for i=1,#vehicles do local vehicle = vehicles[i] local r2,g2,b2 = getVehicleColor ( vehicle ) if r2 ~= r or g2 ~= g or b2 ~= b then setVehicleColor ( vehicle, 255 ,255 ,255 ) end end end)
  7. np.
  8. addEventHandler ("onClientResourceStart", resourceRoot, car )
  9. That is just normal is test mode, when you do full test it is resolved.
  10. IIYAMA

    setPedAnimation

    Of course there are some bugs, I tested if it did worked. But it seems it did. But moving a ped with an animation isn't that hard, only making sure that he won't fly out of the map. Here you got proof that you are able to set an animation in slow-motion, but also that you can move it to a direction. This is just a sample, it can be created much better. Pity that I only can upload films with 30 frames per sec...... It was very smooth on my screen.
  11. IIYAMA

    setPedAnimation

    Possible, but it isn't easy. https://wiki.multitheftauto.com/wiki/Se ... onProgress https://wiki.multitheftauto.com/wiki/OnClientRender and you have to sync it with triggers, cause onClientRender only works at client.
  12. De uptodate resources. https://code.google.com/p/mtasa-resourc ... p&can=2&q=
  13. Incorrect, you can't change destruction power of projectiles. This is for the starting speed. Let we say that this will throw away a grenade projectile, the higher the value the more far this projectile will come.
  14. en als ik vragen mag, met wat warp je? met F1(freeroam)? of admin? Want bij een MTA warp script kan ik mij weinig bij voorstellen.
  15. Maybe you should try to use it on another object. One with the same size.
  16. Met welke resource ben je gewarpt.
  17. Zou kunnen komen als je vriend op een plek staat die zich buiten de san map bevind. Zo ver ik weet zou het moeten werken, behalve als je er zelf aan hebt zitten te kloten. herstart admin of freeroam, ligt er aan welke je gebruikt.
  18. createProjectile ( localPlayer, 58, 3440.1625976563, -1543.6124267578, 32.850193023682, 1.0, nil, 3514.0498046875, -1665.0322265625, 18.988582611084, 1, 1, 1 ) Position here we start the rocket, but you already knew that. Rotation this doesn't change anything about the direction of the thing, unless it is a rocket with ID 19 or 20. Direction of speed the starting direction of the projectile, makes it possible to move it to the right direction. Note: Rotations are from 0 t/m 360 degrees.
  19. Why don't you read things before you use them? Optional Arguments NOTE: When using optional arguments, you must supply all arguments before the one you wish to use. For more information on optional arguments, see Optional Arguments. posX,posY,posZ: float starting coordinates for the projectile. They are coordinates of creator by default. force: float representing the starting force of the projectile. target: element target used for heat seeking rockets. rotX,rotY,rotZ: float starting rotation for the projectile. velX,velY,velZ: float starting velocity for the projectile. model: Integer representing the projectile's model, uses default model for weaponType if not specified.
  20. The creator doesn't exist, it is required that the creator does exist. createProjectile (nil, 58, 3440.1625976563, -1543.6124267578, 32.850193023682, 1.0, nil, 3514.0498046875, -1665.0322265625, 18.988582611084, 0, 0, 0 ) createProjectile ( localPlayer, 58, 3440.1625976563, -1543.6124267578, 32.850193023682, 1.0, nil, 3514.0498046875, -1665.0322265625, 18.988582611084, 0, 0, 0 )
  21. This is the bug I could see by creating the projectile, pls learn to debug your code and write down the warning. /debugscript 3 createProjectile ( RocketLauncher1, 58, 3440.1625976563, -1543.6124267578, 32.850193023682, 1.0, nil, 3514.0498046875, -1665.0322265625, 18.988582611084, 0, 0, 0 )
  22. You are talking about this function right? https://wiki.multitheftauto.com/wiki/FileWrite What is the problem with it?
  23. Why do you want that?
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