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Everything posted by IIYAMA
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I can't find peds in gta3.img. (txd editor) Does any body knows where I can find the peds? (all the peds) or is there a handy tool for to get them all?
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as far I know an explosion isn't a weapon.
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I use it on Client. Well I solved it by disable it again after re-spawning. But it should not be enabled.
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Is it true that after you spawn a player all his controls turn on? toggleControl or is it a bug in my gamemode?
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You forgot a function! (fixed) You can also try to center it, instead of scaling it. (as your title says) -- for picture. local X, Y = guiGetScreenSize() local hX, hY = (X/2)-(1920/2), (Y/2)-(1080/2) addEventHandler("onClientRender",getRootElement(), function( ) dxDrawImage(hX, hY,1920,1080,"img/lobby-bg.png", 0, 0, 0, tocolor(255, 255, 255, 255), true) end ) --------------------------------------------------------------------
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why relative? it will only strech and most of the time in the wrong way. pls fill in the size. rX,rY
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well vc isn't that small.
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Why you set these files with a type client? Without it works for me too.
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script.lua function replaceModel() engineImportTXD(engineLoadTXD( "elegy.txd"), 562) engineReplaceModel(engineLoadDFF( "elegy.dff", 0 ), 562) engineReplaceModel(engineLoadDFF( "exh_a_l.dff", 0 ), 1034) engineReplaceModel(engineLoadDFF( "exh_c_l.dff", 0 ), 1037) engineReplaceModel(engineLoadDFF( "fbmp_a_l.dff", 0 ), 1171) engineReplaceModel(engineLoadDFF( "fbmp_c_l.dff", 0 ), 1172) engineReplaceModel(engineLoadDFF( "rbmp_a_l.dff", 0 ), 1149) engineReplaceModel(engineLoadDFF( "rbmp_c_l.dff", 0 ), 1148) engineReplaceModel(engineLoadDFF( "rf_a_l.dff", 0 ), 1038) engineReplaceModel(engineLoadDFF( "rf_c_l.dff", 0 ), 1035) engineReplaceModel(engineLoadDFF( "spl_a_l_b.dff", 0 ), 1147) engineReplaceModel(engineLoadDFF( "spl_c_l_b.dff", 0 ), 1146) engineReplaceModel(engineLoadDFF( "wg_l_a_l.dff", 0 ), 1036) engineReplaceModel(engineLoadDFF( "wg_l_c_l.dff", 0 ), 1039) engineReplaceModel(engineLoadDFF( "wg_r_a_l.dff", 0 ), 1040) engineReplaceModel(engineLoadDFF( "wg_r_c_l.dff", 0 ), 1041) end addEventHandler ( "onClientResourceStart", resourceRoot, replaceModel) addCommandHandler ( "reloadcar", replaceModel ) If I haven't found it, try /debugscript 3 (login with admin)
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of ze gewoon killen als ze een area binnen lopen of teleporteren. colshapeEvent of ja, je kan het warpen+map uitzetten. meta.xml > <setting name="*warp" value="false" /> <!--was eerst true--> <setting name="*spawnmaponstart" value="false" /> <!--was eerst true--> <setting name="*spawnmapondeath" value="false" /> <!--was eerst true-->
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When a player need to download full vc via server, it will take some hours. A differed way,
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in a .lua file. (client side)
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This helps a little: for i, o in pairs (getElementsByType ("object")) do engineSetModelLODDistance ( getElementModel(o), 300 ) end If you want a specific object to be loaded very very fast, you can also choose for a LOW lod object + a normal object. object createObject ( int modelid, float x, float y, float z, [ float rx, float ry, float rz, bool isLowLOD = false ] )
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local bodyParts = { [9]=true,[8]=true, [7]=true,[6]=true, [5]=true,[4]=true, [3]=true }--table function battlelogger ( attacker, weapon, bodypart, loss ) if bodyParts[bodypart] then -- check if the value is 3 t/m 9. end-- don't forget the end. end timers for every player local myTimers = {} -- create a place(table) where you store the userdata from the timers. So you will be able to stop the timer for every single player. ------------------------------------------------------------------------------------------------------ -- source is the player that got damaged when you use the event "onPlayerDamage". ------------------------------------------------------------------------------------------------------- -- check if you haven't already a timer that is working with this player. if not myTimers[source] then -- here we set a timer the data location is the player him self also we call it the key or index value. So if you know the player you also know what timer he uses. myTimers[source] = setTimer(reduceCountdown, 1000, countdown) -- and of course an end for every function, loop or "if" end
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There are two* event's that can give you this information. "onClientPlayerDamage" "onClientPlayerWeaponFire" There is an third even on server side called onPlayerDamage, but that is more a delayed event from the "onClientPlayerDamage". and no I am not going to make a full code, for somebody who don't even try to script.
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Well there are differed ways to do that, but you can try account data. setAccountData getAccountData People have to login to load the information. check when somebody is admin local account = getPlayerAccount(source) local accountName = getAccountName(account) if isObjectInACLGroup("user." .. accountName, aclGetGroup("Admin")) then outputChatBox("player is admin" ) end
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it is the solution or another solution is onClientPlayerWeaponFire...... that is what I use. To kill people who can't afford stable connection and fps. addEventHandler ("onClientPlayerDamage",root, function (attacker) if source ~= attacker then end end)
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You can also try: client + serverside? It reduces CPU lagg. You can use timers, but you are already needed to use direct x for showing the countdown. You can make this with getTickCount and onClientRender. So why not let the client calculate it and trigger it? (check it again on server side)
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np. good luck with your script.
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Don't call him on skype or don't awnser his call That's how he can track your ip.
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TIP: I will recommend you to debug your script with outputDebugString, else your server logs will be bigger and it will take longer to start your server. That happened to me ones.
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Maybe you should check the car height instead?
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maybe: local dimension = getElementDimension(getElementsByType ("object")[1]) -- always objects are needed in the map local objects,dimension = getElementsByType ("object"),0 if objects then dimension = getElementDimension(objects[1]) end But it would be better to make a setting in the edf and gamemode.
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I don't know why you return a boolean to table.sort, it is probably because I got another scripting style and I haven't used it that much. try this: table.sort( sortinfo, function(a,b) return a.checkpoint > b.checkpoint or ( a.checkpoint == (tonumber(distanceFromPlayerToCheckpoint(player, sortinfo[i].checkpoint)) or 0)) end ) updated.
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1. I have seen dx and shader hud's and some hud changes that are added with the weapon txd's. But this is how you add txd files. https://wiki.multitheftauto.com/wiki/EngineImportTXD I don't really have modding experience. I have onces designed my own hud with dx, but that was a little bit laggy. 2.The editor hasn't been designed to do that. Maybe there is some unknow plugin, but I don't think so. Maybe you should check the modloader from Remi-x. https://community.multitheftauto.com/in ... ls&id=3016 3. You have first find out the resource that caused that. Nobody can give you that answer, because nobody can give you the right answers without the correct lines. I saw you installing lots of resouces, I hope you didn't give the unknow ones all admin.
