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IIYAMA

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Everything posted by IIYAMA

  1. 50P setWeaponProperty(30, "pro", "damage", 1) setWeaponProperty(30, "std", "damage", 1) setWeaponProperty(30, "poor", "damage", 1) -- "poor","std" and "pro" The reason why it did not work in the first place is that all weapons in freeroam(probably) start with differed skill levels. When you change the weapon damage, it will also change the damage vs peds and players. It is possible to reduce it without change the default value, but that will require much and much more scripting skills. I made it, but of course I won't give it to you, because it cost me lots of time.
  2. sx,sy = guiGetScreenSize() font = dxCreateFont("tsw.ttf", 20) local screenWidth,screenHeight = guiGetScreenSize() local messagesList = { "LOL MESSAGE", "Server Owner: Sex*", "Have Fun!"--, 1 to much. >>>>>>>>>>>>>>>>>>>>>>>> } local currentMessage = 0 function toggleHideAll() startTimess = getTickCount() addEventHandler("onClientRender",getRootElement(),mapwindowa) end addEventHandler ( "onClientPlayerWasted", localPlayer, function ( ) toggleHideAll ( ) end ) function mapwindowa() local pX, pY, pZ = getElementPosition ( source ) local hours = getRealTime() .hour local minutes = getRealTime() .minute local seconds = getRealTime() .second local sec = getTickCount() / 1 local rotate = math.ceil(sec) * 0.20 deltaTime = (getTickCount()) - startTimess if deltaTime <= 1000 then beta = sy - ((deltaTime/1000)*100) elseif (deltaTime > 1000) and (deltaTime < 4000) then beta = sy-100 end dxDrawRectangle((sx-1400)/2,beta,1400,110,tocolor ( 0, 0, 0, 225 )) dxDrawImage ( screenWidth/1-200, screenHeight/1-100, 140, 100, 'load.png', rotate, 0, 0 ) dxDrawText("Time:"..hours..":"..minutes..":"..seconds,125+(sx-400)/2,beta+50,((sx-400)/2)+400,beta+99,tocolor(255,255,255),2,"default-bold","left","top",true,true,true) dxDrawText(messagesList[currentMessage + 1], screenWidth - 400, 6, screenWidth - 400, 16, tocolor(0, 255, 0, 255), 1, "font", "center", "top", false, false, false) end ) function updateMessage() if (currentMessage == 4) then currentMessage = 0 else currentMessage = currentMessage + 1 end end setTimer(updateMessage, 5000, 0) addEvent (":O", true) addEventHandler (":O", root, function () removeEventHandler ("onClientRender", root, mapwindowa) removeEventHandler ( "onClientPlayerSpawn", getLocalPlayer(), mapwindowa) end ) I found one bug in your table: "Have Fun!", = to "Have Fun!" This small comma is so sneaky, I also forget to add and remove them. If it still does not work, do what mat+ said and tell us the other errors.
  3. IIYAMA

    EDF

    ok, but that won't be my decision. This edf will still help me with the spawnpoints and other objects, it only have to be edited in the .map file. Thank you very much
  4. IIYAMA

    EDF

    Is it possible to add id=" " to the edf? https://wiki.multitheftauto.com/wiki/Edf I tried it, but it did not work. I am making an edf for bmat. it's ends up like this: Also the second spawnpoint does not accept the same name as the first one.
  5. IIYAMA

    Anti-Cheat Corner

    aha, Well it works very good, I haven't seen hackers since circa 2009.(I am not sure if that is the right year, maybe 2008 too)
  6. IIYAMA

    Anti-Cheat Corner

    Will the new detections require more data transfer? Or is it full client side?
  7. IIYAMA

    Hud messages

    This should work... How many times does this function get executed? function showBox(text, r, g, b, t) if not r or not g or not b then r, g, b = 255, 255, 255 end if not t then return end local color = tocolor(r, g, b, 255) or -1 if t > 100 then playSoundFrontEnd ( 13 ) boxes[id] = {text, color} timers[id] = setTimer(destroyBox,t,1,id) id = id + 1 outputChatBox("executed!" ) end end
  8. IIYAMA

    Hud messages

    and it still does not stop? -- and this? local remove = boxes[ids] remove[1] = nil remove[2] = nil boxes[ids] = nil
  9. IIYAMA

    Hud messages

    Did you try to debug your code? /debugscript 3 and add some outputDebugString("....") it is much easier to find the bug. The code looks fine, try: function destroyBox(ids) boxes[ids] = nil outputDebugString(ids .. " is nil") end
  10. IIYAMA

    Hud messages

    Is root also in the syntrax?
  11. IIYAMA

    Hud messages

    Well maybe then I should first check your export..... ("test", root,255,0,1000) local R,G,B = 255,0,0 --[[ is it: ]] ("test", root,R,G,B)--? (B can't be higher then 255) --or local time = 2000 local Repeated = 1 local R = 255 --[[ is it: ]] ("test", root,R,Repeated--[[(0= infinity, 1=1x, 2=2x, etc)]],time)--? You can't expect that I know how this hud export fits.
  12. IIYAMA

    Hud messages

    Client: https://wiki.multitheftauto.com/wiki/OnC ... ourceStart server: https://wiki.multitheftauto.com/wiki/OnPlayerJoin
  13. I normaly don't help my competitors who hosting the same gamemode as me, but here you can download my map: https://community.multitheftauto.com/ind ... ls&id=5643
  14. lol the 'vehicle' -_-" I am stupid....
  15. To know if the script has been executed the only thing you have to do is: outputChatBox("Works" ) Outside the function. So easy as hell....
  16. @Anderl, do you think this event will work? I never used the Event "onPlayerReachCheckpoint".
  17. yes, client. But I hate f*ck client. I script server. ahh removed your post....
  18. Since when is onPlayerReachCheckpoint client side O_o setElementRotation(localPlayer, x1, x2, x3(localPlayer)) heh????? function warphigh(checkpoint, time) local x, y, z = getElementPosition (source) setElementPosition (source, x, y, z+20) setPlayerRotation (source, getPlayerRotation (source)) end addEvent('onPlayerReachCheckpoint') addEventHandler('onPlayerReachCheckpoint', getRootElement(), warphigh)-- NO >() maybe getRootElement() must be root, but I am not sure... function warphigh(checkpoint, time) local x, y, z = getElementPosition (source) setElementPosition (source, x, y, z+20) setPlayerRotation (source, getPlayerRotation (source)) end addEvent('onPlayerReachCheckpoint') addEventHandler('onPlayerReachCheckpoint', root, warphigh)-- NO >()
  19. Not really, but there is something called: https://wiki.multitheftauto.com/wiki/ProcessLineOfSight
  20. addEvent('onPlayerReachCheckpoint') addEventHandler('onPlayerReachCheckpoint', getRootElement(), function (checkpoint,time)-- if needed checkpoint,time local x, y, z = getElementPosition (source) setElementPosition (source, x, y, z+20) setPlayerRotation (source, getPlayerRotation (source)) end) --"warphigh(source)" why? I have never worked with it but here in Russian: https://wiki.multitheftauto.com/wiki/RU/Resource:Race
  21. IIYAMA

    table.remove

    (weaponObjectsVeh)[1] = weaponObjectsVeh theVehicle = v[1] attached to the vehicle. weapon1=v[2] weapon2=v[3] I can't check a "table" if it is an element. When the vehicle get removed(gone) this filter will remove the weapons from the vehicles. The server table and the client together are working with the same data. Why I work with tables instead of element data is that I can decide when I send data to those players. If a player is in the spawn menu, he should start downloading new data at moments he really joins other players. Also when they are doing a minigame, it isn't necessary to download those data. Thank you again.
  22. IIYAMA

    table.remove

    aha got it, thank you server for i,vehicle in ipairs (weaponObjectsVeh) do while weaponObjectsVeh[ i ] and not isElement(weaponObjectsVeh[ i ]) do table.remove(weaponObjectsVeh,i) end end client for i, v in ipairs (weaponObjectsVeh) do --if not isElement(v[1]) then while weaponObjectsVeh[ i ] and not isElement( (weaponObjectsVeh[i])[1] ) do local vehicle2,weapon1,weapon2 = unpack(weaponObjectsVeh[i]) destroyElement (weapon1) if isElement(weapon2) then destroyElement (weapon2) end table.remove(weaponObjectsVeh,i) end end can it be smaller? because I call this index like 4x.
  23. IIYAMA

    table.remove

    I forgot this: my element I need to check is here: v[1] v[2] = weapon1 v[3] = weapon2 element, weapon1, weapon2 = unpack(v) is this possible? (myTable[ i ])[1]
  24. IIYAMA

    table.remove

    for i, v in ipairs ( myTable ) do while myTable[ i ] and not isElement( v[i ] ) do table.remove( myTable, i ) end end btw my element I need to check is here: v[1] v[2] = weapon1 v[3] = weapon2 element, weapon1, weapon2 = unpack(v) like this? Note: while is dangerous stuff, even my intel boxed can crash of it....
  25. IIYAMA

    table.remove

    Well I think I let the inpairs loop twice,
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