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Joe_

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About Joe_

  • Birthday 26/02/1990

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  • Location
    United Kingdom
  • Occupation
    Pilot
  • Interests
    Aviation, Coding, Mapping and FPS games

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  1. I tried all suggestions in that thread and none of them worked. I even tried getting the original .IPL, converting it to LUA code, and using createObject in the script. But all I see is the original objects (default GTA SA objects), as if the objects were never updated with the new models and textures. I do get a warning though.. "model id should not be 0 these days". Thanks.
  2. Hey guys. So I have a script that loads the drift akina map textures, models and collision files. The script works fine, and other people can see the map, but I can't. I can only see one of the objects that were replaced. I've tried to delete all the files in my MTA downloads folder (where all the resources from servers you have visited goes) but it still doesn't work. I am also hosting the server on my computer. Anyway, I can't think of any logical reason why this wouldn't work for me. Here's the code and meta.xml, can anyone help please? onClientResourceStart: txd = engineLoadTXD ( "akina.txd" ) engineImportTXD ( txd, 3914 ) engineImportTXD ( txd, 3911 ) engineImportTXD ( txd, 3905 ) engineImportTXD ( txd, 3907 ) engineImportTXD ( txd, 3906 ) col = engineLoadCOL ( "akina1.col" ) col1 = engineLoadCOL ( "akina2.col" ) col2 = engineLoadCOL ( "akina3.col" ) col3 = engineLoadCOL ( "akina4.col" ) col4 = engineLoadCOL ( "akina5.col" ) dff = engineLoadDFF ( "akina1.dff", 0 ) dff1 = engineLoadDFF ( "akina2.dff", 0 ) dff2 = engineLoadDFF ( "akina3.dff", 0 ) dff3 = engineLoadDFF ( "akina4.dff", 0 ) dff4 = engineLoadDFF ( "akina5.dff", 0 ) engineReplaceCOL ( col, 3914 ) engineReplaceCOL ( col1, 3911 ) engineReplaceCOL ( col2, 3905 ) engineReplaceCOL ( col3, 3907 ) engineReplaceCOL ( col4, 3906 ) engineReplaceModel ( dff, 3914 ) engineReplaceModel ( dff1, 3911 ) engineReplaceModel ( dff2, 3905 ) engineReplaceModel ( dff3, 3907 ) engineReplaceModel ( dff4, 3906 ) engineSetModelLODDistance(3914, 2000) engineSetModelLODDistance(3911, 2000) engineSetModelLODDistance(3905, 2000) engineSetModelLODDistance(3907, 2000) engineSetModelLODDistance(3906, 2000) And the meta.xml: <meta> <script src="akina.lua" type="client"/> <file src="akina.txd"/> <file src="akina1.col"/> <file src="akina1.dff"/> <file src="akina2.col"/> <file src="akina2.dff"/> <file src="akina3.col"/> <file src="akina3.dff"/> <file src="akina4.col"/> <file src="akina4.dff"/> <file src="akina5.col"/> <file src="akina5.dff"/> </meta> Thanks.
  3. Joe_

    Ped/bot spawning

    Thanks everyone, that worked Slothman.
  4. Joe_

    Ped/bot spawning

    No, the peds spawn, and sometimes they are stuck INSIDE a GTA SA world object.
  5. Joe_

    Ped/bot spawning

    I already have a custom, fully working spawning system, but the problem is, the bots like to get stuck (or shall I say spawned) into/on objects.
  6. Hi guys, I've came across a problem with bots that I cannot find a way around with my limited LUA knowledge. I am spawning X number of peds/bots around a player and then making them attack/hunt the player they spawned within radius of, but the problem is, some peds will get stuck in objects such as trees and sharp hills. Is there any way to detect when this happens and fix it? I've looked over the wiki and can't see any function that could help, but as I said, I only have limited knowledge of LUA. Thanks in advance.
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