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rain_gloom

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Everything posted by rain_gloom

  1. If dragging is not that important you could just use the "up" state, so one click picks the item up and another puts it down.
  2. I deleted that resource it was just an experiment and I hadn't check replies for a while, due to login errors.
  3. hmmm, it was created with MTA:SE, I didn't check the directory but it is likely to be the problem but still, it could say meta.xml for resource x not found
  4. Earlier I asked a question about custom .dat files and it turns out they can't be modified in MTA. However, modded files can be enabled, but there is no way to read them from the client (as far as I know). eg.: some physics mod uses realistic material, ped.ifp could be customised, etc. one could even make a small program to change mod sets, like in most mod managers. (eg.: you have the original files and 2 modded ped.ifp files, you use the original for SP and most servers, but you use one a parkour serer and another for a DayZ server)
  5. I'm using Firefox at home and sometimes Chrome in school, but both lead to the same end. yep, seems like nothing is wrong if I log in on the front page, but it's still a bit irritating.
  6. soooo not working, it's in admin, I'm in admin, I have the editing rights, I'm logged in, the resource is running, but when I press f6 (or any bind) nothing happens. oh, and the console says it's missing the modifyOtherObjects right. now what maybe it's due to the new MTA version, because it used to display something. or maybe admin is not enough?
  7. I can't log in properly, the log-in screen gives no error, says everything's fine, return to yaddayadda, and when I want to post something or change to full editor or change sub-forum/post, the login disappears and the data entered is lost. Really annoying, because I never know if It's going to "kick" me or not. /me ctr-c, so won't have to type it again in case of error
  8. To put it short: the idea comes from the Unity developers, because in Unity, there is a global variable that tells you how much time elapsed since the last screen update. The reason for this: as far as I know, only timers can be used for repetitive functions, but too many timers are bad (or so I heard) I know this can be scripted easily, but making it a built-in global eliminates the need to boilerplate-code it for every script or use exports. -wow, even I get confused from my sentence structure
  9. If I need to store data for long periods of time and frequent access and in 2D matrices(!) what would be the best techology in terms of... debug speed memory usage ? I'm currently using lua tables as matrices but if I want to make back-ups or an externally editable conversion, what would be the best? -SQL, mySQL -XML -or is there a method to store in raw list format that can be read by lua?
  10. how many headaches did you have while testing so far? great work btw
  11. Csőtészta. Mivel még a magyar fórum is olyan grammatikai szinten van, hogy Petőfi sírva váltaná vissza a nevét Petrovicsra ha látná mi lett kedvenc nyelvével, arra jutottam, hogy kéne egy subforum ahol a resource-ok szövegi részét lehetne kezelésbe venni. Mivel ilyen még nincs, ezért nyugodtan írjon (pm-ben, semmi irc/skype/ts3) akinek fordítani valója van és megpróbálom a scriptelés mellé bezsúfolni. Mivel nem ez a fő profilom ezért lehetnek csúszások, de mert kedves és szerény vagyok ingyen vállalom. ps.: ha valakit érdekel, van nyelvvizsgám angolból középszinten és a felsőfokúra készülök, ezért is ingyenes az egész, nem árt ha gyakorlom pps.: több mint 4 A/4-es oldal fölött már nem biztos az ingyenesség, ha időre akarja a kedves kliens
  12. I didn't use the editor much but as I'm learning Blender some ideas came to improve the editor. Here is the list: Multiselection: selecting multiple elements while only one is 'truly', actively selected. For operations that can use only one element, the active is used. This way the selected elements can be parented to the active element. Layers: if you have ever used/seeb a decent graphic software you should know them. Would make editing cleaner. Local view: only the selected objects are visible Groups: selecting based on groups, duplicating groups, syncing groups (dupli-groups in Blender) Orientations: movement orientations like global, local, custom and moving objects locked on an axis these would make editing much more easier and fun and since the code is open, you don't have to figure everything out by your own
  13. Actually EDF has a water type element in it's code, but it's unused. Though it can be scripted reasonably easily. Use some objects to identify the vertices and make a dummy element as it's parent. When one of the vertices' object is moved, the respectful vertice is moved and the water element is modified. I hope it's understandable edit: the dummy is the one you place in the editor, than you place the objects and set the dummy as their parent
  14. rain_gloom

    AI

    I ask only the experienced ones here: Could there be a way to make an AI with this LUA library? -->https://github.com/Yonaba/Jumper it says it's grid based, but only for 2D games And why can't we use the single-player AI? I know there is reason, but what exactly? Will there ever be a way to use the original functionalities? And not just AI, mini-games, missions etc. also.
  15. https://wiki.multitheftauto.com/wiki/Element/Radar_area https://wiki.multitheftauto.com/wiki/Timer you can use colshapes as well (for the events) the functions are all there as far as I know, you can't change the timer speed, but you can chanege the remaining time
  16. thanks for replying even the dumb questions, you are awesome ps edit: I'm still sad about not being able to use scripts from my dropbox folder edit2: I forgot to answer the question, but now it's in the "nevermind" folder, anyway: (How) can we add our own definitions? but you already answered so don't bother answering again (you said we can use SQLite whatnot so I'll use that)
  17. join two pictures maybe? uv scrolling can't use 2 textures next to each other as far as I know. you must use one texture combined from the two. maybe there is a DX way to do that.
  18. +1, but it should be optional actually it can be scripted
  19. Is it possible to use NPC HLC for driving and complex movement and Slothbot for everything else? Or is NPC HLC enough? (I especcially ask the two authors.) The things bots would do: (path) movement fight (with and without weapons) drive paths guard follow in formation sneak (?) my main problem is driving and paths, everything else would be fine with Slothbot
  20. actually some cleo scripts dig deeper than MTA currently can, BUT! --->https://forum.multitheftauto.com/viewtopic.php?f=167&p=529027 the Eir fork might bring some changes to that
  21. I let myself in to the temtation and DLd the new version. First things that occured and was bugging me in the previous as well: Why can't we make files with any extension? Why can't we use it without MTA? (I would LOVE a portable version to bring to school) What about the greyed-out "configure server"? How to add our own functions?(would be easier than opening up new and new tabs) Could there be an example for functions? Or maybe a wiki link?(sorry, skipped that part) Are/Can functions be auto-updated from the wiki? still awesome edit: it doesn't color function list:stuff () end correctly, "stuff" should be orange edit2: how to "fully integrate" it to the server? edit3: why can't we create folders inside resources? edit4: why u no events??????
  22. Looks pretty to-be badass
  23. 2) About Slothbot: they attack other teams, but you can instruct them to attack any ped, be it player or bot. (https://wiki.multitheftauto.com/wiki/Sl ... etBotChase) You can also use NPC HLC if you want them to drive vehicles. I have no idea if the two can co-operate, but npchlc edits peds to be able to be used while slothbot spawns new peds. (although I think it can easily be edited to behave like the other mod) Maybe you can disable the slothbot's attack and set them up to npchlc then reverse it when it's time. NpcHlc has more movement stuff while Slothbot is better in attack behaviour. (modes n stuff, you can make them in npchlc as well, but they are pre-scripted) 4) I have an idea, but I haven't started working on it yet: if the script needs lots of timers which are not necessarily millisecond accurate, you can script a scheduler, which assigns nearby events into table fields, calculates the time between two events and runs only one timer at once. I'm going to make it sometime, but feel free to use this idea for your own project, it sounds awesome
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