Anderl
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Everything posted by Anderl
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If the problem only happens in one specific server, it's most likely a server problem. I don't see what could cause slow download speed in one server, and fast download speed in all other servers.
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I don't think so, other Grand Theft Auto games just are too old that almost nobody has any interest in them anymore. But I agree with your second sentence. The size of the game doesn't matter.
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Thanks. @Cassandra, at first sight, I thought this was something useless (but it also was your first script, so..) but then I understood what that actually did. The code looks well organized and it's a nice idea. For a first script, the code is much better than many others (but I guess you already had experience with other languages, since you came from SA:MP, I guess, so that explains everything). Nice job
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No, just no.. Please learn to understand english.
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The download link is not working, at least not here. Post the link from the MTA:SA community.
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Yes, anybody can (simply download GUIEditor, do some basic design and you're done - now you can say you did an arena system). Anyway, I just gave my opinion about comments above and the script. @Anony, LuCaS: Don't take this to a war, please - I'm just giving my opinion, nothing more than that. And please write portuguese properly before translating it, I'm sure no one understood what you said because of your wrong portuguese words not being translated.
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Anybody can simply create the design and say it works.. But it also isn't very hard to do an arenas system like FFS and TG has. I don't see what's so nice in this, anyway.
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Wrong for three reasons: 1. "getLocalPlayer" is client-side only. 2. You must check if the pickup is "vehiclechange" (unless it's changing color when picking any kind of pickup). 3. You need to add the event with addEvent, since it's not a MTA predefined event (perhaps it's not needed in newer MTA versions, I'm not sure about now but before it was).
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None of the codes make sense. Either construct an array (table), add all collision cuboid's elements there, set the "onColShapeEnter" and "onColShapeLeave" element to root and inside their functions check if source is inside the array (for example: if ( array[ source ] ) then) or construct an array and add an array for each collision cuboid with its positions. Then you loop through that array using the for statement and create each collision cuboid and add an event handler to its respective collision cuboid.
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Isso não vai assim.. Você tem que programar um "motor" (não é bem esse nome, mas foi o melhor que encontrei para explicar isso) de AI (inteligência artificial) para o veículo efetuar alguma coisa quando lhe aparece um obstáculo, e saber todos os caminhos possiveis para chegar ao jogador (há funções na wiki para você verificar se há alguma coisa na sua frente, você pode usá-los, mas você vai ter que pensar em todas as possibilidades como por exemplo, você vai em linha reta, mas tem uma parede na frente, você tem dois caminhos: o da esquerda e o da direita, os dois estão abertos, mas o da esquerda está fechado mais à frente, enquanto que o da direita é o certo. Você tem que fazer uma AI que consiga descobrir o caminho certo). Agora, se tudo isso for num mapa com apenas algumas paredes ou até um sítio livre de obstáculos, então você pode simplesmente usar onClientRender, getElementPosition e getElementRotation para atualizar o script sobre as coordenadas do jogador e mudar a rota do veículo (se for um mapa com apenas algumas paredes, poderá ser necessário o método descrito acima por mim, mas será mais fácil visto que não será necessário a verificação de obstáculos na frente do veículo, exceto as paredes obviamente).
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Não, o carro simplesmente vai seguir na direção do jogador, mas vai bater contra qualquer obstáculo que apareça.
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Nevermind, I forgot completely what getTickCount actually returned. Took a look at wiki's page, will fix the code.
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From what I know, "start tick + getTickCount = time passed", am I wrong? Also, getTickCount should start counting from 0, shouldn't it?
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Easier way: exports[ "scoreboard" ]:scoreboardAddColumn ( "WantedLv" ); local lastTick = getTickCount(); function SetWantedLevel() if ( eventName == "onClientRender" ) then if ( ( getTickCount() - lastTick ) < 500 ) then return end lastTick = getTickCount(); end for index, value in ipairs ( getElementsByType "player" ) do local wantedLevel = ( "*" ):rep ( getPlayerWantedLevel ( value ) ); setElementData ( value, "WantedLv", wantedLevel ); end end addEventHandler ( "onResourceStart", resourceRoot, SetWantedLevel ); addEventHandler ( "onClientRender", root, SetWantedLevel ); There might be a problem with time counting, I'm not awesome with maths. If someone finds any error in my code, please let me know.
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There is nothing to know, it's the same as scripting with CEGUI (MTA's GUI system), except that you have to render everything in every frame with onClientRender event.
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There is no source element in that event, and attaching a marker to a player does not even make sense. Check my reply above.
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dxDrawImage getWorldFromScreenPosition getPlayerWantedLevel @Castro, he doesn't want to attach an object, he wants an image near player's head.
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You can use the event onPlayerPickUpRacePickup and check if the pickup is the 'vehiclechange' one, then you set vehicle's color back to the original.
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My reply says everything.. Quoting X-SHADOW message, obviously I was talking to him.
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I doubt that's any good, which company is it from? What's the server specifications (CPU, RAM, etc)? Have you searched Google for any reviews of that company/specific server from the company?
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This IS the FFS login window, you could have copied the design, but it does look exactly how FFS one looks, except that it doesn't have the background image on the window.
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Left click on the function and check how many values are returned by it.
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To replace textures, you can either use Shaders to replace a single or a few textures, or load and apply a texture file (must contain all textures from the object, unlike shaders) to a model. Answering your question: DFF files are model files, that's where the model mesh is (search on Google if you don't know what a 3D model mesh is) and other things related to the object. TXD files are the textures of the respective model. So this means you don't need a DFF file for changing a texture.
