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Forrest

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Everything posted by Forrest

  1. This is awesome, much more efficient than the shader dark nights.
  2. I think an old buddy of mine told me a while back that FFS Gaming have something similar, using fileRead, fileWrite etc to mess up the file type slightly after it's loaded or something?
  3. Nope, since it's something that'll have to be done with a script. Fine selection doesn't work.
  4. Alright, I'm trying to remove a few objects, but I'm having some troubles. a) I can't find them in the object list. b) I can't click to remove them with the map editor removal tool. The objects in question are the fences and glass at the abandoned truck terminal in Blueberry. Anyone got any ideas as to how I can do this? Thanks.
  5. Yup, I don't really bother playing MTA anymore, all I'm doing is watching movies on Netflix and working on Sociuspirate. Yeah, I haven't played in a while. Real life priorities and all that. Thanks for the reminder to cancel my Netflix, haven't used it in a long time. Sociuspirate is looking good, nice work son.
  6. Clearly, you can't read. I'll explain further. I used the bone_attach resource after a quick thought that popped into my mind regarding how the original weapon system works. With the original weapon system in GTA:SA, weapon models have a single pivot point that attaches to a single bone, the right hand. So simply all one does is head into 3DS max, import for instance, an AK47. Model an attachment on top of it, set the pivot point to the EXACT same as the AK47, delete AK47, export attachment, attach to right hand and VOILA. Everything lines up 100% in ALL animations. If you do it for a single gun, you will be able to get away with using them for other guns of the same type, ie; AK47 and an M4, although it may not line up as well, it's bearable depending on what you've made. Though I would highly recommend making separate attachments for each gun, so that everything lines up 100%. You may want to use some form of server-side weapon mods or even put the stock weapon models on the server so that people don't complain about things looking like crap because the script is not optimized for THEIR mods.
  7. It was only a matter of time until you finally gave in Jesse. Saved me the time however, thanks.
  8. Use the same ID's you used to replace the models. You can't directly replace a TXD. You just import one and apply it to a model to overwrite the original one.
  9. Replacing individual element models is not possible. Textures can be done with shaders.
  10. This would be cool. With the new encryption system, how about testing a global database? Just encrypt the connection & also encrypt passwords in the database, just in case. Have a schedule for automated backups of the database too, would be awesome.
  11. No way. I was considering this a few weeks ago when I was playing Power of Chaos. I very much look forward to this if it goes to head, I guess deck building and winning cards is all planned?
  12. Yea, they were acting immature, but you did provoke them. Explain where I provoked him?
  13. Absolutely immature company, ran by kids. After recent interactions with an employee who represents Edi, I will never consider them.
  14. Forrest

    Objects Lag

    I'm only needing to create around 450 objects, won't be destroyed. All should be well server-side in that case, thanks.
  15. Forrest

    Objects Lag

    Is there any difference between the lag caused by either using server-sided createObject or client-sided createObject/.map file? Thanks.
  16. That would only make sense if he defined the player as thePlayer, you should probably stop post-whoring because it's becoming obvious with your copious amount of fails. @OP post the whole function and we'll see what do brah.
  17. Sounds exactly like that, considering the fact that neither of your scripts line up, missing variables, trying to trigger an event but instead scripting a function. Support for stolen resources will not be found here.
  18. Because you're trying to freeze the table. setElementFrozen ( ped[i], true )
  19. Do you expect us to list a function to create a gang, or even list all those that are required?
  20. function Motor1(player) local veh = getPedOccupiedVehicle ( player ) if veh then setVehicleHandling(veh, "engineAcceleration", 60) else outputChatBox("Get in a Vehicle dude!", getRootElement(), 255,0,0, false) end end addEvent("Motor1", true) addEventHandler("Motor1", getRootElement(), Motor1) Try that.
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