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Everything posted by Addlibs
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Is that 'accounts' table in the internal SQLite registry (../mods/deathmatch/databases/global/registry.db) or a separate file, or even on a remote/local MySQL server? If its not in the internal registry, I don't know why you're using executeSQLQuery.
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Pretty sure you can cancelEvent() on onClientChatMessage if the string.sub(message, 1, 6) is "login:" or "logout:"
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Try attaching the onClientResourceStart event to getResourceRootElement(getThisResource()) -- tip: there's a pre-defined variable for the above: resourceRoot instead of getResourceRoot()
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Show the GUI for any account unless it has a specific account-data, and after showing the GUI, set that specific account-data so that the GUI won't re-appear later
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If fetchRemote is on the serverside, then nothing should be downloaded/saved under ../priv/ as far as I'm concerned. (And I don't think anything get's downloaded/saved even if used through clientside) It's probably your clientside code, upon receiving the pixel code (from PNG/JPEG) that saves it to "@.png" or whatever (as long as there is the prefix "@" which means it'll be in the priv folder)
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There's a resource called webchat on community.multitheftauto.com
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0.13m x 0.08m x 0.05m is the size of a sedan car in GTASA (source: http://gtaforums.com/topic/547591-how-t ... -sketchup/) - considering this, a GTA unit it approx 0.04444444444 (0.08m ÷ 1.8m) units within 3Ds Regarding textures, try using Dff Check in TXD Workshop to see if you've got all the textures and if they're named correctly.
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Oh, right. There's also onVehicleDamage
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This is not a bug, it works pretty much as expected (but unsafe). The server gets really overloaded during loot respawn, with over 200000 messages (OutCommandQueue > 200000 msgs.) pretty much paralysing the itself for a moment. This can be easily avoided by splitting up the process into parts that run at separate times (probably one after the other with a small cooldown) but you'll have to script that yourself or wait for DayZ developers to do that.
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You will need some sort of a regular check, probably though setTimer. Other functions you will need is getElementHealth, getVehicleHandling and setVehicleHandling
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This is the ip of the http server, not the client connected on it ... Oh? I believe you're here to mislead people? You better check the variable first yourself before making stupid unjustified comments. You're wasting developers' precious time making such ridiculous remarks. Moderators come in a lot lower quality nowadays I guess. https://wiki.multitheftauto.com/wiki/Resource_Web_Access#Parsed_files [explanation of 'hostname' variable exists since https://wiki.multitheftauto.com/index.php?title=Resource_Web_Access&direction=next&oldid=12871, that is 27 October 2007]
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Remove lines 6-8 and change line 9 to: if ( killer and getPlayerTeam(killer) == getPlayerTeam(source) ) then (However, this code will give a reward for killing teamless players, unless the killer is also teamless) Note bene: the source is the victim, and the last argument of the function (named victim) is actually the bodypart hit.
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hostname predefined variable.
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[quote name=..&G:..] Can you help me set this up as well? [...]Either I'm dumb, or this clearly states he is interested in col files. But whatever, I helped as much as I could - I have no experience in editing DFFs.
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The 5th argument pushed to mysql_connect function is wrong. My bet is that it's the MySQL server port (since it expects a number)
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--Client addEventHandler("onClientGUIClick", root, function (key, state) if guiGetText(source):lower():find("warp") and getElementType(source) == "gui-button" and state == "up" then triggerServerEvent("sendToLog", localPlayer, guiGetText(source)) end end ) --Server addEvent("sendToLog", true) addEventHandler("sendToLog", root, function (buttonText) if client and source and source == client then else return false end --break function if 'client' isn't declared, or if it is different from the event source element (security) outputServerLog("Client "..getPlayerName(client).." pressed button \""..buttonText.."\"") end ) This is pretty much a very minimal code that will trigger a server event when a gui-button, which has "warp" at least as part of it's name, is pressed. The server will catch that event and write to server log the name of the player and the exact name of the button pressed. (UNTESTED, but should work)
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If you want multiple collisions in one file, open CollEditor, drag all files into the list and export as one file. Nota bene, MTA will only load the first collision in that file - MTA does not allow multiple collisions in one file but having them in one file is useful if you want to transport them between machines.
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Open the .col, which has multiple collision models, in CollEditor, select all collision models, right click on any of them and then Export > Single Collision Files
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But that element might be destroyed by the time the timer is executed. It's always safer to check if it is in fact an element, not just a userdata.
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How do you remove item id 137?
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I've checked all the COLs now, seems like all natalX.col files are empty (no vertices, faces or anything, only dimensions are defined). Try using overlay4.col instead of natal4.col
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The function you use to add an item can call an event, which can be caught by your script and act upon that event, for example, by updating the neon element data or whatever
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A .col file can contain one or more collision models. Normally, San Andreas assigns each collision model in a file to a geometry model through the model name that is embedded in the collision model. However in MTA, you can assign any .col file to any model ID; the names are ignored. To prevent loading multiple collision models into one model ID, MTA only loads the first collision model of a .col file and ignores the rest. Therefore, if you have a .col file containing multiple collision models, you will need to split it into multiple files, with one model per file, and then load and import each of those files using the appropriate scripting functions. To split a .col file into multiple files, you can use CollEditor2. — https://wiki.multitheftauto.com/wiki/COL I've split the .col into single collision model .col files. http://www.mediafire.com/download/zu3c8 ... talCOL.zip