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Dealman

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Everything posted by Dealman

  1. If you tried to understand the examples given to you, and read about the functions they used - you would know why. interpolateBetween has a progress argument, where you need to provide a float between 0 and 1. In this case a progress of 1 would mean full health, green. 100/100 = 1.0 (100%) 100/200 = 0.5 (50%) That's why it showed as orange when at 100%.
  2. <meta> <script src="script.lua" type="client/server"/> </meta> That's all you really need in the meta for a testing resource. If it still doesn't work it's probably the script itself. Debug it and look for errors and warnings.
  3. As it's mentioned in the description of the video; "Working tracks will be available in San Andreas At War after the release of Eir. Such functions were CLEO-only befor i made this script." This was made on MTA: Eir and not MTA: Blue. I find it hard to believe you'd as easily achieve something like this with MTA: Blue. Now, it might be possible if you're good with shaders as really all you'd have to do is change the UV co-ordinates of a texture. You could then use the function dxSetShaderValue to change it depending on your velocity/speed/direction/whatever. You'd probably be best off asking someone like Ren_712 on these forums, he's very experienced with shaders.
  4. Maybe it's something within the mapmanager resource?
  5. Well that's all the hits for "fade" in the entire Race resource. If it's neither of those, it's another resource controlling it.
  6. Did you try using Notepad++'s search function? In case you missed something... Search "fade" (36 hits in 7 files) F:\Games\MTA San Andreas 1.4\server\mods\deathmatch\resources\[gamemodes]\[race]\race\countdown.lua (1 hit) Line 69: self.client.fade = enable F:\Games\MTA San Andreas 1.4\server\mods\deathmatch\resources\[gamemodes]\[race]\race\countdown_client.lua (1 hit) Line 70: if self.fade then F:\Games\MTA San Andreas 1.4\server\mods\deathmatch\resources\[gamemodes]\[race]\race\editor_support_client.lua (2 hits) Line 32: -- Do fadeup and tell server client is ready Line 33: setTimer(fadeCamera, 200, 1, true, 1.0) F:\Games\MTA San Andreas 1.4\server\mods\deathmatch\resources\[gamemodes]\[race]\race\nametags.lua (1 hit) Line 24: -- Make the text a bit brighter and fade more gradually F:\Games\MTA San Andreas 1.4\server\mods\deathmatch\resources\[gamemodes]\[race]\race\race_client.lua (16 hits) Line 18: fadeCamera(false,0.0) Line 122: -- Start the fadeout as soon as possible Line 171: fadeCamera( false, 0.0, 0,0,0 ) -- fadeout, instant, black Line 171: fadeCamera( false, 0.0, 0,0,0 ) -- fadeout, instant, black Line 190: fadeCamera(true) Line 266: fadeCamera( false, 0.0 ) Line 283: -- Do fadeup and then tell server client is ready Line 284: setTimer(fadeCamera, delay + 750, 1, true, 10.0) Line 285: setTimer(fadeCamera, delay + 1500, 1, true, 2.0) Line 415: if Spectate.fadedout then Line 790: Spectate.fadedout = true Line 1067: Spectate.fadedout = true Line 1075: Spectate.fadedout = false Line 1092: if Spectate.fadedout then Line 1185: fadeCamera(false,0.0, 0,0,0) -- Instant black Line 1189: setTimer(fadeCamera,250+500,1,true,1.0) -- And up F:\Games\MTA San Andreas 1.4\server\mods\deathmatch\resources\[gamemodes]\[race]\race\race_server.lua (2 hits) Line 762: fadeCamera ( g_RootPlayers, false, 0.0, 0,0, 0 ) Line 814: fadeCamera ( g_Root, false, 0.0, 0,0, 0 ) F:\Games\MTA San Andreas 1.4\server\mods\deathmatch\resources\[gamemodes]\[race]\race\util_client.lua (13 hits) Line 315: -- Trigger an event when the screen fades in/out Line 317: local fadeInFinTimer = Timer:create() Line 319: _fadeCamera = fadeCamera Line 319: _fadeCamera = fadeCamera Line 320: function fadeCamera(fadeIn,timeToFade,...) Line 320: function fadeCamera(fadeIn,timeToFade,...) Line 321: _fadeCamera (fadeIn,timeToFade,...) Line 321: _fadeCamera (fadeIn,timeToFade,...) Line 323: if not fadeIn then Line 324: fadeInFinTimer:killTimer() Line 327: fadeInFinTimer:setTimer( onfadeInFin, math.max(50,ticksToFade/8), 1 ) Line 327: fadeInFinTimer:setTimer( onfadeInFin, math.max(50,ticksToFade/8), 1 ) Line 331: function onfadeInFin()
  7. You could search through the community resource and you'll find a few to choose from. I've got one linked in my signature, but it streams internet radios client-side. I haven't touched it in a while, so it's pretty out-dated.
  8. Are you sure the Rhino takes damage by the RPG? Otherwise, I assume you'll have to check whenever there is an explosion - and who the creator was. If there's a Rhino within a distance of X, either damage it or blow it up.
  9. What exactly are you trying to achieve? You've got me rather confused
  10. Yes, first of all you need to get all player elements and then check their team. After that, add them to a table. For example; -- Define the table. local mtaTeamPlayers = {}; -- First of all, fetch all current player elements local allPlayers = getElementsByType("player"); -- Then loop through all players and check their team name for k, v in ipairs(allPlayers) do if(getTeamName(getPlayerTeam(v)) == "MTA") then -- If their team name matches the one you want, get their player name and store it in a local variable local playerName = getPlayerName(v); -- Insert their name into our previously defined table table.insert(mtaTeamPlayers, #mtaTeamPlayers, playerName); end end Of course that's just an example. You'll have to make code which updates the table whenever a player join and quits. You'll also have to loop through the table to draw their names using dxDrawText. Edit: Or use the function manawydan suggested
  11. Just curious if anyone has found any reliable way of differentiating a map from a resource? I recall trying to do this before when I was working on a script to alter the volume of music played via maps. For the most part the issue lies with how onClientSoundStarted is designed. It would be a very welcome addition if it also returned the name of the resource that started it. But it doesn't. None of the sort. Before that event was introduced, I relied on a script that checked for sound elements with a length of 30 seconds or above when it was started. Then it used events available by the Race resource(onRaceStateChanging) to start a new timer every time a map changed(and then kill the timer if a sound was found). It worked pretty well, only issue was that it would sometime interfere with streamed music as well. Now I thought this would be easy to solve using getElementParent and getResourceName. However, that wasn't quite the case - and I'm not sure what the logic behind those functions are. For example, if I found a sound that was longer than 30 seconds - it was either a song started via a map or the music streamer. If I got the parent of that, it would return "map" for both sounds. And if I got the parent of that parent, it returned "resource" for both. After this I thought, well, I'll just get the resource name of the two and compare them. But this wasn't possible either, since getResourceName requires "resource-data" and not a resource element. Am I missing something here? Or is the logic behind getResourceName a bit odd?
  12. Mmm, I assumed there would be a way to get world models since you can remove them. I guess not. Only way I can think of then would be to do it manually. Unless there's a way to extract the XYZ co-ordinates of them via GTA files - which I doubt.
  13. Personally I would get the offsets of the lamps you wanna edit. Then get all lamps by that model and simply use the offset.
  14. You have the wonderful Dynamic Lights resource by Ren712, he's quite the sexy little shader god around here. The resource also has a Wiki Page. Whether it's what you're looking for or not, I don't know.
  15. Never worked with weapon properties, but try something like this; Server-side function setPropertyOnStart_Handler() setWeaponProperty("colt 45", "poor", "maximum_clip_ammo", 2) end addEventHandler("onResourceStart", resourceRoot, setPropertyOnStart_Handler)
  16. This is covered under Writing Gamemodes on the Wiki.
  17. You'll find the text itself under race_server.lua; function updateNotReadyText() if howManyPlayersNotReady() == 0 then deactiveNotReadyText() end if g_NotReadyDisplay then -- Make sure all ready players are observers for i,player in ipairs(g_Players) do if isPlayerNotReady(player) then textDisplayRemoveObserver(g_NotReadyDisplay, player) else if not textDisplayIsObserver(g_NotReadyDisplay, player) then textDisplayAddObserver(g_NotReadyDisplay, player) g_NotReadyDisplayOnTime = getTickCount() end end end -- Only show 'Waiting for other players...' if there actually are any other players if getTotalPlayerCount() > 1 then textItemSetText(g_NotReadyTextItems[1], 'Waiting for other players...' ) end end end
  18. You read the wrong part of the tutorial. I meant this part;
  19. You can use my tutorial for an example on how to make the process(convert absolute to relative) much faster. Since onClientRender is triggered several times a second, getting rid of any calculations within it is recommended. Multiplying it once will be more efficient than dividing it first and then multiplying it - since you'll be doing this 30-60 times a second.
  20. Use proper indentations and you won't be having as a hard time seeing where you messed up. Also, reading up how if statements work within Lua could be useful.
  21. It's mostly used to indicate where a block of code ends, but since Lua is a slightly different language - it's not necessary like it is in other languages such as C++. I think it's good practice to do it anyway in case you'll find yourself doing some C++ later since missing a semi-colon or putting it in the wrong place can break your entire thing.
  22. Aye, it's very easy, you already have some of the code for it here.
  23. What exactly is it you're trying to do with this? As far as I can tell, this is only to add different methods of logging into your IP Forum - for example, sign in through Steam or similar.
  24. Because every time the function enterVehicle is called, a new event handler is created for "BusMarsh1". You'll have to remove it using removeEventHandler.
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