Dealman
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Everything posted by Dealman
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Example of how I do it; dxDrawText("You Died!\nRespawning in "..tostring(respawnTimer/1000).." Seconds!", screenX*(547/1360), screenY*(507/768), screenX*(841/1360), screenY*(563/768), tocolor(0, 0, 0, 255), 1.00, "pricedown", "center", "top", false, false, true, false, false) This should work for anything using absolute coordinates(pixels).
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sX*(267/1024) This is the right way of doing it, you need to do it for both positions and scale.
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It will only get sounds created via the function playSound and playSound3D.
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I'm fairly sure there is no function to set the actual volume of MTA. As for volume up/down, you'll have to create your own. Those will only change volume for sound elements, not MTA sound itself.
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Might want to consider using several events. Doing a lot of calculations and processing using onClientRender is likely to cause lag. You'll be doing all of that 30-60 times per second...
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I believe the reason why it causes lag is because the server has to download the image. fetchRemote can only download things externally via the server. The client can only use(as far as I know) fetchRemote to download files from the actual MTA server(IE models, textures and resources). Am glad the chart thing came to some use for someone, good job it looks pretty good! Edit: Castillo beat me to it, I have no experience with PHP so while I'd love to help - I'm afraid I can't. Luckily we have people like Castillo to help
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I was originally working on a roleplaying gamemode, but halted progress on it due to interest in another project I am now currently focusing on. So I have some interfaces made I might share on those forums soon, they need a little bit of fixing but they're usable. They're basically prototypes, but fully animated and made via DirectX functions. If it is of any help, you're free to use them and edit them as you please Edit: Here you have a little video to see what it looks like. Link to Video
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That's why it fixed it. Using a 50ms timer to stop the sound should have worked as well - but this is a better way of doing it.
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So play around with the width and height until you get what you're looking for? Arguments; X, Y, Z, Width and Height
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Wat? Get the player's screen, send the result to the server via triggerServerEvent. Send the data the Server received to the specified client via triggerClientEvent. Player 1 -> Server -> Player 2 Not sure if it works, but you can try. I'd assume if it works, it's gonna lag quite a bit
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Triggering events. Client -> Server -> Client. Is it efficient? No. But as far as I know, the only way of doing it without some serious modifications.
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Not entirely sure what you're on about, but... getPlayerWantedLevel guiCreateWindow As for designating criminals to the windows, it depends on how your system is made.
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Look at the URL; http://translate.google.com/translate_tts?tl=en&q=Hello! What you want to pay attention is this; tl=en I assume TL stands for Translation Language, and then of course en is English. Then you have to try your way to see which ones work. Here's a few; sv - Swedish no - Norwegian fi - Finnish de - German nl - Dutch tr - Turkish ru - Russian hi - Hindi
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Glad I could be of help
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You can try this;
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Make the check before you output the message. Also you should use player instead of source for the player source. function exampleCommand_Handler(thePlayer, theCMD) if(isPlayerMuted(thePlayer) ~= true) then outputChatBox("<"..getPlayerName(thePlayer).."#FFFFFF>: #00FFFFHello World!", root, 255, 255, 255, true) else outputChatBox("You're muted and can not use this command.") cancelEvent() end end addCommandHandler("hi", exampleCommand_Handler, false) -- False tells the command handler that it is NOT case-sensitive. Edit: DNL beat me to it
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Yxi kaxi textski speakski funski! On-Topic: Yes, there's plenty of languages you can use with Google TTS. I wrote a resource that supports a few of them, as well as pitch change because reasons
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I believe that currently it is hard-coded into the default chatbox. I think you'd need to make your own, entirely new chatbox to support this. I might be wrong, however.
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getElementsByType dxDrawRectangle dxDrawText for in ipairs do Draw the rectangle, create the text inside the rectangle using offsets.
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You can use setAccountData and getAccountData to permanently store data. Most of the time, you'll probably want to go with SQL if that is a possibility. If not, account data will do fine.
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Sound like those statistics should be saved in a SQL Database - but is failing to do so, thus it fails to show up. Did you per chance buy this script or find it somewhere else?
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What on earth is with you, Deepu? You're always so defensive, as soon as anyone says anything - you see it as offensive and go on an all-out rampage. This is just awkward to read
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The variable amountJailed was just an example. You'll have to create and define this variable yourself. If it is not defined, it will be returning nil.