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Justice

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Everything posted by Justice

  1. I find that on resolutions like 1366x768 it does this. If you're on 1080p it might not, who knows...
  2. As we've all probably noticed, GTA SA doesn't handle mouse input the best. When you move your mouse, the cursor on screen moves either not at all, or in increments of more than one pixel. In singleplayer and on SA:MP there's a means to fix that, using the sensfix.asi plugin. Not only does this plugin fix the vertical sensitivity, but by relaying mouse input through it, it provides pinpoint accuracy during gunfights, and overall smoother mouse movements. I often find my camera jarring or my sniper aim off point because of the lack of this script, and I find it bad that MTA doesn't offer its alternative. TL;DR - Please develop a mouse smoothing and/or input lag reduction feature in the future. Please use a hardware cursor in the future instead of a simulated cursor.
  3. Hi. Just noticing that when I install a new mod (only skin I've tried replacing so far is ID 93, wfyst), and I log into MTA, I see the original skin instead of the mod. And that's when I'm lucky. Sometimes it makes that model unusable, in which case I can't switch skins to it and I can't see anyone that uses it. If I log onto SAMP or single player however, the mod comes out as I want. I noticed that MTA stopped allowing .ifp changes inside GTA3.img recently with 1.5, but skin mods too? That seems a little harsh to me. Can anyone confirm that it's definitely MTA?
  4. Perhaps I should have the client trigger the event on the server using onClientWeaponFire()? Only thing is I don't think I can specify the bone the shot hit if I use that event.
  5. It also includes debug text for additional testing currently.
  6. First off, I'd like to thank anyone that takes the time to help me out. Down to business, I'm making a system that increases damage of weapons for use in a post-apocalyptic server, Zombie Roleplay. Separate from this, there is another system that will cause players to bleed if they're shot, as long as they're not already bleeding. This script is meant to perform: -Additional bullet damage, aiming for realism. Makes many GTA weapons kill in only a few shots. -Additional damage falls off over range due to air resistance on the bullet. -A sniper hit to the chest will knock a player out. (That code is separate in another system and not part of this issue.) However I'm running into a snag. From certain distances and angles and even randomly, the onPlayerDamage() server side event appears to be triggering more than once. Since the script relies on it to tell when the player has been damaged, it needs to be accurate. Also, the setWeaponProperty for the weapon range is not working. At least, not in the Freeroam gamemode. I'm wondering, is there anything we can do about this without waiting for a fix from MTA devs? Here is the code for those that wish to test for themselves. It's all server-side, as I ran into syncing issues when using client side. --[[ Author: Jordan Date: September 26, 2015 Purpose: Create a realistic system for increasing bullet damage in a roleplay setting. Also, cause extra damage to drop off as bullets are affected by air resistance over long distances. ]] function RPDamage (attacker, weapon, bodypart) --THIS FUCKIN SHIT DON'T WORK. CONSTANTLY FUCKIN' TRIGGERING TWICE ON THE ZRP SERVER ONLY!!! if attacker == nil then -- Covering an error I got randomly sometimes where attacker wasn't met. attacker = source end local x,y,z = getElementPosition( source ) local ex,ey,ez = getElementPosition( attacker ) local distance = (getDistanceBetweenPoints3D (ex, ey, ez, x, y, z)) -- If someone attacks someone with a weapon not on this list, it will return an error can't compare nil. This is normal. -- In the future could populate list with every weapon in the game, just with 0 values. local weaponDamage = {["Colt 45"] = 20, ["Silenced"] = 20, ["Deagle"] = 25, ["Shotgun"] = 55, ["Sawed-off"] = 30, ["Combat Shotgun"] = 35, ["Uzi"] = 10, ["MP5"] = 12, ["AK-47"] = 33, ["M4"] = 24, ["Tec-9"] = 10, ["Rifle"] = 44, ["Sniper"] = 58, ["Brassknuckle"] = 0, ["Golfclub"] = 0, ["Nightstick"] = 0, ["Knife"] = 0, ["Bat"] = 0, ["Shovel"] = 0, ["Poolstick"] = 0, ["Katana"] = 0, ["Chainsaw"] = 0, ["Dildo"] = 0, ["Vibrator"] = 0, ["Flower"] = 0, ["Fist"] = 0, ["Cane"] = 0, ["Teargas"] = 0, ["Minigun"] = 0, ["Spraycan"] = 0, ["Fire Extinguisher"] = 0, ["Drowned"] = 0-1} local weaponDamageModifier = {["Colt 45"] = 1/((distance+0.001)/15), ["Silenced"] = 1/((distance+0.001)/10), ["Deagle"] = 1/((distance+0.001)/15), ["Shotgun"] = 1/((distance+0.001)/8), ["Sawed-off"] = 1/((distance+0.001)/3), ["Combat Shotgun"] = 1/((distance+0.001)/5), ["Uzi"] = 1/((distance+0.001)/12), ["MP5"] = 1/((distance+0.001)/18), ["AK-47"] = 1/((distance+0.001)/15), ["M4"] = 1/((distance+0.001)/30), ["Tec-9"] = 1/((distance+0.001)/12), ["Rifle"] = 1/((distance+0.001)/40), ["Sniper"] = 1/((distance+0.001)/50), ["Brassknuckle"] = 1, ["Golfclub"] = 1, ["Nightstick"] = 1, ["Knife"] = 1, ["Bat"] = 1, ["Shovel"] = 1, ["Poolstick"] = 1, ["Katana"] = 1, ["Chainsaw"] = 1, ["Dildo"] = 1, ["Vibrator"] = 1, ["Flower"] = 1, ["Fist"] = 1, ["Cane"] = 1, ["Teargas"] = 1, ["Minigun"] = 1, ["Spraycan"] = 1, ["Fire Extinguisher"] = 1, ["Drowned"] = 1} local weaponName = getWeaponNameFromID(weapon) local originalDamage = weaponDamage[weaponName] local modifierDamage = weaponDamageModifier[weaponName] if bodypart == 3 and getPedArmor(source) == 0 and distance > 0.85 then if weapon == 34 then --call(getResourceFromName ( "lses-system" ), "knockout", source) outputChatBox("KO! Sniper to the chest!") end if modifierDamage ~= nil then -- This covers for the problem in line 11. It avoids the entire calculation if the weapon isn't in the list. if modifierDamage > 1 then local damageMod = originalDamage outputChatBox("FULL EXTRA DAMAGE!") if getElementHealth(source) <= damageMod then killPed (source, attacker, weapon, bodypart, false) else setElementHealth(source, getElementHealth(source) - damageMod) outputChatBox("Damage after falloff: " .. tostring(damageMod)) end else local damageMod = math.ceil(originalDamage * modifierDamage) -- Round up, will always do one extra damage. outputChatBox("Extra damage is falling off.") if getElementHealth(source) <= damageMod then killPed (source, attacker, weapon, bodypart, false) else setElementHealth(source, getElementHealth(source) - damageMod) outputChatBox("Damage after falloff: " .. tostring(damageMod)) end end end end outputChatBox("-------------------------------------------------------") outputChatBox("Weapon: " .. tostring(weaponName)) outputChatBox("Distance: " .. tostring(distance)) outputChatBox("Extra damage: " .. tostring(originalDamage)) outputChatBox("Multiplyer: " .. tostring(modifierDamage)) outputChatBox("Bone: " .. tostring(bodypart)) outputChatBox("-------------------------------------------------------") outputChatBox("Health after: " .. tostring(getElementHealth(source))) end function weaponStats() setWeaponProperty(38, "std", "damage", 10) setWeaponProperty(38, "pro", "damage", 10) setWeaponProperty(38, "poor", "damage", 10) setWeaponProperty(22, "std", "weapon_range", 500.0) setWeaponProperty(22, "pro", "weapon_range", 500.0) setWeaponProperty(22, "poor", "weapon_range", 500.0) setWeaponProperty(23, "std", "weapon_range", 500.0) setWeaponProperty(23, "pro", "weapon_range", 500.0) setWeaponProperty(23, "poor", "weapon_range", 500.0) setWeaponProperty(24, "std", "weapon_range", 500.0) setWeaponProperty(24, "pro", "weapon_range", 500.0) setWeaponProperty(24, "poor", "weapon_range", 500.0) setWeaponProperty(25, "std", "weapon_range", 500.0) setWeaponProperty(25, "pro", "weapon_range", 500.0) setWeaponProperty(25, "poor", "weapon_range", 500.0) setWeaponProperty(26, "std", "weapon_range", 500.0) setWeaponProperty(26, "pro", "weapon_range", 500.0) setWeaponProperty(26, "poor", "weapon_range", 500.0) setWeaponProperty(27, "std", "weapon_range", 500.0) setWeaponProperty(27, "pro", "weapon_range", 500.0) setWeaponProperty(27, "poor", "weapon_range", 500.0) setWeaponProperty(28, "std", "weapon_range", 500.0) setWeaponProperty(28, "pro", "weapon_range", 500.0) setWeaponProperty(28, "poor", "weapon_range", 500.0) setWeaponProperty(29, "std", "weapon_range", 500.0) setWeaponProperty(29, "pro", "weapon_range", 500.0) setWeaponProperty(29, "poor", "weapon_range", 500.0) setWeaponProperty(30, "std", "weapon_range", 500.0) setWeaponProperty(30, "pro", "weapon_range", 500.0) setWeaponProperty(30, "poor", "weapon_range", 500.0) setWeaponProperty(31, "std", "weapon_range", 500.0) setWeaponProperty(31, "pro", "weapon_range", 500.0) setWeaponProperty(31, "poor", "weapon_range", 500.0) setWeaponProperty(32, "std", "weapon_range", 500.0) setWeaponProperty(32, "pro", "weapon_range", 500.0) setWeaponProperty(32, "poor", "weapon_range", 500.0) setWeaponProperty(33, "std", "weapon_range", 500.0) setWeaponProperty(33, "pro", "weapon_range", 500.0) setWeaponProperty(33, "poor", "weapon_range", 500.0) outputChatBox("Now AK range: " .. tostring(getWeaponProperty(30, "pro", "weapon_range"))) outputChatBox("Original AK range: " .. tostring(getOriginalWeaponProperty(30, "pro", "weapon_range"))) end addEventHandler ("onPlayerDamage", getRootElement(), RPDamage) addEventHandler ("onResourceStart", getRootElement(), weaponStats) PS: I've never scripted in LUA before, so feel free to let me know how I've done.
  7. I for one use my MTA in the same directory as SAMP and the vanilla game which I have heavily modded. For the people that know what they're doing, can there be an option in the Advanced tab of the options menu to disable the popup warnings for .asi files and antivirus warnings? It seriously gets on my nerves. I don't run my antivirus when I play games because of the CPU usage. And with the proxy_sa.exe that MTA provides, .asi files aren't even a problem because the game never loads them. But yes. An option in the advanced options tab would be great so that I can turn off that annoying spiel.
  8. Exactly. It's similar to upping the graphics using ENB or something. It doesn't really matter if a server doesn't want those shaders as they don't give players an advantage. In fact, better visuals usually clutter the screen more and give them a disadvantage. But if it's player choice then they will go on preference.
  9. No one has any feedback? I'm seeing plenty of viewings over the last few days, but no one is giving feedback. Kinda need player feedback to make the devs notice it, fellas.
  10. Just what the title suggests. I believe that similar to ENB, the shaders for MTA should be able to be categorized and once approved, be able to be downloaded to your MTA client, and simply enabled from there so they work with ANY server you play on. MTA shaders are definitely a lot smoother on systems than ENB series is, I can tell you that. Say like have a "Shaders" tab in the settings menu or something like that. The only issue I can think of is that people may try to use gamebreaking scripts and pass them off as shaders due to them both being LUA injections. But I'm sure you can make it work. Some sort of identification system perhaps. Or preinstalled shaders.
  11. There are built in animations for being handcuffed in GTASA, SAMP does not have its own animation file.
  12. I think he means so that when it changes the aspect radio of the HUD element, it also changes the position and size to better fit the screen.
  13. Sorry, I was under the assumption that as it has no target version, that it was pushed to the side or cancelled. I'm just trying to make them realize how important it actually is for us to be able to have our own .ifp plugins.
  14. Custom weapon aiming animations as of server side, etc. I gotta be honest with you, I have no idea how this would work, I'm sure that MTA is currently able to edit .dff, .txd, and .col files from within GTA3.img, could this possibly be used as an addition to that? As for testing, you can currently use your own rifle.ifp and such modifications inside your client-side GTA. A very select few servers don't let you in because of them, but you can do it. Such as me testing its use on a prone modification for the rifle.ifp crouching ADS.
  15. Definitely gonna bump this. Also limit gameplay to one city, such as Los Santos. We need people to be able to team up and take each other on in numbers. Modify the damage as well so I'm not shooting for ages to gun someone down like in normal MTA? Yeah.
  16. This is not up to MTA devs to decide, and I'm not sure if this is the proper forum area. If a mod wants to, he can move or delete this. But if anyone has a project they might wanna come up with, a gamemode similar to APB:R that is not like the current economy / RPG servers out there, I would warmly welcome the addition. Thanks.
  17. I've ran into this issue before in the past. Your gta_sa.exe may have been unintentionally modified. You should try replacing it with an online backup or by reinstalling that piece of the game.
  18. Justice

    MTA Alt+Tab Failure

    I had not an intention to use my old PC once I received my new one repaired. It is currently dismantled. All I wanted to know was possible causes of the issues for interests reasons. Sorry if this is too troubling.
  19. Justice

    MTA Alt+Tab Failure

    I currently play using the modern PC I recently got back from repairs. The issue with my old one was that when I tabbed out of the game while in fullscreen, even with the latest nightly build and nothing that could be modifying D3Draw running, I end up with this issue on my old PC. I have yet to test it on my modern one. After tabbing out of the game, audio stays on, and the game is still running as normal. However, after tabbing back in, even with the alt tab handling fix, the screen stays black and I am required to restart MTA to fix the issue. PC tested on: Purchase Year - 2007 AMD Athlon TK-57 x2 (1.9Ghz) 2GB DDR2 RAM 140GB 5400RPM HDD GeForce 7000M Integrated Graphics Driver: v179 Beta (latest) Yet to be tested: Purchase year - 2012 Intel i3-2328m Dual Core 2.2Ghz w/ HT 6GB DDR3 RAM 500GB 5400RPM HDD Intel HD 3000 integrated graphics, model core clock 650-1100Mhz range. Driver: latest Wondering if this is a common problem with everyone or just me. I will test the other PC when I get home.
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