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Captain Cody

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Everything posted by Captain Cody

  1. My watermarks are better
  2. Try debugscript, and adding debug messages throughout the code.
  3. Bloody hell lad, use a loop or something this is an utter mess.
  4. Use ~, right below esc
  5. That's a LOD model from SA, you need to make sure to remove all world models server side, then reconnect.
  6. Easy, PM me on forums or skype if you need anything.
  7. What do you need?
  8. Captain Cody

    3dsMax

    Make a basic rectangle in 3ds max that is the same size as the gate and export that as a col in 3ds max.
  9. invGetPlr(plr, invKey) Like invGet but accepts player instead of account, don't use this as it bans the player if they're not logged in. Found in a CIT leak. (I just googled invGetPlr)
  10. I'd put my bet on none.
  11. I said shaders in general, because I wouldn't much recommend using dynamic lights, it's extremely laggy on a lot of computers.
  12. Dynamic lighting == Shaders.
  13. Shaders.
  14. Yell louder, maybe someone will hear you.
  15. Huh odd. Might want to way from a reply from one of the MTA devs in this case.
  16. I haven't a clue what the issue is, all I can say is run it client side if you're not already. Other then that there's 0 issues with this code. I have used the same one plenty of times without issues.
  17. Can try changing this C:\Program Files (x86)\MTA San Andreas 1.5\MTA\config\coreconfig.xml I'm not sure if there's a way to disable automatic scaling though.
  18. I actually started work on object physics a bit back. Made a house have physics (You could drop it off a cliff) but then never went any further due to my lack of experience in scripting at the time.
  19. I believe there's a config you can set that'll make said resolution your default.
  20. Ah, and yeah Kams scripts work perfecto in 3ds max 17'
  21. EngineTable = {} function enterVehicle () setVehicleEngineState(source, EngineTable[source] or false) EngineTable[source] = nil end addEventHandler ( "onVehicleEnter", root, enterVehicle) function exitVehicle () EngineTable[source] = getVehicleEngineState(source) end addEventHandler ( "onVehicleExit", root, exitVehicle) function setEngine() setVehicleEngineState(getPedOccupiedVehicle(player),not getPedOccupiedVehicle(player)) end addCommandHandler("engine",setEngine) Try
  22. I can edit skins in max 2017, works just fine for me.
  23. Kams, yes.
  24. My code saves what you had your engine set at when you left it and loads it when you reenter that is basically exactly what you're trying to do.
  25. EngineTable = {} function enterVehicle () setVehicleEngineState(source, EngineTable[source] or false) EngineTable[source] = nil end addEventHandler ( "onVehicleEnter", root, enterVehicle) function exitVehicle () EngineTable[source] = getVehicleEngineState(source) end addEventHandler ( "onVehicleExit", root, enterVehicle)
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