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Captain Cody

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Everything posted by Captain Cody

  1. There are ways of doing it yes; but adding actual new vehicles is impossible.
  2. Best way to do it, is to get two objects and move their positions use one object for xyz of the first argument and the other object for the other xyz
  3. Something similar has been requested multiple times; probably won't happen due to the complexity of it.
  4. 2-3 hours to do it right.
  5. There is a kick / ban command in the server console... kick (Player name) for kicking ban (Player Name) for banning..
  6. Destroy world model, within the LV range.
  7. Post here. https://forum.multitheftauto.com/viewforum.php?f=177
  8. Hm, odd. Default streamer for me was only showing like ~200 feet in front of you.
  9. I spent months trying to get it to work correctly with any map, it is a bit of a secret.
  10. Well I use scene2res for a quick automtic dump. Then use then tables and what not from it and copy them over to my streamer. But I have to manually convert alot of stuff to.
  11. Enabled alpha transparancy and have this issue
  12. So I'm attempting to make a custom wheel system, with much success, but the issue I am having is that when trying to mix two wheels (Setting one tread invisible and what not) this happens.. And I'm using this for the FX file // Texture replace and transform //#include "mta-helper.fx" float4x4 gWorld : WORLD; float4x4 gView : VIEW; float4x4 gProjection : PROJECTION; float gTime : TIME; texture gTexture; float gHScale = 1.0; float gVScale = 1.0; float gHOffset = 0.0; float gVOffset = 0.0; float gBrighten = 0; float gRotAngle = 0; float gGrayScale = 0; float gRedColor = 0; float gGrnColor = 0; float gBluColor = 0; float gAlpha = 0; float gScrRig = 0; float gScrDow= 0; sampler2D gTextureSampler = sampler_state { Texture = ( gTexture ); MinFilter = Linear; MagFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float2 TextureCoordinate : TEXCOORD0; }; struct PixelShaderInput { float4 Position : POSITION0; float2 TextureCoordinate : TEXCOORD0; }; PixelShaderInput VertexShaderFunction ( VertexShaderInput input ) { PixelShaderInput output; float4 worldPosition = mul ( input.Position, gWorld ); float4 viewPosition = mul ( worldPosition, gView ); output.Position = mul ( viewPosition, gProjection ); output.TextureCoordinate = input.TextureCoordinate; return output; } float4 PixelShaderFunction ( PixelShaderInput output ) : COLOR0 { float2 textureCoordinate = output.TextureCoordinate; textureCoordinate[0] *= -0.2; textureCoordinate[1] *= 0.4; textureCoordinate[0] += -0.2; textureCoordinate[1] += 0.4; textureCoordinate[0] *= gHScale; textureCoordinate[1] *= gVScale; textureCoordinate[0] += gHOffset; textureCoordinate[1] += gVOffset; if(gScrRig!=0) { float posU = fmod( gTime*gScrRig ,1 ); textureCoordinate[0] -= posU; } if(gScrDow!=0) { float posV = fmod( gTime*gScrDow ,1 ); textureCoordinate[1] -= posV; } float4 textureColor = tex2D ( gTextureSampler, textureCoordinate ); if(gRotAngle!=0) { float x = (textureCoordinate[0] * cos(gRotAngle)) + (textureCoordinate[1] * -sin(gRotAngle)); float y = (textureCoordinate[0] * sin(gRotAngle)) + (textureCoordinate[1] * cos(gRotAngle)); textureColor = tex2D ( gTextureSampler, float2(x,y)); } if(gGrayScale!=0) { float averg=(textureColor.r + textureColor.g + textureColor.b)/3.0; textureColor=averg; } textureColor.r=textureColor.r+gRedColor; textureColor.g=textureColor.g+gGrnColor; textureColor.b=textureColor.b+gBluColor; textureColor = textureColor+gBrighten; textureColor.a = gAlpha; return textureColor; } technique Replace { pass P0 { AlphaBlendEnable = TRUE; SrcBlend = SRCALPHA; DestBlend = INVSRCALPHA; VertexShader = compile vs_1_1 VertexShaderFunction ( ); PixelShader = compile ps_2_0 PixelShaderFunction ( ); } }
  13. Try adding debug outputs throughout the code and see where it stops working at.
  14. Make it output moving.x and see if it says anything.
  15. Does it output either of them? Also either change your function name or change the name of what is outputted from the table.
  16. trigger a serverEvent that triggers a Client Event.
  17. tiempoparadesaparecer = 5000 function desaparecer() setTimer(destroyElement,tiempoparadesaparecer, 1, source) end addEventHandler("onVehicleExplode", getRootElement(), desaparecer) I have a script basically identical to this, and it works just fine..
  18. local mainFont = guiCreateFont(...) local sW,sH = guiGetScreenSize() function mainElements() mWindow = guiCreateStaticImage(0,0,sW,sH,"...",false) rButton = guiCreateLabel(0,sH - 240,400,50,"...",false,mWindow) guiSetFont(rButton,mainFont) guiLabelSetColor(rButton,255,0,0) lButton = guiCreateLabel(0,sH - 170,400,50,"...",false,mWindow) guiSetFont(lButton,mainFont) guiLabelSetColor(lButton,255,255,0) cButton = guiCreateLabel(0,sH - 100,400,50,"...",false,mWindow) guiSetFont(cButton,mainFont) guiLabelSetColor(cButton,0,0,255) addEventHandler("onClientMouseEnter",rButton,buttonEnter,false) addEventHandler("onClientMouseEnter",lButton,buttonEnter,false) addEventHandler("onClientMouseEnter",cButton,buttonEnter,false) --addEventHandler("onClientMouseExit",lButton,buttonLeave,false) --addEventHandler("onClientMouseExit",cButton,buttonLeave,false) end addEventHandler("onClientResourceStart",getRootElement(),mainElements) function buttonEnter() playSound("...") local gX,gY = guiGetPosition(source,false) gSelect = guiCreateStaticImage(gX,gY,sW,50,"...",false,mWindow) guiSetAlpha(gSelect,0.25) end function buttonLeave() if source == rButton or source == lButton or source == cButton then guiSetAlpha(gSelect,0) end end addEventHandler("onClientMouseExit",root,buttonLeave,false) -- addEventHandler()
  19. Basically all public info on heretrics can be found in the first link in my footer. Or for more info you can join the Skype chat.
  20. The plan is to start with just GosTown then expand later on. Also the issue with the bridge and what not is actually missing IDES. I'm using scene2res to do an inital conversion. But alot of stuff have to be manually fixed + I'm using a custom streamer.
  21. Make sure the col is set up correctly.
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