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Everything posted by Captain Cody
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If it appears blue ,red, or something else other then black then its a default function don't use it, or if you don't use notepad++ or something similar with the mta functions defined, think to yourself, would this function ever be used by the default game?
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I don't know, I usually stick with 3dsM
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I use the hard way of actually manually converting everything, due to 'Missing' ids. but you can probably use this https://forum.multitheftauto.com/viewto ... b34f1b8ac4
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It is possible, but you would have to use another program , polygons is the amount of faces it has. Atm it has 206 thosand polygons, and really its 10 mb what the hell..
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29,000 polygons is kams script max this has 206459.
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pjs = { { car = 562, texture= "elegyrasta.png", shader= "texture.fx", num = 1, worldname = "elegy1body256", friendname = "Rasta Paintjob", owner = "darbka2002" }, { car = 560, texture= "mah.png", shader= "texture.fx", num = 1, worldname = "sultan2body256", friendname = "Sultan Paintjob", owner = "mahmoudembaby", pj = 2 }, } addEvent("paintjob.SonApplyToAllServer", true ) function applyitdude(val, player) triggerClientEvent(root, "paintjob.onApplyToAllServer", root, val, player) end addEventHandler("paintjob.SonApplyToAllServer", root, applyitdude) addEvent("paintjob.SunApplyToAllServer", true ) function unapplyitdude(val, player) triggerClientEvent(root, "paintjob.unApplyToAllServer", root, val, player) end addEventHandler("paintjob.SunApplyToAllServer", root, unapplyitdude) function setpaintjob(plr,cmd,number) if number then for ind,val in ipairs(pjs) do local pf = val.car..val.num if getPedOccupiedVehicle(plr) and pf == getElementModel(getPedOccupiedVehicle(plr)..number and getElementModel(getPedOccupiedVehicle(plr)) == val.car and getAccountName(getPlayerAccount(plr)) == val.owner then triggerEvent("paintjob.SonApplyToAllServer", plr, pf, getPedOccupiedVehicle(plr)) car = getPedOccupiedVehicle(plr) setVehiclePaintjob(car,2) outputChatBox("You have enabled "..val.friendname,plr,255,255,255) end end else outputChatBox("Use /carshader 'Number'.") end addCommandHandler("carshader", setpaintjob) Should work now, and btw; If you are trying to combine two things use thing1..thing2 instead of thing1..""..thing2
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Convert the txds, convert the dffs, convert the ipls, profit. // Bit more complicated then that really.. //
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Actually now that I look at it, having alllot of rendering issues, buildings not apearing correctly, trees buildings roads etc apearing at the least secound. What the hell?
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// Never mind not fixed // Model flashes between lod and regular model multiple times when you come near it as soon as you so look in the wrong direction it either switches back to lod or disapears, any ideas?
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It was working just fine before I implemented the lods
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Basically as the tittle says still working on vice city map, got lods working and all now having the issue with models up close loading / unloading ever other second at any given moment causing players to drop through them.. Any idea on what the issue is?
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You trying to load it server side or client side, there are more methods of doing this if you want it to load just for that player.
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I need to whole table so that the values can actually be defined correctly.
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I'm sorry I didn't try to mock you.. I was just giving you advice. Any ways - Note: Objects are fully transparent at 140. So you wanna find a way to make it factor in the amount of armour while keeping that in mind.
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function rotate_object(veh,rxa,rz) local rx = -rxa local object = getElementData ( veh, "object" ) local object2 = getElementData ( veh, "object2" ) local weapon = getElementData ( veh, "weapon" ) setElementAttachedOffsets ( object, 0, 0, 0, 0, 7, rz+95) setElementAttachedOffsets ( object2, 0.9, -0.6, 3, 0, rx+0, 0) --<--- this line setElementAttachedOffsets ( weapon, 0.9, -0.6, 3, rx+7, 0) end addEvent("rotate_object", true) addEventHandler("rotate_object", root, rotate_object)
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setElementAlpha https://wiki.multitheftauto.com/wiki/Main_Page /\ Try searching there if you don't know the functions
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-- Never mind did not notice last post -- use setElementCollisionsEnabled to make the camera ignore the vest.
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onPlayerLogin* function wasted () local player = source if not isElement(player) then return end local x, y, z = 2192.42578125, -1781.095703125, 313.29595947266 local x2, y2, z2 = -1230.02612, 451.12631, 7.18750 local x3, y3, z3 = 2815.3291015625, -1461.5537109375, 32.126281738281 local lvl = tonumber(getElementData(player,"Level") ) if (lvl >= 0) then spawnPlayer (player, x, y, z ) giveWeapon(player, 46) giveWeapon(player, 22,90) setElementModel(player, 0) elseif (lvl >= 1) then spawnPlayer (player, x2, y2, z2 ) elseif (lvl >= 15) then spawnPlayer (player, x3, y3, z3 ) fadeCamera( player, true) setCameraTarget( player, player) end end end addEventHandler ( "onPlayerWasted", root, function() setTimer(wasted, 5000, 1, source) end) -- Event Handlers addEventHandler ( "onPlayerLogin", getRootElement(), wasted)
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You could always just set it as a negative to reverse the effect.
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addEventHandler("onPlayerChat",root,function(msg,msgtype) if msgtype == 0 then local s,e = string.find(msg,"%!") if s == 1 then local cmdmsg = string.gsub(msg,"!","",1) local args = string.explode(cmdmsg," ") local arguments = 1 for i,v in pairs(args) do if i > 1 then local arga = arguments if arga == 1 then local arguments = v else local arguments = arga..,..v -- Well? end end end executeCommandHandler(args[1],source,arguments) end end end)
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addEventHandler("onPlayerChat",root,function(msg,msgtype) if msgtype == 0 then local s,e = string.find(msg,"%!") if s == 1 then local cmdmsg = string.gsub(msg,"!","",1) local args = string.explode(cmdmsg," ") local arguments = 1 for i,v in pairs(args) do if i > 1 then local arga = arguments if arga == 1 then local arguments = v else local arguments = arga..","..v end end end executeCommandHandler(args[1],source,arguments) end end end) Not tested what so ever but in theory it should work maybe.
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He wants the said upgrade id 'Wheel' to be placed on your car even if you change car or what not.
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ohh ColSphere?.. Hmm oh dear god.. Umsh Maybe removing the other Colcoheres in sight if the player is not assigned to it/
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https://wiki.multitheftauto.com/wiki/DxDrawImage3D Pull the side locations of the col shpher tralla.
