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Zorgman

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Everything posted by Zorgman

  1. Zorgman

    distance

    You want the image to have the same size no matter the distance?
  2. Perform a check for the player's slot and weapon and fire up your function only if m4 equipped. I think it's getPedWeapon, if memory serves.
  3. use this: https://community.multitheftauto.com/index.php?p=resources&s=details&id=2540
  4. Replace all weapons with invisible models. Then add all the new weapon models by replacing some useless objects (the pool balls for instance). Equip the new weapons as objects attached to your player's hands. The drawback: all assault rifle variations, for example, will have the same stats. Damage and clip size, maybe range also can be changed with further scripting, however other weapon attributes like rate of fire are shared.
  5. Most likely he was trying to say you're too ambiguous.
  6. The bank seems kinda empty. Maybe add a couple of peds in a line and give them prone or cower animations as soon as you start waving the gun around. And give the bank clerk a more natural panicked line to say, something along the lines of "Oh my god, please don't hurt me sir! I'll do anything you ask", since you already output the information about the door being opened in the lower right. And also have your character auto-say "Open that goddamn door or there's gonna' be blood, son!" when you target the clerk. Would help with the atmosphere and give players all info they need about what's going on. My two cents The resource looks great as it is, anyway!
  7. Not yet in Romania, I agree. But sure could be a problem in other ummm... more regulated places. However, I was joking. As a matter of fact I'm curious too. So people, maybe not with proof or anything like that, but what are some average figures for a moderately successful server?
  8. Don't think you'll get too many answers by the way, do you happen to work for the Tax Administration?
  9. Hi Rudransh and thank you! Gotta point out a nuance about the ideas and skills you mentioned I used loads of post-apocalyptic fiction as a source of inspiration for this, whomever might be interested can see a partial list at the bottom of this page (the wiki is a bit obsolete though, didn't have time to update it with all recent changes and additions, that's why I did not include it in the original post), so you will all recognize lots of familiar motifs and stereotypical themes from works you already know and love. So I'm not truly reinventing the wheel here... just make it fit the MTA road And about the skills part - I'm more of a patch-worker; for instance things like Slothman's bots and Manawydan's inventory (both of which are integral parts of the current build) I would have never been able to script from scratch in this time frame (or maybe never-ever; I come from a liberal arts background and lua was my absolute first contact ever with a programming language; always wondered in school why the heck should I learn trigonometry for instance: well now I know why I should have ). So what I'm trying to stress here is that in truth this already is a collective effort on the MTA's community part with me serving just as some sort of story-telling filter. Hell yeah, people, let's make MTA great again And gosh, I always end up answering in so many words, gotta curb my enthusiasm I guess. Cheers and I'll meet you in-game!
  10. You mean only for that building, or all of the night window lights? I have a partial id list for the latter, but wouldn't know which one is yours out of them... You can also try looking here for it, and try removing likely candidates. Some trial and error might do it.
  11. Hi Sand, and thank you for the kind words! It so happens that I was also looking forward to play your Division gamemode, so sorry you had trouble with it (by the way, what's the status of the project?). This being said, your mapping skills need no more presentation, that trailer looked awesome! So of course I'd love to have you on-board, Dystopia could definitely use those skills I'll send you a PM later tonight with some details and let's see where this will take us. Cheers
  12. yes, you are obviously right
  13. Thank you! Without spoiling anything, the fact that will set this apart is that I'm not trying to transplant a different setting into the San Andreas game world. A prime example of this is a certain post-soviet apocalypse, imensely popular with the MTA players - I could never truly get the point of this attempts to copy an existing game. I've seen it done for DayZ, Rust, Fallout, Resident Evil... I mean, inspiration, sure, but c'mon people... Same old Nemesis on all zombie servers, at least name it Nihilaxor or something Leave your own mark, you have this wonderful tool at your disposal. Rant over and back to what I was saying: instead of claiming that the original game and setting never existed, I'm working alongside it. I pick up the world from where the single player game left it and I extrapolate. What would the gangs do after the apocalypse? Where would the government take the refugees? Where would the other people settle? What are the points that would get importance, strategically speaking? As answers to some of these questions, you'll find CJ running his own bandit gang from his fortified Vinewood mansion, you'll find the millitary controlling Sherman Dam and you'll find Raider dwellings in Hunter's Quarry. Governor Skinner never leaves his office deep below, in a bunker dug in the Bayside cliffs, while his forces are tasked with dragging all people they can capture into the Refugee Camp - a covert extermination camp. The Civilian Defence Force (an armed militia hinted at by some elements of the original game) struggles to establish the Free County of Red and settle the abandoned farms while fighting on two fronts, against both the military and the Flint bandits. Because yeah, Flint County is a haven for bandits, with places like Shady Creeks and Angel Pine occupied and ready to be raided by players. Imma' stop now, before I produce a bigger wall of text than the original post. PS: I reserve the rights for the Nihilaxor name. ~joke~
  14. Don't think so. Shader is still there waiting to be applied on something else
  15. Never used this, but always assumed that it covers only the sound part... I mean, it's a siren, right? There's a function to retrieve siren parameters, and none of them seems to be explicitly related to lights. I've seen some 'police lights' resources on the community and I guess they are there to fill this gap. I might be wrong though.
  16. You're welcome! However, if you didn't do so already, you should move everything clientside as Tails suggested, it will work more smoothly this way.
  17. Sharing the resource - that's the mark of a true sir, sir.
  18. Hello there! You found Dystopia: The Incident, an original sandbox post-apocalyptic RPG. Keep reading below and you’ll find out more... Test server: mtasa://46.105.109.59:22008 Discord: https://discord.gg/Zs5bWSX Current version: alpha 0.75, check out details here DOWNLOAD (0.75 alpha) Key concepts Food and water are scarce and you need to be on the move to stay alive. Inventory size is limited, forcing you to prioritize. Vehicles require constant maintenance. Faction camps, bases, shanty towns and other encounter zones all over San Andreas. Exploration is rewarded. World is densely populated with NPCs and who you choose to kill matters. Environment is harsh and punishes the weak and the dumb. Moral decisions to be made. End goal. Roleplay friendly. Designed to be also enjoyable as a single-player experience. Setting 2000: A series of catastrophic earthquakes smashed the cities and countryside of San Andreas. In the aftermath, the whole state found itself separated from mainland. Fear and selfishness roamed free, pushing society into chaos. In the heart of San Fierro, one of the largest cities of San Andreas, government-sponsored Zombotech Corporation was researching biological weapons in its underground facility. The labs were heavily damaged by the cataclysm and a deadly infectious agent escaped in the streets. While emergency services struggled to contain the disaster and minimize collateral damage, death was spreading unnoticed. 2001: The Establishment evacuated survivors of the outbreak in the barricaded city of Las Venturas but infection spread inside the fence. They nuked the city and placed San Andreas under strict military quarantine. Nobody gets in, nobody gets out. They dubbed the disaster ‘The Incident’ to minimize its amplitude, media soon went silent and survivors were forgotten. 2007: 6 years passed and things have not become better. Regular people picked things up from where the government left them and started to organize. This is a tough new world, populated with the full spectrum of humanity: resilient survivors, vicious bandits, cannibalistic raiders, oppressive military forces and the rest of the loons. No line between good and bad was ever so ill-defined. San Andreas is ruled with an iron hand by Governor Skinner, who took office only six days after the Incident. His armed forces fight to control the territory, herding men into the new Refugee Camp. Resources are scarce and many dropped the last remnants of morality when they faced starvation. Violent clans and factions fight over the remains, establishing turfs or just trying to stay alive. Militias fight for supremacy, idealists work to maintain civilization and everybody else just struggles to survive another day in an increasingly suffocating world. As it became evident that the government has no rescue plan for them, despair started to crumble the minds of the few sane left. All attempts to flee San Andreas are met with airstrikes. But there must be ways to escape this place... What you can experience right now Explore a detailed post-apocalyptic map with many encounter zones. Plenty of NPCs, both friendlies and baddies. Dynamic faction and spawn system. More than 40 missions already in the game. Detailed inventory with more than 100 items to be found and used. Basic needs, stamina, infection, various other modifiers like pain, bleeding, exhaustion or inebriation. Innovative looting mechanic. Four zombie types, with different behavior. Scavenge the world for materials to build settlements or to use simple crafting and cooking. Upgrade and drive rugged vehicles across the wasteland and engage in vehicular combat. Trade, recruit and discover parts of the story by chatting with NPCs. Experience dark humor and some strong themes (16+). Simple interface, consistent graphic style. What still needs to be done The current gamemode version is alpha 0.75. Required for beta: skills and abilities implementation, npc traffic, karma system and map completion (now >90%). Once the project hits beta and the core is completed we’ll start focusing exclusively on the missions and story. Seeking friends for the end of the world Want to jump onboard and take part in the development? Great, join our Discord server using the link on top (the recommended approach) or PM me here. We're always looking for like-minded developers. Wanted: scripters, mappers, storytellers, 3D artists and testers. However, keep in mind that we're not looking to monetize this project in any way. We’ve used the work of many MTA community members and the gamemode will be shared alike with the community when completed. You will gain full credit for your work but no other type of compensation. Share your thoughts We do love suggestions and implement all good fitting ones, so don’t be shy and tell us what you think about this project, using the channels highlighted above. The answer is guaranteed and we'll also give full credit for any original ideas. Media 100+ development screenshots here (I suppose this is what you were looking for from the beginning, instead of reading a wall of text) Thanks for reading! Watch this space for fresh information and media.
  19. Well, looking at it again I'm surprised you say it works, since guiSetVisible is client-sided. Okay, what you need to do is trigger an event and send it only to the hitElement, telling it to fire up the gui. if getElementType (hitElement) == "player" then triggerClientEvent(hitElement,"YourEventName",root) end Don't forget to add your event clientside and put the gui part there.
  20. function toggleGUI (hitElement, dim) if getElementType (hitElement) == "player" then outputChatBox("function triggered") -- a simple check so you know it worked bool = not bool showCursor(bool) guiSetVisible(Base,bool) end addEventHandler( "onMarkerHit", resourceRoot, toggleGUI ) --[[note that: 1.you will need to replace resourceRoot with your actual marker element, otherwise function will trigger for all markers 2.this need to be server-side 3.it's untested ]]
  21. I think you'll also need to edit the texture and delete the door part. Can anybody confirm please? If that is the case I'll give it a try and upload, I'm already knees deep in Photoshop today
  22. Use onMarkerHit. The element that hit the marker is the first parameter. Check if it's a player before firing up the gui.
  23. Stop freeroam resource if it's running.
  24. I think the gate is part of the building model, not a separate object, hence it cannot be removed like this. The only solution would be to edit the dff and col of the prison building. If anybody knows of such a model or is able to edit it and wants to share, I'm equally interested
  25. Zorgman

    Pickup

    Try addEventHandler ( "onPickupHit", root, aa )
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