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Posts
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Everything posted by John Smith
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You're welcome.
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I'm guessing that it's because the ped you're attaching the marker to is triggering onMarkerHit because marker gets positioned right where that ped is. To avoid this use a check in MarkerHit function: function MarkerHit(hitElement) if hitElement ~= injured then destroyElement(injured) destroyElement(marker1) destroyElement(blipp) end end
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habibi its not , he use dxDrawRectangle as background ,the button used as free elemnt without parent, simple example : addEventHandler("onClientRender",root,function() dxDrawRectangle(0,0,300,300,tocolor(0,0,0,150),false) guiCreateButton(70,70,100,100,"Look",false) end) Dude, don't put guiCreateButton inside of onClientRender D:
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Buy top 20 position in the MTA server browser for 20 days
John Smith replied to ccw's topic in Servers
It makes me sad when I see all those famous servers earning hundreds of euros by using MTA to make it's profit (not a single euro donated to MTA in some kind of appreciation), while MTA struggles to pay their own costs, so now it came to all of this. -
I don't speak turkish, but from what I see, you've been banned by MTA from every server for 7 days for using the hack specified in the screenshot.
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You know, by the time someone like me would answer, you could have already tested out this by yourself and you would benefit from it. Also, if you check the wiki page of setFPSLimit, you'll find out that it only has one argument; fps number. So conclusion is that this simple line of code on client side would work (just for the localPlayer): setFPSLimit(60) Note: keep in mind that fps set on client side must be lower or equal to the fps set on server side (or the one specified in mtaserver.conf file).
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Replace all instances of: getPlayerName(p) with: string.gsub(getPlayerName(p), "#%x%x%x%x%x%x", "")
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Nonsense. Use setFPSLimit function on client side, and make sure that the FPS on client side is lower than the server's FPS Limit.
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Try cancelling onDebugMessage if specific conditions are met. (not sure if it'll work, just guessing) edit: won't work.
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Might be issue with latency reduction being enabled in mtaserver.conf file. Does it look something similar to this in the video below?
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Thanks Won't work server-side cause testLineAgainstWater it's a client-only function. Anyway I just needed the coordinates -3000 and 3000 cause players will anyway spawn really high up in the sky with a parachute. Yep. It's client-side only indeed, but what i meant by my post up there is that you could have had two seperate scripts, one on client for client functions such as testLineAgainstWater, and on server for server functions such as spawnPlayer I hope your issue is resolved now ^^
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I seriously don't know are you trolling with all your posts on this Forum, or are you just really really brainless. Back to the topic, I believe the map stretches (both on x and y value) from -3000 to 3000 So basically what you should do is use math.random and testLineAgainstWater to see if there's water or not -- Client Side Example -- function SearchForSpawnPoint() -- Generate random coordinates -- local myX, myY = math.random(-3000, 3000), math.random(-3000, 3000); local myZ = 25; -- You can edit Z value later how you like -- If there's not water underneath the coordinates -- if not testLineAgainstWater(myX, myY, myZ, myX, myY, -1) then -- Teleport us -- setElementPosition(localPlayer, myX, myY, myZ); else -- Otherwise search for another position -- SearchForSpawnPoint(); end end SearchForSpawnPoint(); The above is a client sided script, if you want a server sided one, use spawnPlayer if you're spawning a player, and replace localPlayer with your player element.
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Generally to shorten a string, you should use string.sub e.g: local myString = "Nickname" outputChatBox( string.sub(myString, 1, 4) ) -- Returns 'Nick' Number 1 in there indicates where you want to shorten the string from, in case it's from N ( Nickname ) and Number 4 indicates where to you want to shorten the string, in this case to k ( Nickname )
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If you're drawing that inside of a render target use dxSetBlendMode("modulate_add") Otherwise if your text scale in dxDrawText function is a decimal one like 1.50, because of the decimal, text will look like shit, and i don't know why is that bug still there and why don't the developers fix it, but they rather offer some silly solutions like creating dx fonts with scale argument over 100.
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Like literally hard working servers will be destroyed. They have to create everything again. Why would adding a programming language to mta cause servers to be destroyed?
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Such a detailed explanation.
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How do you know? is there a site where he is doing updates or? on nightly.multitheftauto.com latest eir build was 1 year ago..
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Awesome job guys!
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https://wiki.multitheftauto.com/wiki/Se ... kerEnabled