-
Posts
95 -
Joined
-
Last visited
Posts posted by Dretax
-
-
Alright, the walking thing got me confused, can finally run now.
Thanks, all anims work correct without replacement.
-
8 hours ago, Saml1er said:
can you try running the resource on any other server? it works fine for me. Something on your server might be modifying animations.
Welp, I am indeed confused a bit.
On a normal server pressing W causes to walk for 1 second, then triggers the spring animation without even pressing space.
Is that the normal behaviour? I wonder what's causing me the problem.
-
Definetely not controlstate.
If it was i wouldnt be able to run without weapons.
13 minutes ago, Saml1er said:can you try running the resource in any other server? it works fine for me. Something on your server might be modifying animations.
Yes i will test it in the morning on an empty srv.
-
1 minute ago, Saml1er said:
Again, is that weapon™ M4? my ped is moving with the same speed as yours that you showed in the video.
So the animation plays for a second or two and then it stops? or it never plays? I saw in the video that you were able to move in the same way I was.
Yes but see it stops after a few seconds and I don't know why.
It wouldn't allow me to run with the m4 after that.
Just to clarify, placing an m4 in my hand - > try running -> doesnt work
start running -> place m4 in hand -> works for a few seconds -> doesnt work after that
-
Just now, Saml1er said:
Good to know. I didn't do anything special, you can check the code. The reason it didn't work for you because you probably did something wrong.
Na-na-na.
Everything happened as it happened with your small code. What we have sorted here is my character cannot keep on running with a weapon in his hand.
Thats why we started talking about pedstat 23 or walkstyles that could allow running with a weapon.
So how are you running with a weapon? Because i definetely cannot.
-
3 minutes ago, Saml1er said:
Then which animation do you want to play from the custom ped.ifp when you press space? Currently, run_armed will be played when you move with a weapon.
You don't get It. >.<
It is fine as it is currently!
I recorded this that i keep pressing space but my character doesnt run with a weapon!
When i start running without a weapon, equip one, it runs for a few seconds, then stops, and starts walking again, even though i keep pressing space!
-
30 minutes ago, Saml1er said:
Okay. Do not set any walking styles. Just start this resource and move with a weapon: https://drive.google.com/file/d/1uvGey2YBxPPGfq2nC-0OSXJImrLrRO47/view?usp=sharing

Alright, well my code exactly does that.
Tried yours. Here is what's happenin:
I keep pressing space, but it just turns back how it was, not allowing me to run with the weapon.
-
Will test in a couple of mins.
-
18 minutes ago, MrTasty said:
You don't need the skill to be 1000. It's enough to change walking style to 56 and you basically have exactly the same animations you'd get with 1000 muscle stat CJ. Sprinting still doesn't work, just it doesn't work with CJ on 1000 stat.
Its a point that you have the animation. Sprinting is required inorder to make it work.
22 minutes ago, Saml1er said:Let's break it down:
Forget walking styles, stats, and everything else. You just want to play the weapon animation when you sprint with weapons like M4 as shown in the video, right?
Yes. Same as loading a simple animation but have the running effect too.
-
Just now, MrTasty said:
First of all, you should have clarified from the beginning that you're talking about sprinting. I was under the impression "run" means "run", not "sprint".
Now, I have never heard of being able to sprint with an M4 in SA with the muscular animations (or any other armed animations for that matter). I have just tried it and you can't sprint as CJ with or without 1000 muscle stat or whatever. It's not possible, unless you change the walking style into something other than armed animation sets). Indeed, there is literally no animation for sprinting with a two-handed weapon within the muscular animation set.
You can use a different walking style and override (with engineReplaceAnimation) whatever you need. If you need original animations of muscular style, you need to extract them and put them into your custom ifp to use for engineReplaceAnimation (unfortunately it seems engineReplaceAnimation doesn't allow for redirecting default anims to other default anims. Perhaps that might be a good suggestion/issue to open).
"It IS RELATED. It is a solution that could solve the issue.
The running animation cannot be used hence It requires the player's skill to be 1000 to run with an M4.
I used setPedAnimation to obviously allow the players to run with a weapon, but only then the running animation won't trigger.
This is something I thought could be the easiest way to resolve the issue."-
1
-
-
On 2018. 08. 30. at 09:15, JeViCo said:
Those animations are visible only when ped's muscle stat has 1000 value. You can change this stat only when you're using CJ skin.
Please see: https://github.com/multitheftauto/mtasa-blue/issues/354#issuecomment-417794002
-
I have linked this issue on the MTA repo.
-
2 hours ago, JeViCo said:
Those animations are visible only when ped's muscle stat has 1000 value. You can change this stat only when you're using CJ skin.
Ahha. Welp, the question is if the stats itself are restricted within GTA, or is restricted by MTA only.
If the last is true, then an MTA C module could handle It probably.
-
6 minutes ago, JeViCo said:
yes. If you can find similar player animations, you can avoid skin change
Well those are the animation names that are inside the muscle.ifp weren't you needing those?
I will test what you have told me though soon, and I will see if i can research anything.
-
1 minute ago, JeViCo said:
Look. Player is standing, running, crouching. Muscular and normal animations are almost same but their name differs. I can't find normal ones in ped category. It might help you too
These ones?

-
Just now, JeViCo said:
uhh i know. Same problem. I asked for animation names earlier but i didn't get any good replies. I also tried to look for it on GTA forums :\
Which animation names?
-
Welp changing the skin is no good. I need It universal. >.<
-
1 minute ago, JeViCo said:
it won't affect on animation now. Download this animation and replace with original. I downloaded them from another video
So just simply replace the contained animations inside it, and It will allow the usage?
-
2 minutes ago, JeViCo said:
it isn't a walking style.
muscular.ifp provides it. Replacing this ifp + CJ skin + setPedStat (23-rd stat) + value 1000 and you'll get that animations
@Dretax
muscular.ifp? You mean the default GTA animation? I will try setting the stats in a couple of minutes to see what happens
-
I have been loading new animations into the game without any problems so far, and handling them nicely.
Everything seems to be working out well sofar but one thing.
Here you can see the player running with the M4. Now the normal SetPedWalkingStyle doesn't allow that (0), so back in the days I change the player's SetPedWalkingStyle to 128 to allow him running with a weapon. But this sort of animation doesn't seem to be making It available nor for 0 or 128. I even tried going through almost all of the SetPedWalkingStyle IDs without luck.
Any ideas what did I miss when ONLY the actual running with M4 doesn't work?
-
On 2017. 04. 17. at 12:22, 3aGl3 said:
I guess you could do that.
The hash returned is for any further API requests from that user and thus probably irrelevant for you.I know that the thread is old but here is the solution.
I have no idea why the sh*tty MTA API doesn't support 2a bcrypts since Its not a big deal, but here is the trick.
https://github.com/mabako/mta_bcrypt
local PasswordQuery = dbQuery( MYSQL, "SELECT `data`, `user_id` FROM `xf_user_authenticate` WHERE `user_id` = (SELECT `user_id` FROM `xf_user` WHERE `username` = '??') LIMIT 1", user) local PasswordQueryResult, lines1 = dbPoll ( PasswordQuery, -1 ) if lines1 ~= 1 then return end local userwebid = tonumber(PasswordQueryResult[1]["user_id"]) local passwordblob = PasswordQueryResult[1]["data"] local passwordblobreplace = string.gsub(passwordblob, '"', "", 2) local bcrypthash = string.match(passwordblobreplace , '"([^"]*)"') local match = bcrypt_checkpw(password, bcrypthash)
-
Report: https://bugs.mtasa.com/view.php?id=9756
Thought I would bring the issue on forums to talk about this, since many players are annoyed by the "small lags", but I can't determine the problem.
I also have: <donkey_work_interval>400</donkey_work_interval> set to that, read that the 1000 is recommended, but the default is 100. No information about that config setting either.
-
On 2017. 11. 05. at 19:01, IIYAMA said:
https://wiki.multitheftauto.com/wiki/GetVehicleHandling
or
https://wiki.multitheftauto.com/wiki/GetModelHandling
or
https://wiki.multitheftauto.com/wiki/GetOriginalHandling
At key/index.
maxVelocity
Combine with the post of the @Unknown-guy.
The maxvelocity would return a different value, for
setVehicleHandling(jarmu, "maxVelocity", 93.5)
max speed i could get is 68 mp/h, which means that your method wouldn't work.
-
3 hours ago, Unknown-guy said:
kmh = math.floor(actualspeed*180) -- Kilometer per hour mph = math.floor(actualspeed * 111.847) -- Miles per hour
Get Vehicle's Maxspeed handing in Miles / Hour



MTA Crash
in Client
Posted
Seems like the latest client is crashing frequently.