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Everything posted by Dretax
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I'm trying to decrease the "interval lagg" for the players since we sometimes see them moving a bit laggy. What does donkey_work_interval do? I currently have It on 1000, but the default is 100.
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I don't exactly know how conversion would go for a vehicles maxspeed in miles / hour.
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I think thats the point. It seems there is a limit or somekind of. I don't know exactly.
- 12 replies
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- d3dxcreateeffectfromfile
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I found It. It happens when you constantly keep creating shaders at a render, and then destroy them. I made a boolean to only create the shader ONCE, so the render just changes the settings for It, and destroys the shader only, when the panel is closed. Seems like the issue that refers that was already said here: I made resource restarts first, they didn't help, but once I did fix that render :~ (Was quite stupid also) It was fixed. However the weird thing is that the actual method also checks if the dxShader is an element or the variable has a value atleast, before It would create It. local elmosasShader local kepernyoSource = dxCreateScreenSource(kepS[1], kepS[2]) local sotetsegRender = false function elmosasBekapcsolasa(sotetseg) if not elmosasShader then if not isElement(elmosasShader) then elmosasShader, blurTec = dxCreateShader("shaderek/elmosasShader.fx") blurErosseg = 6 sotetsegRender = sotetseg or false end end end function elmosasKikapcsolasa( ) if isElement(elmosasShader) then destroyElement(elmosasShader) elmosasShader = nil end end addEventHandler("onClientPreRender", root, function() if (elmosasShader and isElement(elmosasShader)) then dxUpdateScreenSource(kepernyoSource) dxSetShaderValue(elmosasShader, "ScreenSource", kepernyoSource) dxSetShaderValue(elmosasShader, "BlurStrength", blurErosseg) dxSetShaderValue(elmosasShader, "UVSize", kepS[1]+5, kepS[2]+5) dxDrawImage(0, 0, kepS[1], kepS[2], elmosasShader) if(sotetsegRender) then dxDrawRectangle(-5, -5, kepS[1]+10, kepS[2]+10, tocolor ( 0, 0, 0, 100 )) end end end) The only way for the error to disappear for me was to take out elmosasBekapcsolasa(true) from the other render method, and only call It once when the panel was enabled/disabled. I honestly think this isn't logical, but If It is I honestly believe that It didn't like getting called from a render and then being handled in a render. No idea. It would seem logical in UnityEngine really, but not here. I will report back If we ever got the error again.
- 12 replies
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- d3dxcreateeffectfromfile
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Sometimes it happens for us too, was there a solution for this?
- 12 replies
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- d3dxcreateeffectfromfile
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Unsure if i wrote in the correct topic, but we are looking for a modeller, who could create us specific buildings or fuel stations designed for our server. The price can be fixed before the modelling, and if we see the result on images or videos we can then escalate to the payment part. We do expect serious works, so please do not contact me if you are not going to finish the work. Thanks.
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Is there any sort of world id for the skater skins? EDIT: Oh.. setWorldSoundEnabled(41, 7, false) setWorldSoundEnabled(41, 8, false)
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None of them is the case. As I said, the col is within the vehicle. It just doesn't get detected. Lemme get a screenshot for you. 6m col, definetely within range. outputChatBox("Length " .. #getElementsWithinColShape(shape, "vehicle")) -- Gives 0 back Client side. But fine, I will do the streamin thing you suggested, but that might be using a little more. The moving won't help, since I directly have to check if the vehicle is there or not. Submitted a bug report.
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Interesting. I wanted to create a code that could open a vehicle door in a fast and logical way, however createcol is not detecting the vehicle? (Client) function DoorOpener(button, press) if not press and button == "mouse2" then local px, py, pz = getElementPosition(getLocalPlayer()) local shape = createColCircle ( px, py, 6) outputChatBox("Length " .. #getElementsWithinColShape(shape, "vehicle")) -- Gives 0 back for _,v in ipairs(getElementsWithinColShape(shape, "vehicle")) do outputChatBox("Car found") local getComponent = getVehicleComponents(v) for k in pairs (getComponent) do local x, y, z = getVehicleComponentPosition(v, k, "world") local dist = getDistanceBetweenPoints3D (x, y, z, px, py, pz) outputChatBox("Dist: " .. dist) if dist < 1.5 then setVehicleDoorOpenRatio (v, k, 1 - getVehicleDoorOpenRatio(v, k), 0) end end end end end addEventHandler("onClientKey", getRootElement(), DoorOpener) Col is definetely within the vehicle, tested with showcol.
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CreateCol's return is obviously a col object, and It's rotation can't be set. I'm trying to align the collosion with the attach, but there might be another options with it?
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Nah, I'm totally fine with Pycharm due to code analysis.
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F*CK ME. I was looking for it constantly and not even my F*CKing pycharm lua addon detected it -.--.-.--.-.-.-
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setPedStat (ped, 79, 999) setPedStat (ped, 79, 500) ?
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Only upon sync.
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local match = false for k, v in ipairs(getElementsByType("pickup")) do if (getElementData(v, "ing.id") and tonumber(getElementData(v, "ing.id")) == id) then match = v break end end if match then setElementData(match "ing.own", specid) end Match is an element, has all the properties, and giving it a good value. Somehow setlelementdata fails, why?
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getElementData and set are totally safe to use upon rendering. In fact they should be faster since they only sync upon change. You may also use MTA functions in renders and heavier map distance calculations. Panel rendering is going to eat your FPS a bit though, but there is no other way around unless you find a custom sort of way to load things like I did which fits your needs.
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This means that your meta doesn't contain the export. You may also try exports['levelsystem']:setExp()
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Seems like dff txd
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Well It does have, and It's totally different from the default. Will re-check.
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I'm using a custom sniper skin, but the scope doesn't get applied. Is there any function that i could use to activate a custom one?
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This is actually interesting. Is rain some sort of a collosion or wut?
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Sentinel, 405. The method returns true. Right, that :~ didn't work.... Others seems to have it.