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About Xwad
- Birthday 10/04/1998
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												Gang
												police
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												Budapest
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	Hello everyone, it’s been a while! I have uploaded it again to Google Drive. I wanted to share not just the map but everything else i have worked on in the past. I even managed to recover some files I thought were lost forever! The downloadable ZIP file includes a variety of World War 2 resources: scripts, 3D models, sound effects, and a complete game mode as well (with some minor bugs). Please note that the files are a bit unorganized, and you may find duplicate versions, both older and newer of the same assets. Here’s a quick preview of what’s included: Scripts: More custom weapons & tanks, flak guns, static MG’s, mortars, plane bombing, character classes etc. Maps: Berlin 1945, DDAY and an unfinished Stalingrad Hope this will be useful. Good luck! DOWNLOAD: https://drive.google.com/file/d/1CnmPYg0YvPxHx3ZEpmDMFADPzP4qpVYE/view?usp=drivesdk
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	dardian_23 started following Xwad
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	Xwad changed their profile photo
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	How can i set the vehicles draw distance to maximum (1200m) ? I tried with creating low lod for the vehicle, used "setVehiclesLODDistance" and set all the game settings to maximum but still have a draw distance for vehicles with the maximum of 300 m. client: function lod() for i,v in ipairs(getElementsByType("vehicle")) do local model = getElementModel(v) local x,y,z = getElementPosition(v) local rx,ry,rz = getElementRotation(v) local objLowLOD = createObject ( model, x,y,z,rx,ry,rz,true ) setLowLODElement ( v, objLowLOD ) engineSetModelLODDistance(v, 9999) end end addEventHandler("onClientResourceStart", resourceRoot, lod) setVehiclesLODDistance(6000) setFogDistance(10) setFarClipDistance( 9999 )
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	Ohh no haha. I want to disable the auto camera adjustment (the cam rotates in the direction where the vehicle is looking at while moving. But i think its not possible, just wanted to make sure.
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	I dont know how this should solve my problem
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	Is it possible to disable camera adjustment in vehicles?
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	#MacTavish started following Xwad
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	I fixed some bugs but its still not perfect. idk why. https://www.mediafire.com/file/frrcxykix48mg29/crosshair.rar/file
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	No, that's not exactly what i need. I have problems with maths. Look, i uploaded the script to mediafire! https://www.mediafire.com/file/b3xd1n4ws979zgu/crosshair.rar/file I did not express myself clearly enough so i think the easiest way is if i give you the script so you can test it.
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	But im trying to add a croshair to the ground position where the bomb will fall to. I am using the free fall formula: local time = vz - math.sqrt( vz*vz + height * 19.6 ) / -9.8 VZ : initial speed of the element when its released from the plane height : height of the plane (in meters) and the 19.6 (9.8x2) is the gravitational acceleration. When i get the time then i can calculate the y distance by multiplicating the time with the planes speed (m/s).
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	Hi. I started creating a new plane bombing script. I created this code that calculates the x,y,z position, where the element (bomb) will fall to. There is only one problem. It's bugging (the positions are not always correct) and i can't fix it. Any idea? Thx. local face = dxCreateTexture( "crosshair.png" ) function output_bombs() local veh = getPedOccupiedVehicle(localPlayer) local speed = getElementSpeed(veh, 0) local px,py,pz = getElementPosition(veh) local rx,ry,rz = getElementRotation(veh) local vx,vy,vz = getElementVelocity(veh) local ground = getGroundPosition(px,py,pz) local height = pz - ground local vz = vz * -50 if vz < 0 then vz = vz * -1 end local time = vz - math.sqrt( vz*vz + height * 19.6 ) / -9.8 -- THAT'S IT if time < 0 then time = time * -1 end local distanceY = speed * time local npx = px + distanceY local npy = py + distanceY local x,y,z = getPositionFromElementOffset(veh,0,distanceY,0) local ground = getGroundPosition(npx,npy,pz) dxDrawImage3D( x,y-10,ground+1, 0,20, face, tocolor( 255,255,255, 255 ), 0, false, x,y,z ) dxDrawText ( "height: "..height, 400,100, 0,0, tocolor ( 240,240,240, 255 ), 1.5 ) dxDrawText ( "speed: "..speed, 400,50, 0,0, tocolor ( 240,240,240, 255 ), 1.5 ) dxDrawText ( "fall time: "..time, 400,150, 0,0, tocolor ( 240,240,240, 255 ), 1.5 ) dxDrawText ( "initial speed: "..vz, 400,250, 0,0, tocolor ( 240,240,240, 255 ), 1.5 ) end
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	Hello, is there anybody who's good with shaders? I have this UV scroll shader code that is scrolling a texture, but i have no clue how to create parameters for mta lua. I want to create a parameter to set the speed of the texture scrolling. float gTime : TIME; float3x3 getTextureTransform() { float posU = -fmod( gTime/20 ,1 ); float posV = 0; return float3x3( 0, 1, 0, 1, 0, 0, posU, posV, 1 ); } technique tec0 { pass P0 { TextureTransform[0] = getTextureTransform (); TextureTransformFlags[0] = Count2; } }
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	https://wiki.multitheftauto.com/wiki/Shader_examples#UV_scroll how can i set the scrolling direction? Should i use dxSetShaderValue? Thanks in advance.
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	If i create a weapon in client side and fire it through server side, will other players see the gun firing? with other words (to be sure) if the createWeapon is not synched but the fireWeapon is, will other players see the gun firing?
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	That's not exactly what i need. I want to loop throught all peds and get the one that is the closest to a given position. Its not that difficult, i just wanna know if theres any simpler way to do it, so i dont have to loop twice

 
            
         
                 
	 
	 
	 
	