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Gobe

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Everything posted by Gobe

  1. Sorry to double post on that but, are the objects animations planned to be scripted sooner on later? EDIT: maybe it's possible to script it ourselves?
  2. +1 here, I'd love a copy of that SCM function, it would be really cool to me.
  3. Oh alright, thanks for this explanation dude... I hope these objects animations are gonna be implented soon! Pause anim is cool too.
  4. Peds have anims in SA, and objects too, lemme explain: I was brownsing the SA's single game main script when I found codes like this: " 083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ " " 083A: set_object 119@ animation "BD_FIRE1" progress_to 1.0 " " 075A: set_object 230@ animation "DONUTDROP" IFP_file "MD_CHASE" 4.0 lockF 0 loop 1 " " 083A: set_object 88@ animation "BBALL_IDLELOOP_O" progress_to 183@ " These are animation which work with an anim + an object like bouncing a basketball, dropping a donut, I guess there are much more than that, these are just my example. and I also noticed that "035D: set_object 60@ targetable 0 " I guess this a function to make objects destroyable (like in the Ten Green Bottles near Grove Street, you can shoot bottles there.." Well there are alot of function that I noticed there but I wouldn't list them all right now. PS: also, a function to "pause" anims "0612: set_actor 66@ animation "SHP_HANDSUP_SCR" paused 0 " This would be cool to see that kind of functions on MTA
  5. Is there a way to check that "transformers" code then I can understand how to do ?
  6. No problem, I tried though and i didn't fix the test bug for me.
  7. I attempted to fix it, no results, I looked at the code I don't understand what's wrong with it. And in fact, you can download any resources you want, the older too, just search "All Downloads" with the search engine: http://code.google.com/p/multitheftauto ... nloadCount EDIT: When I tried to save a map with that damn bugged editor it deleted one of my best map... Really, like, damnit.. I really hope it's gonna be fixed soon..
  8. Well to me, it's worth it to look into it at all. It can help.
  9. With GetBonePosition, we can only get the position of a bone, and not the angle, this means that if I attach for example, a burger to it it won't look realist, cause i ain't got the angle of it, right? on this video: The elements are rotating with the bones, it was when we had that old function, it was getting the angle of the bones. Watch the getPedBonePosition, "Returns the x, y, z world position of the bone. ", not rx, ry, rz. It's really missing to me . Please developers, add angles for the getPedBonePosition, this is really missing to me.
  10. Is a "bone" considered as an element on MTA? I went on MTA's wiki, and I noticed that "bones" aren't in the list. If it isn't, it would be cool to add it as an element because of the "Attachelements" function is interesting for me if it can work with bones. I was thinking of using GetPedBonePosition function or something called like that, but it doens't give me the angle of it. If I haven't got the angle of it, it won't look realist if I attach, for example, an object to the hand, will it? I'd like something like this:
  11. It would increase the number of elements that are LOADED by the SA engine. For example, in single player, all the players and cars around you. So it increase all the element loaded AT SCREEN actually it has nothing to do with streaming, as far as I know.. EDIT: Oh my bad I didn't get it, yes it would just increase the number of elements loaded by the SA Engine.
  12. I don't think alot of players have less than 512mb of ram nowadays, if you can run the original game correctly, you should be able to run it with limits modified if you have a minimum of ram. (I have 1.5gb). On single player I been able to add 5 different AT-400 type of plane. but I never tried to make planes faster, it must be possible. Height no limit would be really cool, good idea with that even if it's not a priority.
  13. Nice, but, you should try that tool maybe it will bring you more possibilities to increase these. I know you did at all, as we can make maps far away from SA, this means you increased the maps limits, I think. And I think that by increasing these limits we could be able to run massive role-playing servers, if we use it rightly, well it's my point. I pretty sure this could work because well I can run my singleplayer game with hundreds of peds and cars on the streets if I want to, but I know this can change by going online.
  14. Hey, I've been thinking about this during a while, now i'm going to suggest this to the MTA Development team. I know the MTA Dev. team certainly have problems to increase the number of dynamic players/cars etc for one server. Well I know a tool i'm working with on Single player, it's called SA Limits Adjuster (http://www.gtaforums.com/index.php?showtopic=295783) it allows to adjust the most of the limits you may know. Like: number of players/cars/objects loaded by the SA Engine, the number of different IDs for peds/cars/objects (that means we can add more peds/cars/objects to the game). AND you can EVEN increase the memory that the game is gonna use to load all of this, nowadays most of our PCs have around 2gb of ram, the limit used by the SA Engine is like 512mb, I mean let's just increase that, our PCs will handle it. Well to me, there's a way to double, triple the number of dynamic players/cars/objects. Please think about that if my point is right I think it will help you guys alot, just imaginate a server which is able to run with about 500 players without a damn lag. Greetings, Lil' Dan/Gobe.
  15. What about if we add more clothes & haircuts to CJ via editing the data files (clothing.dat etc) & models/textures in the players.img, we can do it in singleplayer so why not in MTA, like in my single-player GTA, I can play as many different characters that I can personalize (change shirts, shoes etc). I got CJ, a puertorican guy and Snoop Dogg, all I done is adding new haircuts to CJ (as an haircut model includes CJ's head) and other stuff. Anyway I tried to make a script to attach an object to the player's all the night, no success, can someone please explain me how I am meant to do because I don't understand shit because of all these functions that changed...
  16. A player is a ped too, nearly all ped functions work on players, so does getPedBonePosition Ah, I see, is there an function that replaces "attachobjecttoplayer" yet? Otherwise I guess I'll have to make a timer or something to make the object follow the player's hand everytime.
  17. Yeah you right, I just downloaded the nightly builds, it's awesome, though I wonder why the function "getPlayerBonePosition" doesn't exist. Though there are the "getPedBonePosition". I need this function to attach an object to the player and at all, what's replacing "attachobjectToPlayerBone"?
  18. Is there any estimated date, I'd like to start to script something up on MTA, but no to see this mod die a few months after, ya know?
  19. Gobe

    MTA Dead?

    I hope this won't die goddamnit..
  20. I know it. But I can test the new things I have done without having to pass by the developers alright?
  21. Well as I understand now I could script myself all the things I can ask in the suggestion forum? Like the thing to add new custom clothes for example?
  22. Though I don't want to replace clothes, I want to ADD.
  23. Yeah, it could. But it's not possible now, because model that is being replaced must have ID. Clothes don't have IDs. Yeah so I hope some developers will be interested by this .
  24. I don't understand what you wanna mean lol. Anyway it could be possible to add clothes with a system similar to the one with custom cars I think.
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