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About Jockie
- Birthday 20/02/1996
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Ultimate AIR Gamers
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The Netherlands
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Hey guys, The dxSetBlendMode is usefull for drawing things, but does not really draw something like I want. Currently I try to draw a loading icon on a white background, the texture size is 256x256. All the 4 blend modes gives almost the same result, but still, they're not close enough of what I want. Does someone know how to solve this? ^^ EDIT: Forgot to tell how it's drawn: The loading icon is drawn on a texture with 'modulate_add', which get drawn with 'modulate_add' on another texture, which get drawn with 'add' onto the screen. The background is directly drawn on the screen with 'blend'. Grtz, Jockie
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Hey guys, Currently I'm trying to find out how to remove players from the Race gamemode. What I would like to achieve is making it possible to remove players from the race resource when it asks for removal, plus some delay of joining at start(log-in menu shows up at start) _joiner.lua 'says' that onPlayerJoin sends the player to the joining group, so I changed that event name to the event I use in an other script for importing the player into race. I've also tried patching the four functions. Paste: http://pastebin.com/X6hmZRUz (exports.uag_RacePlayers:getRacePlayers returns a table of the players that 'should' be in the race gamemode.) Furthermore, I also edited onlyJoined(), changing g_Root => g_RootPlayers But when running all these edited lines, it just runs like a normal race gamemode. If someone knows how to make this possible, please tell me. ^^
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Lmao.. Should've read that tiny note at the Wiki Page before posting. Thanks. =P
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Currently I'm working on a radio player with a dropdown combo box for the choosing between genres. I've inserted every genre in a table and run for them seperatly guiComboBoxAddItem. But somehow this doesn't work at all. Even when I try to use this syntax: comboBox = guiCreateComboBox(200, 200, 288, 24, "Fruit", false) guiComboBoxAddItem(comboBox,"Apple") guiComboBoxAddItem(comboBox,"Banana") After clicking on the combo box it just shows a tiny white bar of 1 pixel high. It's just like this function doesn't work (for me)? Greetings, Jockie
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*bump* But does someone know a working glow/bloom shader? This seems valid also, but the only error I get is: ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed @ The last PixelShader technique
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@ Line 20 try: newColor.a = 0.0f;
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I have also sometimes a strange unknown error: ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed When I just try to compile with Pixel Shader 1.1 EDIT: Have you tried to add VertexShader = null; above to the PixelShader line?
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Resource: Killmessages
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I see a small typo @ line 17, you've forgot the ; at the end.
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You forgot an "end" and you use tables instead of player elements. local players = getElementsByType ( "player" ) for i, player in ipairs( getElementsByType ( players ) ) if (getPlayerTeam(player) == "Criminals") then outputChatBox ( "I wanna say something only to this team", 255, 0, 0,player) end end EDIT: pairs(getPlayersInTeam(getTeamFromName("Criminals")) works as well, like SolidSnake just posted before me. Grtz. Jockie
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@ Line 5: You call the same function in the function, so it gets over-flowed ofcourse. Tip: You're missing some ''end''s. function setElementSpeed(element, unit, speed) if (unit == nil) then unit = 0 end if (speed == nil) then speed = 0 end speed = tonumber(speed) local acSpeed = setElementSpeed(element, unit) -- Change this if (acSpeed~=false) then local diff = speed/acSpeed local x,y,z = setElementVelocity(element) setElementVelocity(element,x*diff,y*diff,z*diff) return true end end return false end -- Missed ''end'' over here end -- And one here addCommandHandler("sspeed", function (player, cmd, arg1) local veh = getPedOccupiedVehicle(player) if (veh) then setElementSpeed(veh, "kph", tonumber(arg1)) else outputChatBox("You have to sit in vehicle", player) end end )
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After searching a long time for a valid/good HLSL bloom/glow effect I finally found one @ GameStudio Wiki Other bloom scripts uses a bloom'd image which overwrite the original, so I need this one. The problem is.. it turns the texture into an invisible texture instead of adding the bloom effect. (I know, I'm lazy, but I just started with these HLSL effects 2 days ago) This what I want to reach with it: (And maybe with a sin(Time)) The .fx code is on that Wiki under the C-Script section. This is the LUA script of it: addEventHandler("onClientResourceStart", g_ResourceRoot, function(res) if res == g_Resource then glowTextField = dxCreateRenderTarget(g_ScreenX,g_ScreenY,true) glowShader = dxCreateShader("glowtext.fx") dxSetShaderValue(glowShader , "entSkin1", glowTextField) end end ) addEventHandler("onClientRender", g_ResourceRoot, function() dxSetRenderTarget(glowTextField, true) dxDrawText("Glowing Text", g_ScreenX/2, g_ScreenY/2) dxSetRenderTarget() dxDrawImage(0,0,g_ScreenX,g_ScreenY, glowShader) end ) I've tried to remove all the f's behind the float numbers (?.. newbish solution) and I've also tried to replace the line: float4 vecSkill1; with: float4 vecSkill1 = float4{2.0f, 0.4f, 0.0f, 0.0f}; But that doesn't help neither. Hopefully does someone know how to solve this.. Grtz. Jockie EDIT: I guess I need to use the floatv() function in LUA which isn't available? Or it just changes 1 to 1.0 or 1.0f..
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It would be great if someones want to add to MTA 1.1 (or 1.0.4) Here's the request of it @ Mantis: http://bugs.mtasa.com/view.php?id=3482 This request is there already for like 3 years but it's still not added. I need this so bad for dxDrawText things. Grtz. Jockie
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I think he mean this: string.gsub(getPlayerName(thePlayer), "#%x%x%x%x%x%x", "")
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I have a stupid problem that I can't fix... I just want to retrieve the player count, but it won't work.