-
Posts
242 -
Joined
-
Last visited
-
Days Won
4
XaskeL last won the day on April 8 2021
XaskeL had the most liked content!
About XaskeL
- Birthday 25/02/2002
Details
-
Gang
Russian Boy!
-
Location
Taiga
-
Occupation
Vodka, Bear!
-
Interests
Balalaika
Recent Profile Visitors
4,972 profile views
XaskeL's Achievements

Red-Headed Stepchild (19/54)
73
Reputation
-
This problem persists in any case, regardless of when to hide the wheel. A little earlier it was different. https://github.com/multitheftauto/mtasa-blue/issues/2624
-
I already thought of something like that when I had to pull a car in a drift to a pole in GTA. Of the good options that come to mind / or now come to mind - is to divide the table into clusters, which will activate on colshape which for example a radius of 100 meters and in those 100 meters about 20 positions that you need to handle. Then you don't have to make a huge iteration over the whole table. I hope I explained clearly
-
What about counting with the player's rotation?
-
Use "pattach" or "bone_attach" ( by CrystalMV ) and attach new weapon model to hand
-
You need to remove the required object identifiers from the table.
-
You can replace the standard model with a transparent mesh or apply a shader to the standard model
-
If there was an IDE that would analyze all classes, tables, etc. for the presence of any functions and offer options for the code, that would be great. I once had thoughts of writing my own IDE similar to VisualStudio, with all the useful things from VS, but I feel that it is very difficult and does not make sense.
-
https://wiki.multitheftauto.com/wiki/SetPedAnalogControlState
-
I remember carefully studying your works. Unfortunately, the site was destroyed by time, but thanks to those people that with the help of the wayback machine they were able to return what was lost. I still keep many of your works on my HDD! Many of them are still useful today, even bone_attach was useful to the community until recently. I am grateful to you for that.
-
try this without detachElements and setCameraMatrix setCameraTarget( localPlayer )
-
XaskeL changed their profile photo
-
attachElements( getCamera(), getPedOccupiedVehicle( localPlayer ), 0, -5, 1.5, -10, 0, 0 ); I think this is the result you want.
-
dxDrawRectangle - alpha 0 to 255 from side-to-side
XaskeL replied to xXBlasterXx's topic in Scripting
local SHADER_CODE = [===[ float3 g_f3Color = (float3)0.0; struct PSInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; float4 PixelShaderFunction ( PSInput PS ) : COLOR0 { return float4( g_f3Color, 1.0 - PS.TexCoord.x ); }; technique { pass P0 { PixelShader = compile ps_2_a PixelShaderFunction(); } } ]===]; local _dxDrawRectangle = dxDrawRectangle; local g_pShader = dxCreateShader( SHADER_CODE ); function dxDrawRectangle( fX, fY, fWidth, fHeight, pColor, bPostGUI, bLerpAlpha ) if ( not bLerpAlpha ) then _dxDrawRectangle( fX, fY, fWidth, fHeight, pColor, bPostGUI ); else dxSetShaderValue( g_pShader, "g_f3Color", pColor ); dxDrawImage( fX, fY, fWidth, fHeight, g_pShader, 0, 0, 0, -1, bPostGUI ); end end; addEventHandler( "onClientRender", root, function ( ) dxDrawRectangle( 600, 400, 256, 256, { 0, 0, 0 }, false, true ); end ); Please put a reaction to the message, it is on the bottom right. Don't be indifferent. -
dxDrawRectangle - alpha 0 to 255 from side-to-side
XaskeL replied to xXBlasterXx's topic in Scripting
As soon as I get free from work, I will give a ready-made code. -
dxDrawRectangle - alpha 0 to 255 from side-to-side
XaskeL replied to xXBlasterXx's topic in Scripting
Try creating something like this in a shader (it's really easy) or make a similar background in Photoshop. -
XaskeL started following speed of helicopters
-
I was able to get a quick acceleration of the helicopter to 180 km / h, and it seems to me that if the acceleration is increased strongly, it will damage the controllability and it will be necessary to make compensators for the rotational speed along the axes. https://wiki.multitheftauto.com/wiki/SetElementAngularVelocity