Jump to content

XaskeL

Members
  • Posts

    244
  • Joined

  • Last visited

  • Days Won

    4

XaskeL last won the day on April 8 2021

XaskeL had the most liked content!

7 Followers

About XaskeL

  • Birthday 25/02/2002

Details

  • Gang
    Russian Boy!
  • Location
    Taiga
  • Occupation
    Vodka, Bear!
  • Interests
    Balalaika

Recent Profile Visitors

5,087 profile views

XaskeL's Achievements

Red-Headed Stepchild

Red-Headed Stepchild (19/54)

73

Reputation

  1. XaskeL

    4k scale

    Hi! You don't need to scale the interface size for monitors larger than the one on which the layout was printed and designed. It's enough just to put everything in the center, some elements really need to be stretched to the whole screen (like the background). But this is rather an exception to the rule.
  2. Element.TriggerEvent = function ( self, sName, ... ) return triggerServerEvent( sName, self, ... ); end; localPlayer:TriggerEvent( "onPlayerCatchAdvertise", "goverment" ); Maybe it will work.
  3. 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
  4. 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
  5. What about counting with the player's rotation?
  6. Use "pattach" or "bone_attach" ( by CrystalMV ) and attach new weapon model to hand
  7. You need to remove the required object identifiers from the table.
  8. Dropbox: https://www.dropbox.com/s/bgs8dt7z62ctmct/test_empty.zip?dl=0
  9. You can replace the standard model with a transparent mesh or apply a shader to the standard model
  10. 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.
  11. XaskeL

    Playing with a controller

    https://wiki.multitheftauto.com/wiki/SetPedAnalogControlState
  12. 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.
  13. try this without detachElements and setCameraMatrix setCameraTarget( localPlayer )
  14. attachElements( getCamera(), getPedOccupiedVehicle( localPlayer ), 0, -5, 1.5, -10, 0, 0 ); I think this is the result you want.
  15. 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.
×
×
  • Create New...