Hoffmann
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Posts
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Hoffmann last won the day on July 7
Hoffmann had the most liked content!
Details
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Gang
Craftsmen of SA
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Location
San Fierro
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Occupation
Digital craftsman. I build, fix, design and ship things
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Interests
Building websites, fixing systems, crafting tools, tuning servers, and making ideas real.
Hoffmann's Achievements
Snitch (10/54)
15
Reputation
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skoozeblood reacted to a post in a topic:
Removal of old Windows support for upcoming MTA 1.7 release
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fee reacted to a post in a topic:
Removal of old Windows support for upcoming MTA 1.7 release
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WafelTLD reacted to a post in a topic:
Removal of old Windows support for upcoming MTA 1.7 release
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Removal of old Windows support for upcoming MTA 1.7 release
Hoffmann replied to Megadreams's topic in News
MTA won’t even launch for me on Windows 11, and I’m not the only one having issues. Other players are also reporting stability problems, so something definitely feels wrong with MTA nowadays. It’s honestly sad to see the game in this state. https://github.com/multitheftauto/mtasa-blue/issues/4952 -
Azkadellia reacted to a post in a topic:
Проблема с игрой
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Hoffmann reacted to a post in a topic:
Lowrider Dancing [RACE map]
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J4cobLIVEmain reacted to a post in a topic:
Lowrider Dancing [RACE map]
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Объясни в чем проблема, не загружается скриншот твой, если там он был
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Hoffmann reacted to a post in a topic:
Lowrider Dancing [RACE map]
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Looks interesting. My suggestion is to add a small animation when you hit the button inside the circle, and make it disappear smoothly, or let it continue moving instead.
- 2 replies
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- race
- lowrider dance
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(and 1 more)
Tagged with:
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Have you done a brand new multiplayer in 6 years? Anyway good job!
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Hoffmann reacted to a post in a topic:
Introducing Sphene, the SCM Interpreter
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Hoffmann started following Megadreams
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Hoffmann started following Towncivilian
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Carl Rayanitch DZ reacted to a post in a topic:
Apply shader to only one rear light
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Hoffmann started following Einheit-101
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Hoffmann started following Gallardo9944
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As far as I know, you have to combine two shaders in order to display it in preview properly.
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Could you show the part of code where startJailTimer is called?
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Hoffmann reacted to a post in a topic:
[REL] 'NEW' Bone Attach using 'onClientPedsProcessed' and useful function 'attachElementToBone'
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Hoffmann reacted to a post in a topic:
Multi Theft Auto: San Andreas 1.5.8 is released!
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Hoffmann reacted to a post in a topic:
Creating light maps (and other stuff) based on 2nd UV channels
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Hoffmann reacted to a post in a topic:
Basics of Vertex Color and Alpha
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Уже сообщил разработчикам МТА о твоей проблеме. Это нельзя оставлять без ответа. Ждем!
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I expected the era of ffs-like gamemodes would have ended in 2016. Seems like I was wrong. I don't want to be annoying here, but lobby and toptimes look far too identical to ffs-gaming.
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I guess you want to display only 5 elements from table somewhere(on some page), right? The way you can do it is: local elements = {{411, "Infernus"}, {546, "Intruder"}, {429, "Banshee"}, {541, "Bullet"}, {531, "Tractor"}} local startIndex = 3 -- index to start with local numberOfElements = 2 local fiveElements = {} for idx = startIndex, startIndex + numberOfElements - 1 do outputChatBox(elements[idx][2]) -- for example, print names of vehicles in table from index 3 and select 2 elements that are next end The code above will output: Banshee Bullet
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Wanted level (Розыск за убийство бота/игрока.)
Hoffmann replied to Military Guy's topic in Scripting
My fault. Edited -
Wanted level (Розыск за убийство бота/игрока.)
Hoffmann replied to Military Guy's topic in Scripting
addEventHandler("onPedWasted", pedElement, function(_, killer) setPlayerWantedLevel(killer, 3) end) addEventHandler("onPlayerWasted", getRootElement(), function(_, killer) setPlayerWantedLevel(killer, 3) end) Read more about onPedWasted and onPlayerWasted events here https://wiki.multitheftauto.com/wiki/OnPedWasted and https://wiki.multitheftauto.com/wiki/OnPlayerWasted -
JeViCo reacted to a post in a topic:
[QUESTION] Is there such thing as a "preload" function?
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Note: For remote players, you have to use setPedAimTarget before setPedLookAt.
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Color could be changed via shaders.
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I don't really like the idea of making wheels with huge customization options as vehicle components because of big .dff file size. You could make unlimited number of wheels as if they were objects. In this way you have to make regular wheels invisible (setVehicleComponentVisible). Then, inside onClientRender or even better onClientPreRender event you have to copy the position and rotation of default wheels(getVehicleComponentPosition and getVehicleComponentRotation) and set it as the position and rotation for your objects that will represent your wheels. Later, you will want this to be synchronized between other players. onClientElementStreamIn and onClientElementStreamOut events might help. On the other hard, if you'd like to do this with in-build components, shaders could be used to apply different textures on wheel's parts. And all the components are made separately, but it's stuff related to modeling.
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Hoffmann reacted to a post in a topic:
MTA SA - Moving Steering Wheel Script
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Hoffmann reacted to a post in a topic:
Working car indicators
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Если уж на то пошло, то fadeCamera(player, true) в серверном скрипте. Если сервер freeroam, то попробуй запустить ресурс play, в котором прописаны спавны.
