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Everything posted by Tut
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Triad Casino enterable interior
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San Fierro Police Department enterable interior
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Los Santos Police Department enterable interior
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I have a guide coming for this soon possibly after the current "enterable interiors" video series, keep your eyes peeled at https://forum.multitheftauto.com/topic/139441-tutorials-index/page/2/#comment-1022895
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Johnson's House enterable interior (continuation of "Easily make these interiors enterable in main world" series)
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Vehicle collisions also determine what part of the vehicle collides with the world.
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In their video it's a vehicle collision, not a world object collision. We allow the former and block the latter. If you are wanting an option to allow world object collisions a good place to get started is https://github.com/multitheftauto
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Easily make these interiors enterable in main world
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Sorry, we do not accept player reports, these needs to be dealt with by the server staff themselves. Player information also cannot be posted to these forums.
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I doubt something like this exists, but if you are capable of scripting, try either removing all world objects, locating RC & generic prop IPL files and converting to .map or .lua, then fine-tuning from there for any missing or unwanted objects removing all world objects except for RC & generic props, by grabbing the IDs from IPL's that you want to exclude from the mass world object removal make a script that deletes objects outside of a zone that you draw on the world map, this zone could perhaps even be created using colShape to detect if an object is within the shape
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@jafar90 I have gone ahead and move your post into a separate thread. Like Dutchman explained in the other thread it's best that you contact the author first as locks are there for a reason. Some locks can also be removed by using a HEX editor and changing the 13th bit from 01 to 00
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Sounds like there are world occlusions in the area, so try adding this bit of code to any .lua script setOcclusionsEnabled( false )
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Removed the source to the cheat. If you need assistance in securing your server, try asking the scripting forums/discord channels.
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We do not accept player reports, so the best course of action here is finding the security vulnerability on your server that allows the cheaters admin privileges on your server. If you require help with this I recommend asking in our scripting forums or discord channels.
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Please report this player to the server itself and they will take care of it. We do not accept player reports.
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Ban expires later today, the game should tell you if you connect to any server (though, you may have to be on MTA's default client for it to show). I have merged your relevant threads into the existing thread.
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Sorry, we do not accept appeals for game bans.
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I understand that but we do not accept appeals for bans, so I hope the 4 days passes by quickly enough
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Sounds like you learned the lesson the hard way, we do not want players to run cheats (regardless of intent).
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What is the reason for the ban? Most bans expire after a set period of time; if it is permanent, you are not going to be able to circumvent it by reinstalling your operating system unless it explicitly says to do so.
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@kingofthenight As this is requesting services rather than providing hosting services, it has been moved into a better suited section I would appreciate that you keep all information about the job on this public thread, so users know sort of what to expect, this includes any budget or minimum pay you have in mind. See guidelines for this section
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@FloxisYT players cannot be reported within these forums, but if you have any information that you feel will help us patch issues of sensitive nature please use https://forum.multitheftauto.com/forum/156-private-bugs/
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When an object has flag 68 (4 = transparent, 64 = no z buffer) it should not be an opaque model, so you will always want to have an opaque base model for the main terrain and a secondary model for the terrain alpha blend. I am not sure if you need separate models for each blend when using multiple layers, but it is worth trying merging all alpha blends into 1 blend model (though, still separate from the base model) and see if that works. I suspect it works but you may run into some render order issues.