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Everything posted by darkdreamingdan
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This issue happens on random Windows 7 machines. So far i've been unable to narrow down what the common denominator is. You'll have to work around it by running MTA Server.exe, and typing 'start editor' within the server console. Then connect to your local server by connecting to the server in the "LAN" tab of the server browser.
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This issue happens on random Windows 7 machines. So far i've been unable to narrow down what the common denominator is. You'll have to work around it by running MTA Server.exe, and typing 'start editor' within the server console. Then connect to your local server by connecting to the server in the "LAN" tab of the server browser.
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The triggers were meant to be compatible as binds. It probably has to be looked into. Mouse sensitivity - do you mean the cursor GUI mouse, or general look sensitivity? Controller look can be uninverted by simply switching the bound axes in the menu.
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The triggers were meant to be compatible as binds. It probably has to be looked into. Mouse sensitivity - do you mean the cursor GUI mouse, or general look sensitivity? Controller look can be uninverted by simply switching the bound axes in the menu.
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We hope you all had a Happy Winterval and a wonderful new year! So it's 2010, another year with hot prospects for MTA, which we hope you'll all look out for in near future. The development team are currently deciding our next course of action regarding MTA:SA. 1.0.3 is our most stable version yet, hence it is likely that our next objective will be for the next major version - 1.1. This should aim to implement some new key features as well as bug fixes, mostly those that didn't make it into 1.0. Remember, MTA:SA is open-source so anyone's contributions can make it into the final product! Our forums are still very much open to suggestions, though we do have an idea of what kind of features to start with. We're hoping to see the return of Handling support, Character skins (such as Big Smoke or Wu Zi Mu) and full serial support. We'll keep you informed on progress of the mod. In other news, MTA:SA has made it to the Top 100 mods of 2009 at ModDB! We're extremely proud and excited to have made it thus far, but it's not over yet. We are the only nominee for any GTA game that has made it into the Top 100. We urge MTA fans and GTA fans alike to show their love and revote for the next stage of the ModDB awards (votes towards the first stage do not count for this phase). Simply click the button below, scroll down and click on "Grand Theft Auto San Andreas", then hit Vote for Multi Theft Auto San Andreas when it appears! Thanks, and good luck to all the other mods out there.
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It's createPed, not CreatePed (note the 'c'). I think showing them standing still would be suitable. I reccomend you call setElementCollisionsEnabled and set it to false on the ped. That way players can't kill it.
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Block ability to edit game files - 0004451
darkdreamingdan replied to acp___(PL)'s topic in Suggestions
We understand your point. As MrHankey said, this is likely to be implemented via scripting once it is complete. -
The time has come to push out our project's latest point release: Multi Theft Auto: San Andreas v1.0.3. This important update addresses a variety of high priority gameplay and network issues. Since most of the fixes for these issues took place in the server software, clients that are playing on older servers may still be affected. Therefore, if you're running any v1.0.x servers, we strongly advise you to upgrade for the benefit of your players. Major changes in this release include fixes for occasional player and vehicle desynchronization, improved synchronization for servers with a high amounts of players and a reduction of synchronization trouble errors. Minor changes include IP-range banning (e.g. 10.0.*.*), improved error messages for SQL functions, the addition of a minimal/non-verbose server console (-t command-line option) and updates to a number of scripting functions (refer to our Wiki for more information). Additionally, some security has been added in regard to the use of unvalidated user data files (e.g. handling) to prevent the use of modified data when playing, which can optionally be enabled by the server. As always, this release is accompanied with the latest resource package that provides several basic gameplay modes for your server. Changes in this package include updates to the 'admin' and 'race' resources. See the mtasa-resources changelog for more information (changes r491 to r502). Additionally, some security has been added in regard to the use of unvalidated user data files (e.g. handling) to prevent the use of modified data when playing, which can optionally be enabled by the server. Thanks goes out to ccw for maintaining this release, and of course all other developers that contributed to this project! To see a full list of changes, check out the changelog. To download our software, scroll to the top of our homepage page.
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Do you get any errors in the server console? That should work.
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1.0 contained a bug related to getElementsByType and it being used onClientResourceStart. You can probably dodge it for 1.0 users by using a timer or something of that sort - i dont fully recall the symptoms of the issue. Give it a try.
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https://wiki.multitheftauto.com/wiki/Res ... _to_see_it
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It is quite a lot of work to get NPCs walking around the map. However, we have a traffic and peds script already in progress that's currently unreleased. I've been meaning to release it on behalf of the developer for quite some time now, i'll try and see what i can do this weekend.
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What's wrong with the main page?
darkdreamingdan replied to Dark Dragon's topic in Site/Forum/Discord/Mantis/Wiki related
They were removed because it was confusingly designed. We don't need 3 sets of links for the user to navigate. -
Try the 1.0.3 RC for yourself. It should be vastly improved.
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First off, the /skins/ folder found in GTA3/VC is actually a feature of GTA itself, and is purely cosmetic. GTA3MTA/MTAVC never synced these custom skins either. Therefore i highly reccomend you opt for GTASA instead. MTASA supports the replacement of Ped Skins (Non-CJ models) with the use of its Lua scripting engine. You can use the engineLoadTXD and engineImportTXD scripting functions to replace your models without making any modifications to the game. This however requires basic knowledge of MTASA's resources and scripting system. Despite this, MTASA doesnt make any hard checks against a modified version of GTASA. Although you'll be banned for modifying your game in a public server, you're more than able to do so in your own server. You should be able to quite easily modify skins manually by editing the gta3.img file. I reccomend you look up some tutorials on general GTASA modification if you wish to go this route. Remember, this wont be synced either as it'll only affect players with the modified files. Both methods require knowledge of GTA's TXD format - which are basically archives which contain the Skin image inside them. You'll need to properly extract these in order to modify them.
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addEventHandler ("onClientResourceStart",getRootElement() , function() setTimer(anti_backstabb,100,0) end ) function anti_backstabb() local player = getLocalPlayer() if getPedControlState(player,"aim_weapon") == true and getPedWeapon(player) == 4 then outputChatBox("backstabb is disabled, sorry =)") setPedWeaponSlot(player,0) end end Ouch. You can do much better than that.
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Nope. Camera clipping works fine as long as the CObject is placed within San Andreas bounds.
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Ah, i just reread. I thought you meant "it should" as in, we should implement it. What you meant makes sense after i read it again.
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Please look at a primary website used to analyse programming languages: http://langpop.com/ Note, that this includes all programming languages, even used to create applications - not embedded languages like Lua or Pawn meant for scripting. In essense, it analyses the most widely used programming languages using objective tests. Do you see Pawn anywhere in that list? As Dragon has said, Lua has been around since 1993, much before 1998. Lua scripters have a lot of experience - being an old, established language it has strong documentation and a vibrant community with hundreds of modules already built for it. In the scope of MTA, there's plenty of experienced scripters already with us. I urge you to take a look at our youtube channel to see for yourself: http://youtube.com/mtaqa. Not to mention the resources that are already packed with MTA are a testament, notably the Map Editor. I'm hoping that you meant that not many GTA scene players are accustomed to Lua. That might be true, but all of your statements are simply not true. Without being eccentric, Lua is simply a superior language. Ask any neutral and i'm sure they would agree.
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What? That's what I'm saying. If you can list the requirements perhaps it can get done. As for all other points, they're either unclear or already have been addressed. In summary: 1) "Vehicle-change spawns dont work after some time of working in "old mta style". Saw that approx 3 times." - Don't work? They stop changing vehicles? They stop warping players upwards? Please be specific. Without details such issues can not be addressed. 2) Yes, MTA offers much more advanced IRC features than mtama. But you havent stated what's missing or what you actually need 3) Yes, MTA can send private and public messages with ease via Lua 4) Turn framelimiter on 5) I don't recall a "5-level" system being in existence for MTA:Race. There was just RCON and an admin console. It sounds like this is a custom implemented MTAmA script - which of course is possible in Lua 6) What on earth is a "Car/weapon"? Giving someone an uzi to driveby? Rockets on a Hydra - those arent given, they're on the vehicle already. How do you 'give' a 'car/weapon'. 7) Waiting times have been reduced, but are required in order to ensure all data has been sent. It also doesnt hold back if other players are taking too long to download. Also, the downloading of resources is a one-off.
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But cant see what players do, like in mta:ma. Lua is actually a hundred times more in touch with players than MTA:mA ever was. It's a matter of getting to grips with the new interface. As far as IRC goes, perhaps you can propose a detailed script implementation, and what sort of commands are required. It's very simple to write an irc echo script. Perhaps is there was a suggestion someone could write it in order to catalyse the switchover. How to show the chat output of a slash command to everyone? I still didnt got. Again, this is easily possible, just a matter of getting used to Lua: addCommandHandler ( "cash", function ( player, command ) local money = getPlayerMoney ( player ) --Grab the player's money outputChatBox ( "You have $"..money, player, 0, 255, 0 ) --Send a message to him end )
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Resource race: does not collecte checkpoints
darkdreamingdan replied to acp___(PL)'s question in Client
Please ensure your MTA is updated to the latest version (1.0.2). -
hahaha, that comment made my day
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We have enough topics covering this already. Discuss them there. Locked