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Everything posted by darkdreamingdan
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Client Side Key Binds using the MTA Menu
darkdreamingdan replied to Phat Looser's topic in Suggestions
Just so you know, this actually existed at some point but was removed because it was buggy. (You might have even been in QA at the time ) BindKey had an extra "name" argument. Using this argument made the key appear in the MTA settings menu (with the specified name) and you were able to change the bind. It might be readded at some point. -
I actually quite liked it, showed more than i expected. However, i couldnt stand the music.
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* Talidan walks in and sneezes, then wanders off.
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Launching MTA DM externally; Startup parameter for DM
darkdreamingdan replied to a topic in DM Client-side
Try "Multi Theft Auto.exe" -c 127.0.0.1 22004 or "Multi Theft Auto.exe" -c 127.0.0.1:22004 Its something like this now. Also, there was meant to be a -window parameter as a startup option but it doesnt work atm. It might be looked into eventually. -
[REL] GUI Classes v1.0 (scripting GUI MADE EASY!)
darkdreamingdan replied to 50p's topic in Resources
You're using relative arguments while specifying "false" for whether it is relative. Just set the "relative" parameter from false to true and it should work. -
Server damage events dont support cancelEvent anyway.
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It would be nice if this resource used a public setting (using the settings system) for the reload key. For gamemodes that already bind R for other functions, they could use the settings system to change the used key.
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Its possible, but often it has to be explicitly synced. For example Akimbo weapons use different sync methods to normal weapons due to their nature. Vehicle sync, on the other hand, is consistent. Its why stuff like Flying cars and Amphibious cars work fine whilst syncing just as well as they should. Either way its still possible to cheat with stuff such as altering reload, or lowering the fire rate (saving ammo), or reducing weapon damage.
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It was the case with onClientClick, which triggers twice as it should.
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Voice chat is something that might be looked into again in future. There's partial voice still left over but it wasnt great.
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MTASA works fine on the steam version providing you obtain your own .exe (Any 1.0 no-cd crack will work fine).
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Yes, it does, but it still functions as an http request.
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This is a general update intended to illustrate some of the changes that have been made over the past weeks in the form of video (Please go to the youtube page for higher and lower qualities): The video is basically crammed with various new introductions in 1.0, but also bear in mind there are tweaks just about everywhere when it comes to 1.0. In terms of this video, I decided to do a quick breakdown of what it's actually showing: First off, the video is introduced with a dance resource. This is actually showing off custom sound support , whereby scripters can import their own sounds into script. In this case, the script was made to have a dance definition based upon the very song used in the video. It also shows off a new dxDrawImage scripting function. Unlike guiCreateStaticImage, users can rotate and tint the images - as shown by the green/red tints and the rotating arrow. Quite clearly we are also shown Ped animations and dx text , though this is nothing new to those who have been following us closely. This is followed by features of a very recently introduced setWorldSpecialPropertyEnabled scripting function. This basically amounts to some exclusive single player cheats that can't be reproduced by scripts - in this case, Flying "aircars" cars, and amphibious "hovercars" cars. We are then shown the first public clips from the upcoming Map Editor, including its design and basic usage. I'll leave you to work out the specifics! Afterwards we are quickly shown a use for dxDrawLine3D scripting function. It might be hard to see on Youtube, but look closely - the M4 has lasersight emitting from the end, as a mechanism for balancing in the gamemode Stealth, for both the M4 and sniper rifle. Helps your aiming? Perhaps. Gives away your location? Definitely. We are then shown Gamepad support which has at long last been added to MTA by ccw, and a concept resource which shows Joypad scripting interface usage. Speaking of late additions, we're then shown a clip of Parachutes support. This is completely scripted, and the server owner will be able to customise this to a much greater extent than if it were built into the game (we've actually had someone try to build an ejector seat for vehicles based upon this). We're then shown something else which was very recently added - water levels. Not just water levels, but water creation . Using the new setWaterLevel and createWater functions, users are able to raise or even create new sections of water within the SA world. This allows you to drastically change the landscape like in the video, or just fill up your custom swimming pool. Afterwards we're shown the AMX plugin/resource for MTA . This allows you to run your favourite .amx gamemodes within MTA without making any modifications to the gamemode itself. Towards the end we're shown a car driving to a garage, and opening the garage door operated by a remote control. This utilises the new setGarageOpen function that has been introduced. Eagle-eyed viewers will have noticed the Peds walking across the pavements and the beach. This is just a sample of what is achievable using peds in MTA - these peds are coded to walk around everywhere in the city (accompanied by driving traffic if enabled). Lastly, we're presented with more footage from stealth, this time taking place in the custom map Aztec. This map is completely custom, and modelled by ParoXum (and has been featured on the frontpage once before). Not a new feature as such, rather it ends the video by showing what can be achieved with MTASA. Due to popular demand, we are also looking into renaming MTASA:DM 1.0 into simply MTASA 1.0 - in other words, removing Deathmatch from the title . This is entirely appropriate, given that Deathmatch implies a much limited scope of what is truly possible in this mod. Depending on time and how much is required to officially remove the name, we'd like to think the namechange will happen by 1.0. Please be aware that the purpose of the video was more to keep the public aware of what's happening by interpreting the changelog, rather than for a 6minutes of your life you'll never forget. This means it wasn't given the special attention of gathering masses of footage and compiling a mind-blowing video (a la xmas 2007). Essentially doing this saved us some time so we can focus on the mod, which looking at the roadmap is currently at 71%. So all in all, things are coming along nicely and we hope to report back to you soon.
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http://development.mtasa.com/index.php? ... WeaponAmmo update your script! Just bear in mind its serverside so it wont be the fastest thing ever, but still!
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Yeah, its a shame about the weapon switch reload. That said, i've always wanted a setPlayerAmmoInClip. That way script could force how many bullets left in the clip so quick switching wont work.
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Cool, im not too keen on the constant camera zooming though
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This is resolved in 1.0
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No i agree with thijzzy. There has been some progress that needs summarising, a progress update is long overdue. But as these guys are saying, it'll be a reinterpreted version of the changelog. There are a few things i wanted to mention so i think its worth doing one soon.
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Admitedly i agree with you. the gta3mta days ended too soon.
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It would also be extremely slow. Could happen though.
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lol i have to admit i quite liked the video as a general race video. Other than that it was a total advertisement video so bant
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attachElementToElement won't work forever?
darkdreamingdan replied to CodeMaster's topic in Scripting
Oh i should mention there's a bug - attachment offsets are in radians -
attachElementToElement won't work forever?
darkdreamingdan replied to CodeMaster's topic in Scripting
I'll tell you, that I have this gamemode where there's a SAM site on the roof of several Patriots. They can rotate, they follow your cam view. Now the interesting part: -It calculates the camera's rotation (since getCameraRotation is gone in 1.0) -It detaches the SAM site -It reattaches the SAM site, with a different rotation So if this might stop the effect, it shouldn't really lag. Although I don't know if it can solve it... But worth a try, not? So just try to detach and reattach it every render. It might stutter a little, but it's not THAT noticable. Bear in mind setElementAttachedOffsets as of 1.0 is meant for this purpose. -
Clientside cars are not enterable, since the server must be aware of vehicles. You should add the command handler serverside.
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Its definitely possible, its a matter of cracking the opcode. Bear in mind (afaik) different vehicles may have different height limits. For example the jetpack doesnt have a Z height limit, rather its a distance from the ground limit.