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Everything posted by darkdreamingdan
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Boost : Gamemode + Maps [Update: Bugfixes]
darkdreamingdan replied to DefiniteIntegral's topic in Showroom
Nice job, looks really polished -
how to properly install mta sa on ubuntu
darkdreamingdan replied to max-668's topic in DM Client-side
http://development.mtasa.com/index.php? ... _with_wine -
Unable to install Gta san andreas PLZ HELP!!
darkdreamingdan replied to Gta_Huy_warp's topic in General
What OS are you on? You may want to try some compatibility settings. -
Well if its on every game its likely to be your router or firewall settings, or an administrator policy if you're in a restricted internet access zone (e.g. uni campus). Make sure the firewalls allow outbound connections on all ports or contact your administrator.
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Patching your 1.01 or 2.00 version of gta_sa.exe
darkdreamingdan replied to darkdreamingdan's question in Client
Do you have a German version of the game? As stated in the first post, 2.00 German .exe's arent supported. I can add support if you can confirm you have one. -
Oh my god i nearly slit my wrists after only just discovering this (all that wiki checking *shudder*). I dont suppose you could start work on a DP3 version now? Maybe have one for release that is included with the installer. Also i dont support anyone knows how to switch between Client and Server parameters using the keyboard? I can click the arrows but it ruins the flow of scripting somewhat. I tried obvious ctrl+up/down, alt+up/down etc. If not i'll request it on their forums.
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in future there may be the possibility to link multiple servers together using a scripting function to send the player. You could separate each island into its own server, for instance. Or like bigger RPGs have different servers for different languages.
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What are you looking forward to in DP3?
darkdreamingdan replied to I_R_Venom's topic in Public beta testing
Voice support was removed once already -
AttachObjectToBone will not make it into release, but a similar, more generic function that does more, will make it into release.
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Slothman was well known for his awesome MTA comics for gta3 and vice city, they're somewhere in the forums. edit: found it http://comics.gta-source.com/ Only 4 of them, but they're still awesome
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Can't believe i hadnt spotted this topic. We're not going down this road again, sorry. If you want to ask about specific parts of mta related to your sever, please do so in a seperate topic. these comparisions are a dirty path.
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We dont support people who use 3rd party modifications, its not our job to help people who have introduced new factors into MTA that we don't condone - or in this case strongly advise against.
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There's a DM/Race multi-launcher somewhere in the forums. Search for it.
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getPlayerOccupiedVehicle will only retrieve the player's occupied vehicle at the instance it is executed. The "g_Vehicle" variable will not update with new vehicles. In this case it is executed when the script is loaded - the player has no vehicle at this point and this is what you're passing into getElementData - false. You need to use an event such as onClientVehicleEnter to update the variable. Also, you'll need to update your GUI every time the vehicle is changed. You'll have to create a dummy GUI upon startup, and use guiSetVisible to hide it. Once you need to show it (i.e. the player entered a vehicle) make it visible again, THEN use getElementData and update the label using guiSetText
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Sounds like you're using the serverside syntax on a clientside script. It should be noted that in the clientside variant there isnt a first argument. Be sure to read http://development.mtasa.com/index.php? ... andHandler fully. Its clear to me you arent understanding the function arguments because you're passing more than 2 args (with the exception of restritced) Try this: function createExplosion ( commandName ) local pX, pY, pZ = getElementPosition ( getLocalPlayer() ) createExplosion ( pX + 5, pY + 5, pZ, 6 ) setTimer ( createExplosion, 1000, 1 ) end addCommandHandler ( "ce", createExplosion )
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I made a few mistakes by accident local localPlayer = getLocalPlayer() local lastRotation local root = getRootElement() addEventHandler("onClientRender",root, function() local contactElement = getPlayerContactElement(localPlayer) if contactElement and getElementData(contactElement,"moving") and getElementType(contactElement) == "object" then local a,a,z = getObjectRotation(contactElement) lastRotation = lastRotation or z local difference = z - lastRotation setPlayerRotation ( localPlayer, (getPlayerRotation(localPlayer) + difference)%360 ) lastRotation = z else lastRotation = nil end end )
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Try this: local localPlayer = getLocalPlayer() local lastRotation local root = getRootElement() addEventHandler("onClientRender",root, function() local contactElement = getPlayerContactElement(localPlayer) if contactElement and getElementData(contactElement,"moving") and getElementType(contactElement) == "object" then local a,a,z = getObjectRotation(contactElement) lastRotation = lastRotation or z local difference = z - lastRotation setPlayerRotation ( localPlayer, getPlayerRotation(localPlayer) + z ) else lastRotation = nil end end ) You might have to add checks for aiming players
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Just offset the rotation then, or measure the changed rotation each frame and increment by that.
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Just because the object is serverside does not mean you can't do it clientside!!! You dont need to overcomplicate things with triggerClientEvent or triggerServerEvent. This is one way you could easily do it: local localPlayer = getLocalPlayer() local root = getRootElement() addEventHandler("onClientRender",root, function() local contactElement = getPlayerContactElement(localPlayer) if contactElement and getElementData(contactElement,"moving") and getElementType(contactElement) == "object" then local a,a,z = getObjectRotation(contactElement) setPlayerRotation ( localPlayer, z ) end end ) Then serverside: moveObject (whatever,124,12561,163) setElementData(whatever,"moving",true) --When its finished moving setElementData(whatever,"moving",false)
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If i understood you correctly, MTA has implemented its own bindKey function which is what you should be looking for. It allows detecting keypresses to Controls (e.g. any keys associated to GTA's "fire") or the Keys themselves (e.g. left mouse button). Depending on the situation, functions getKeyState and getControlState may or may not be useful to you. The documentation should be easy to follow, but if you get stuck feel free to post!
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Win98 Compatibility Mode Issue Under Vista
darkdreamingdan replied to The Savage Killer's topic in Suggestions
MTA doesnt work and has never worked (that is, ever since GTA3MTA 0.1) on systems lower then Windows 2000. Windows 98 wont ever be compatible so you can't really expect compatibility mode to work either. One thing, MTA works fine over here even though im (technically) on Vista. No Compatibility mode required. -
Wanting to open a Freeroam:DM server. Need some advice.
darkdreamingdan replied to Valli's question in Client
1) Yes 2) Yes, I dont know of any east coast providers, someone else may be able to help you. 3/4) https://community.multitheftauto.com/index.html?p ... ails&id=43 5) Linux servers will allow all players to play. It simply represents what machine hosts the server, and does not reflect the players 6) Not sure what you mean exactly, but contacting your server provider by hand for him to add/manage things in the server sounds like a bad idea. You might want to constantly update your server with new resources, and having a middle man in this would egt frustrating. -
GTA4 (with online multiplayer) for PC: Future for MTA?
darkdreamingdan replied to riahc3's question in Client
The team havent stated any interest in working on a gta4 multiplayer at this time. Wait till the release and see how things unfold. Personally i dont know if i'm willing to participate in such a project again. -
Post your crash dumps in this topic. Short FAQ on how to report these crashes properly - how to get them and what files we need exactly: If you crash while testing (and it's quite possible that you'll do as it's an unstable development build), a small dump file will be created on your hard drive in GTA San Andreas\MTA\dumps folder. MTA Developers can use these files to try to identify the problem which caused your game to crash, so that gives a possibility of fixing it and preventing it to happen in future builds. You can naturally help us with the development by submitting these crashes to developers by posting them in this topic. There are two groups of files we need: - dump files themselves, they can be found in GTA San Andreas\MTA\dumps folder which have been created during the public test you're submitting them for (you can spot the ones we need by checking their names - [they all have names similar to this example one: client_05262008_2318.dmp, which in this case means that game crashed on 26. of may, 2008 at 23:18 of your local time] so just submit these from a day on which the public test took place) - crash log file, named core.log, which is located in GTA San Andreas\MTA folder Once you collect all of the files mentioned above, compress them by using a zip, rar or 7z compressor, and then post here and upload the archive as an attachement to your post. Alternatively, upload it to some http or ftp server, and post the direct link to the archive. If you've got more details about any of the crashes (eg. why do you think it crashed or what could have caused it), feel free to post them with your report, and don't forget to include the crash dump filename that detailed information is about. Happy reporting
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Windows 2008 x64
