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FileEX

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Everything posted by FileEX

  1. FileEX

    gta3.img

    There are no errors with reading the gta3.img file. If there are any, they only affect you, so you'll need to fix it on your own
  2. local function toggleLight(player) local plane = getPedOccupiedVehicle(player) if (plane) then local lightMarker = getElementData(plane, "lightMarker") if (isElement(lightMarker) then -- disable light destroyElement(lightMarker) removeElementData(plane, "lightMarker") return end -- enable light local x,y,z = getElementPosition(plane) local lightMarker = createMarker(x,y,z - 1, 'corona', 1, 255,255,255,150) attachElements(lightMarker, plane, 4, 3, -2) setElementData(plane, "lightMarker", lightMarker, false) end end addEventHandler('onVehicleEnter', root, function(seat,plr) if (seat == 0 and getElementModel(source) == 553) then bindKey(plr, "3", "down", toggleLight) end end) addEventHandler('onVehicleExit', root, function(seat,plr) if (seat == 0 and getElementModel(source) == 553) then unbindKey(plr, "3", "down", toggleLight) end end)
  3. Jak sama nazwa wskazuje numer seryjny (serial) tego urządzenia został zablokowany albo przez MTA albo przez sam serwer.
  4. The ability to use LODs with buildings is pending approval and merging on the MTA repository https://github.com/multitheftauto/mtasa-blue/pull/3371 Buildings are still under work and development
  5. You can also create a bike, set its alpha to 0 and attach it to a plane and turn on the lights via setVehicleOverrideLights
  6. The engineImportTXD function takes only one argument as ID. This is according to the wiki and the source code of this function (https://github.com/multitheftauto/mtasa-blue/blob/1f2c6e75fb71b01f0053f151e766a232ed33692b/Client/mods/deathmatch/logic/luadefs/CLuaEngineDefs.cpp#L608)
  7. I think some resource had it, but I'm not sure. Generally it is possible, but you would need to have ped paths from GTA SA
  8. When it comes to NPCs, these resources will interest you https://community.multitheftauto.com/index.php?p=resources&s=details&id=14650 https://community.multitheftauto.com/index.php?p=resources&s=details&id=15370 As for voice chat, it is available. https://community.multitheftauto.com/index.php?p=resources&s=details&id=18795 https://wiki.multitheftauto.com/wiki/Resource:Voice When it comes to saving information, you can use SQL or MySQL. https://forum.multitheftauto.com/topic/32423-tut-sqlite/ https://forum.multitheftauto.com/topic/112941-tut-how-to-create-id-system-by-database/ In the "tutorials" section you will find a lot of useful information
  9. Sometimes interpolateBetween does some weird rounding. Try manual interpolation money = lastMoney + (newMoney - lastMoney) * progress; Or use what Tekken provided
  10. The "Blur" resource does not have the dxDrawBluredRectangle function or it is not exported in meta.xml
  11. I don't understand what the problem is. If you exceed the maximum amount, it is normal that the number is higher
  12. What do you mean by wheel type?
  13. Read this https://wiki.multitheftauto.com/wiki/Script_security and don't buy anything
  14. As you can see, you start the interpolation from 0. Write down the current balance of money before you start the interpolation and start from there. You can use e.g. a ticks to see if the amount of money has changed local fromMoney, toMoney, visibleMoney = 0,0,0; local moneyCheckTick,moneyAnimTick = getTickCount(); if (moneyCheckTick and not moneyAnimTick) then if (getTickCount() - moneyCheckTick > 1000) then -- check every 1 s local money = getPlayerMoney(localPlayer); if (visibleMoney ~= money) then moneyAnimTick = getTickCount(); fromMoney, toMoney = visibleMoney, money; end moneyCheckTick = getTickCount(); end end if (moneyAnimTick) then local progress = (getTickCount() - moneyAnimTick) / 1000; visibleMoney = interpolateBetween(fromMoney, 0, 0, toMoney, 0, 0, progress, 'Linear'); if (progress > 1) then moneyAnimTick = nil; end end -- dxDrawText for visibleMoney variable Sorry for the broken indentation in the code, but the code editor on the forum is strange and I don't know why it happens.
  15. Use interpolateBetween
  16. Upload your vehicles.ide to your server's FTP and load it on the server side with fileOpen and fileRead.
  17. The player places the vehicles.ide file in the mta->mods->deathmatch->resources->your resource directory Then, from the script level, you open this file and load data from it. Exactly the same as the script above. You can check its source code If you just want to have the vehicles.ide file on the server, you can upload it to your server's FTP and load it on the server side. I don't know what you want to achieve, but the only option is to manually read the file contents and parse its contents
  18. If you set images downloading to false, the files will not be downloaded for the client, and the scripts that use these images, e.g. for the GUI, will stop working properly due to the lack of files. If you don't want to save the images to the client's disk, you can keep them on the server and send only the raw data to the client and use it to create a texture for drawing the GUI. You can also consider using SVG, which allows you to easily create images from string data without having to download .svg files to disk
  19. When it comes to fixed lines, yes, you simply need to modify the recorded line by adding effects, e.g. in Audacity. When it comes to voice chat, there are special programs/modulators for it. As for the script, I'm not sure. You can try this https://wiki.multitheftauto.com/wiki/SetSoundEffectParameter and this https://wiki.multitheftauto.com/wiki/SetSoundEffectEnabled
  20. Server-side scripts are not downloaded by players, so setting the cache does not change anything. Setting the cache means that the script is not downloaded to the player's disk, but is still loaded into memory so that it can run. It can still be manipulated by the client, so you should never trust data from the client. More about it here https://wiki.multitheftauto.com/wiki/Script_security
  21. Change resourceRoot to root in the loginAccount event on server-side
  22. I don't think you can disable the horizontal scrollbar. You can force it to show, but you can't hide it. The width of the gridlist columns cannot exceed 0.95, then the horizontal scrollbar will not appear.
  23. Proszę local screenX, screenY = guiGetScreenSize(); local barW,barH = (108/1080) * screenY, (25/1080) * screenY; local barX,barY = screenX / 2 - barW / 2, screenY * 0.8; local ballX,ballY; local ballSize = (17/1080) * screenY; local ballCenterX = barX + barW / 2 - ballSize / 2; local ballY = barY + barH / 2 - ballSize / 2; local bar = dxCreateTexture("pasek.png"); local ball = dxCreateTexture("kulka.png"); addEventHandler('onClientRender', root, function() local veh = getPedOccupiedVehicle(localPlayer); if (veh and getVehicleType(veh) == 'Plane') then local _,ry = getElementRotation(veh); ry = ry % 360; local offset = 0; if (ry <= 90) then offset = ry; elseif (ry <= 180) then offset = (180 - ry); elseif (ry <= 270) then offset = -(ry - 180); else offset = -(360 - ry); end ballX = math.max(barX, math.min(barX + barW - ballSize, barX + barW / 2 + (offset/90) * (barW / 2) - ballSize / 2)); dxDrawImage(barX, barY, barW, barH, bar, 0, 0, 0, 0xFFFFFFFF); dxDrawImage(ballX, ballY, ballSize, ballSize, ball, 0, 0, 0, 0xFFFFFFFF); end end); Musisz sobie jedynie dopasować pozycje w osi Y oraz zmienić X do swojego paska. Ja obciąłem grafikę paska aby nie miała pustego tła wokół https://imgur.com/M0F1zdp
  24. I can't help you because I don't know this gamemode or the "D modu" or "turf" resource
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