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Shady1

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Everything posted by Shady1

  1. Shady1

    Crash Problem!

    You're welcome,If you have a question, tell me again and I'll help.
  2. Shady1

    Crash Problem!

    try it and see the result
  3. Shady1

    Crash Problem!

    You should check your models/scripts.
  4. <group name="VIP"> <object name="user.USERNAME"></object> </group>
  5. Shady1

    Crash Problem!

    hello welcome to MTA Forum i will give you an explanation about your problem. this would suggest out of memory and is due to mods you have installed. by the client having very low system RAM, or you are using models / content which is abusing the 32-bit process memory limit.
  6. you get a lot of errors so download GTA:SA and MTA:SA without mods and put it in a clean folder
  7. Shady1

    dxdrawtext

    same like : dxDrawText("Válassz egy játékmódot!", 0, s.y/2-100, s.x, 200, tocolor(255, 0, 0), 1.5, "rage", "center", "top", false, false, false, false) https://wiki.multitheftauto.com/wiki/DxDrawText
  8. https://community.multitheftauto.com/index.php?p=resources&s=details&id=12950
  9. https://forum.multitheftauto.com/topic/121873-vf-33-netlimit-killer-networking-control-center/#comment-970951 I have sent a link about your problem, you can check it and I suggest you to follow the necessary instructions, I hope you can solve this problem.
  10. Shady1

    dxdrawtext

    dxDrawText("Immortal Play - Admin Help", 0, s.y/2-100, s.x, 200, tocolor(0, 0, 0), 1, e:getFont("rage", 15), "center", "top");
  11. https://forum.multitheftauto.com/topic/22551-rel-stage-150-virtual-actors-and-camera-workshop/ I hope this is useful to you
  12. I will suggest some functions that can help you, you can script them with these functions. https://wiki.multitheftauto.com/wiki/IsObjectInACLGroup https://wiki.multitheftauto.com/wiki/SetPlayerHudComponentVisible https://wiki.multitheftauto.com/wiki/AddCommandHandler
  13. yaşadığınız sorun o sunucu ile alakalıdır, sunucu geliştiricileri hilecileri bir nevi önlemek için bu türde bir sistem yazmışlar,5 gün beklemelisiniz ya da o sunucu yöneticileriyle iletişime geçmelisiniz, bu ban MTA ilgili değildir, bu ban mta'daki giriş yaptığınız sunucu ile alakalıdır.
  14. Shady1

    Unban talebi

    ban itirazı artık alınmıyor MTA Staff tarafından verilen bir karar bu, size bağlantıyı göndereceğim göz atabilirsiniz :
  15. Shady1

    Shader Glow

    https://wiki.multitheftauto.com/wiki/DxCreateShader
  16. I love this game because I have spent a majority of my life playing it, and it has provided me with numerous opportunities for personal growth. Through MTA, I have learned about software development and its processes. Therefore, I would like to express my gratitude to all the players and the MTA team.
  17. Lua tables are a fundamental data structure that allows you to store key-value pairs and create complex data structures. Tables in Lua are versatile and can contain values of different types. Let's dive into a detailed explanation with examples : Table Creation: To create a table in Lua, you use curly braces { } and separate the elements with commas. Here's an example: local table = {1, 2, 3, 4, 5} -- table crt In the above example, we created a table named table and populated it with values 1, 2, 3, 4, and 5. Accessing Table Elements: You can access table elements by using square brackets [ ]. Indices in Lua start from 1. Here's an example: -- Accessing table elements print(table[1]) --output : 1 print(table[3]) --output : 3 In the above example, we access the value at the 1st index (1) and the 3rd index (3) of the table. Adding Elements to a Table: To add a new element to a table, you specify the index and the value. If the specified index already exists in the table, the value will be overwritten. Here's an example: -- Removing elements from a table table[3] = nil In the above example, we remove the element at the 3rd index of the table. Getting the Size of a Table: To get the size of a table (i.e., the number of elements), you can use the # operator. Here's an example: -- Getting the size of a table print(#table) -- 5 In the above example, we print the size of the table using the # operator. Table Iteration: You can iterate over the elements in a table using the ipairs or pairs functions. ipairs provides index-based iteration, while pairs provides key-based iteration. Here's an example: -- Table iteration for index, value in ipairs(table) do print(index, value) end In the above example, we iterate over the table using ipairs and print the index and value of each element. +---------------------------------------------------+ | Game Settings | +---------------------------------------------------+ | Difficulty: | Hard | | Sound Volume: | 80% | | Controls: | Keyboard & Mouse | | Graphics Quality: | High | +---------------------------------------------------+ In the above example, an ASCII art representation is used to display a Lua table representing game settings. The table consists of different elements representing various game settings. Here's the Lua code that represents the table: local gameSettings = { difficulty = "Hard", soundVolume = "80%", controls = "Keyboard & Mouse", graphicsQuality = "High" } In the Lua code, a table named "gameSettings" is created, and different elements representing game settings such as difficulty, sound volume, controls, and graphics quality are added to the table. local person = { name = "Eren", age = 20, occupation = "Software Engineer", country = "Germany" } local tableFormat = [[ +-----------------------+ | Person Info | +-----------------------+ | Name: %s | | Age: %d | | Occupation: %s | | Country: %s | +-----------------------+ ]] local formattedTable = string.format(tableFormat, person.name, person.age, person.occupation, person.country) print(formattedTable) In the example above, we create a Lua table named "person" and populate it with some sample information about a person. We then define a string format named "tableFormat" which represents an ASCII table structure. We use placeholders like %s and %d to indicate the places where the values from the "person" table will be inserted. Finally, we use the string.format function to fill in the format with the data from the "person" table and store it in the variable "formattedTable". We print the "formattedTable" to display the final result. I explained string methods in the previous tutorial, here is the link: string methods LINK Output : +-----------------------+ | Person Info | +-----------------------+ | Name: Eren | | Age: 20 | | Occupation: Software Engineer | | Country: Germany | +-----------------------+ Nested Tables: Tables can contain other tables, allowing you to create nested or multidimensional data structures. Here's an example: -- Nested tables local team = { name = "Team A", players = { { name = "Eren", age = 20 }, { name = "Emily", age = 27 }, { name = "Angela", age = 23 } } } print(team.name) -- Team A print(team.players[2].name) -- Emily In the above example, we created a table named team with two elements: name and players. The players element is a nested table that contains information about individual players. We access the name element of the team table and the name of the player at the 2nd index of the players table. Table Insertion and Removal: Lua provides various functions for inserting and removing elements from tables. Here's an example that demonstrates these operations: -- Table insertion and removal local fruits = {"apple", "banana"} table.insert(fruits, "orange") -- Insert an element at the end table.insert(fruits, 2, "grape") -- Insert an element at the 2nd index table.remove(fruits, 1) -- Remove the element at the 1st index for index, fruit in ipairs(fruits) do print(index, fruit) end In the above example, we start with a table named fruits containing two elements. Using table.insert, we add an element at the end and another element at the 2nd index. Then, using table.remove, we remove the element at the 1st index. Finally, we iterate over the modified fruits table and print the index and value of each element. Table Concatenation: Lua allows you to concatenate tables using the .. operator. Here's an example: -- Table concatenation local table1 = {1, 2, 3} local table2 = {4, 5, 6} local mergedTable = {} for _, value in ipairs(table1) do table.insert(mergedTable, value) end for _, value in ipairs(table2) do table.insert(mergedTable, value) end for index, value in ipairs(mergedTable) do print(index, value) end In the above example, we have two tables named table1 and table2. We create an empty table named mergedTable and use table.insert to concatenate the elements from table1 and table2 into mergedTable. Finally, we iterate over mergedTable and print the index and value of each element. for MTA:SA Player Information: Lua tables can be used to store player information in MTA:SA. Below is an example of a player table that contains details such as the player's name, level, and score: local player = { name = "Eren", level = 5, score = 1000 } In the above example, we create a table named "player" and populate it with the player's name, level, and score. Vehicle List: Lua tables can be utilized to store data related to vehicles in MTA:SA. Here's an example of a vehicle table that includes the model names and colors of the vehicles: local vehicles = { { model = "Infernus", color = {255, 0, 0} }, { model = "Bullet", color = {0, 0, 255} }, { model = "Sultan", color = {0, 255, 0} } } In the above example, we create a table named "vehicles" and store each vehicle as a separate table with its model name and color data. Colors are represented using RGB values. NPC (Non-Player Character) List: Lua tables can be used to store in-game NPCs in MTA:SA. Here's an example of an NPC list table that includes the model IDs and coordinates of the NPCs: local npcs = { { model = 23, x = 100, y = 200, z = 10 }, { model = 56, x = 150, y = 250, z = 15 }, { model = 89, x = 200, y = 300, z = 20 } } In the above example, we create a table named "npcs" and store each NPC as a separate table with their model ID and coordinates. I hope you will like it
  18. Shady1

    uncommon crash

    It might be related to the graphics driver, try updating your driver.
  19. function insideCar(source) local thePlayer = source local vehicle = getPedOccupiedVehicle(thePlayer) if vehicle then outputChatBox("You're in a car", thePlayer) else outputChatBox("You're on foot", thePlayer) end end addCommandHandler("check", insideCar)
  20. https://wiki.multitheftauto.com/wiki/SetElementVisibleTo Can you explain exactly what you want?
  21. local hidemark -- define hidemark as a global variable function createMarkers() hidemark = createMarker(10, 50, 5, "cylinder", 1, 0, 255, 0) end addEventHandler("onResourceStart", resourceRoot, createMarkers) function mark(thePlayer, matchingDimension) if matchingDimension and isElement(thePlayer) and getElementType(thePlayer) == "player" then local markerveh = createMarker(0, 0, 5, "cylinder", 1, 0, 255, 0) -- Do something with markerveh end end addEventHandler("onMarkerHit", hidemark, mark) function job1(thePlayer) setElementVisibleTo(hidemark, root, false) end addCommandHandler("hidemark", job1) this test code, i hope helps to you
  22. local screenW, screenH = guiGetScreenSize() addEvent("alarmSound", true) addEventHandler("alarmSound", localPlayer, function() sound = playSound3D("assets/sounds/alarm.mp3", 2310.35425, -7.48090, 26.74219, true) setSoundMaxDistance(sound, 150) end) addEvent("pBar", true) addEventHandler("pBar", localPlayer, function() function renderText() dxDrawText("Bomb Planting", screenW * 0.14, screenH * 0.48, screenW * 0.22, screenH * 0.51, tocolor(5, 229, 194, 255), 0.60, "bankgothic", "left", "top", false, false, false, false, false) end addEventHandler("onClientRender", root, renderText) local progressWidth = screenW * 0.2 local progressHeight = screenH * 0.03 local progressX = (screenW - progressWidth) / 2 local progressY = (screenH - progressHeight) / 2 progBar = guiCreateProgressBar(progressX, progressY, progressWidth, progressHeight, false) timeBar = 100 setTimer(function() timeBar = timeBar - 6.66666666667 lastTime = timeBar guiProgressBarSetProgress(progBar, lastTime) if lastTime <= 0 then guiSetVisible(progBar, false) removeEventHandler("onClientRender", root, renderText) end end, 1000, 15) end) I didn't test it, but I edited the visible parts, if there are any other problems, let me know.
  23. function clicks(button, state, _, _) if button == "left" and state == "up" then if source == closebutton then guiSetVisible(window, false) showCursor(false) elseif source == button then guiSetVisible(window, false) showCursor(false) triggerServerEvent("StartTreeJob", resourceRoot, localPlayer) end end end
  24. jobPed = createPed(230, 870.47406, -24.95437, 63.97986, 160) setPedFrozen(jobPed, true) jobMarker = createMarker(870.02686, -25.90853, 62.90933, "cylinder", 1.5) createBlipAttachedTo(jobMarker, 22) function job(thePlayer, matchingDimension) if thePlayer and thePlayer == localPlayer and matchingDimension then window = guiCreateWindow(500, 200, 250, 250, "*Tree JoB*", false) memo = guiCreateMemo(20, 20, 210, 140, "Unicos RP Tree Job. You can make easy money with this one. Happy happy happy.", false, window) button = guiCreateButton(30, 180, 80, 40, "Accept", false, window) closebutton = guiCreateButton(140, 180, 80, 40, "Close", false, window) showCursor(true) end end addEventHandler("onClientMarkerHit", jobMarker, job) function clicks(button, state) if button == "left" and state == "up" then if source == closebutton then guiSetVisible(window, false) showCursor(false) elseif source == button then guiSetVisible(window, false) showCursor(false) triggerServerEvent("StartTreeJob", resourceRoot, localPlayer) end end end addEventHandler("onClientGUIClick", root, clicks) I hope this helps!
  25. you're welcome,If you have a new question, please open a new topic and tag me.
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