karlis
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Everything posted by karlis
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still, don't even bother with samp. samp is nothing compared to mta, they are happy for getting little part of features mta got 3years ago.
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it can't be effective if it a)don't do what it should b)lack of it wouldn't change anything so either way, is it not needed the way it is now.
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you can, and its not that hard to do if you make render target of the spray image and then apply it to the texturing shader, only problem is that we need know the texture position on object.
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the point is, if you keep the chapcha simple there's no need for it. you don't need to complicate things for users without good reason.
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but really, i think it would be safer to dxdraw the chapcha on render target(probably even charter by charter), erasing chapcha from memory right away, and drawing the render target, instead of even saving it in memory. think about it, if there's bot that can use cegui it has no trouble at all getting the text. and to save the chapcha for matching, use md5()
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function calculateOffsets(slaveElement, masterElement) local px, py, pz = getElementPosition(slaveElement) local vx, vy, vz = getElementPosition(masterElement) local sx = px - vx local sy = py - vy local sz = pz - vz local rotpX, rotpY, rotpZ = getElementRotation(slaveElement) local rotvX,rotvY,rotvZ = getElementRotation(masterElement) local t = math.rad(rotvX) local p = math.rad(rotvY) local f = math.rad(rotvZ) local ct = math.cos(t) local st = math.sin(t) local cp = math.cos(p) local sp = math.sin(p) local cf = math.cos(f) local sf = math.sin(f) local z = ct*cp*sz + (sf*st*cp + cf*sp)*sx + (-cf*st*cp + sf*sp)*sy local x = -ct*sp*sz + (-sf*st*sp + cf*cp)*sx + (cf*st*sp + sf*cp)*sy local y = st*sz - sf*ct*sx + cf*ct*sy local rotX = rotpX - rotvX local rotY = rotpY - rotvY local rotZ = rotpZ - rotvZ return x, y, z, rotx, roty, rotz end taken from soem glue resource and slightly modified.
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sorry, but not quite enough. i saw you failing at simple concentration of strings in wiki.
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not that i would want to spoil anything, but i think paying him money for scripts is a real dumb thing to do. his skill is just zero. check this out for instance, almost no progress in a more then half year viewtopic.php?f=91&t=33524
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could you just show complete code related to this so it is noob-fail-proof? this lib shouldnt lag and should be noob proof too, but apparently not enough for you. and btw are you that bad that you cant calculate the pos for all resolutions, thats so simply easy?
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im feeling more facepalms incoming. anyway, txt:text() doesnt return another text element, it just updates the exsisting one.
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are you re-getting the playerzones too?
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you need to change it when you want it to update, you dont get it do you? on client render is too soon to be needed, but timer each sec would be fine. this is 3rd facepalm from me.
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/facepalm x2 it does trigger it on client render, but theres no way it can know when to update, use dxtext:text(text)
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you create a string and hope it to get updated. that's like you would write something on paper with pen and wait for it to update as data goes outdated.
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HOW THE HECK IT IS SUPPOSED TO UPDATE THE TEXT? do you even have slight knowledge about any scripting at all? obviously it first makes the string, then calls the function.
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also add the zoomout and camera roll effect to it(not really a shader)
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ok i have made some progress: ( press here for full image) made this color settings, and proper setting saving/resetting to default. much work to do tho, and have hard time to keep focus on this project... but don't worry, it'll be done.eventually...
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btw, NEVER NEVER do custom animations with setTimer... noobs do that. use onClientRender and getTickCount to get current progress, and you will get max smoothness possible. (in fact setTimer uses onClientRender too, just with laggy/pointless middle point of possibility to skip frame)
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obviously one variable will store one value. its not storing the function itself ofc.
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im not sure about that, but you may be correct. and besides the .dff also varies suspension strength w/o changing handling lines.
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not sure, but may work, how getElementColShape() works? if it doesn't, just use two processLineOfSight targeted at opposite vehicle ignoring your vehicle, and add up the vector length you got. if the added vector length is not much longer(+/-20cm) then distance between vehicles, you have got a hit. PS:as this is cpu intense, you should still use copshapes/watever to detect what vehicles to check. this should work on 90% of cases, that is when collision point in the line between vehicles is closest to opposite vehicle.
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read it again modified collision(that is usually included in a mod) indeed give unfair advantage in racing server collision can make you slip trough a pole others would hit, make you not crash, block others in your screen, make unsync, etc, that's proven.
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that I will have to make server side feature to disable changeability of few settings, as settings gui is being developed.
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create render target and rotate it... problem much?
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so basically i will have to make settings overwrite by server possibility when settings are made to prevent people from changing it?
