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Lance_Delmago

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Everything posted by Lance_Delmago

  1. Можно но я обошелся простым включением Asi Loader
  2. Yes, I can't use .asi on my project using client 1.6 I'm closing the topic because no one helped me with the source code I came to the solution of the problem myself!
  3. Good afternoon, I need help with the implementation of the trolleybus system, namely the animation of the trolleybus pantographs. The essence of the script is as follows: The Trolltracks.dat file will contain coordinates of type x,y,z,w and you need to build a path or vector based on them. And already hook up current collectors consisting of a base (auto part stanga_X) and a head (ampHead_X) to the wires (where X is the number or side of the current collector) by rotating the base and heads along the X axes (lifting and lowering) and Z (turn around the mounting point), If possible, also help with switching the trolleybus arrow on the same wires. Here is a video showing how pantographs should behave: Translated and voiced by Google translator:)
  4. There is a silent patch on one Mta project , and it is .the asi script and the plus on it also broke the limits on adding cars through the client code. and the question after that can be used or not? Client version 1.6
  5. This was the 1st thing I tried and the resource has its drawbacks: 1) I can't add tractors to them 2) they lose their handling 3) it requires complicated scripts I need to add a new car through the mta client
  6. I need to add new cars and not replace existing ones. And I will have a global mod with my own map, which will make it impossible to visit other servers. Also I repeat I need to run asi scripts in mta
  7. Then the question is, how do I get a first-person view by VORON 3.0 and add new cars to the mta without using fastman92?
  8. Good day! I need help connecting Asi and asi scripts in MTA 1.6. I need it, including for things like fastman92 and a high-quality view from the 1st person (by VORON)
  9. Good day! I need help in dealing with the limits on cars in Mta sa because standard models are not enough to realize my desires Also please help to make additional tractors through the mta source code
  10. It seems there is an opportunity to add a car with the preservation of properties, here is a piece of the code of the auto shop system from a large project where cars are assembled that have the ability to hook a trailer: --Тягачи addCar( 403, 'Scania Topline', 7950000, 'Scania Topline' ) addCar( 18746, 'Volvo FH', 18500000, 'Volvo FH' ) addCar( 515, 'Mercedes-Benz Actros', 14990000, 'Mercedes-Benz Actros' ) addCar( 18654, 'Renault Magnum', 6500000, 'Renault Magnum' ) addCar( 18676, 'KAMAZ-5490 NEO', 5900000, "KAMAZ-5490" ) addCar( 18685, 'Scania R500', 14150000, 'Scania R500' ) addCar( 18701, { 'КамАЗ 53212 Рабочий', 'КамАЗ 53212 Тент', 'КамАЗ 53212 Контейнер' }, { 0, 1920000, 2190000 }, { 'КамАЗ 53212 Р', 'КамАЗ 53212 Т', 'КамАЗ 53212 К' } ) addCar( 18705, 'Volvo VNL', 9980000, 'Volvo VNL' ) If your resource has problems with this, then maybe there is another way to add a car to the server? And if you use your resource, then how can cars prescribe their handling and vehicles.ide so that the parameters are synchronized between the players?
  11. Wait, do I need to edit the game code or the MTA client/server code? The js team managed to add 9 tractors to its project. And in addition, there are no files handling, vehicles, carcols, carmods and other in their client gta. Is it possible to decompile a ready-made custom Mta client if it loads scripts default SA cars?
  12. And is it possible, with the help of a separate resource, to still force the scripts of the parent model to be loaded from the new one?
  13. Good afternoon! How can you add, rather than replace, new cars that will have unique properties? For example, bagboxa/b swivel wheels, tractor/tow truck hooks, police helicopter headlights, ZR 350 headlights, swat/fire truck water cannon, rhino cannon and, finally, the possibility of attaching trailers (unitvan, luggage, linerun, petro, rdtrain). In particular, I need it to implement a bus-cargo system, so I should have 6 articulated buses, 3 of which have a rear axle for steering, 30-35 single-section buses, 11 fixed-route taxis, 10-15 commercial vans and, finally, 8-9 saddle trucks (tractors), as well as several passenger cars.
  14. It's sad that it won't work out that way Is it possible to add NEW cars with these properties, but not use your resource? Others somehow managed to implement it.
  15. Your script specifies the id of the standard car, presumably the new car should take over all the properties of that car. For example, bagboxa/b swivel wheels, tractor/tow truck hooks, police helicopter lights, zr 350 headlights, swat/firetruck water cannon, rhino cannon and finally the ability to hook trailers (unitvan, luggage, linerun, petro, rdtrain). BUT the loading of these very properties does not occur in new cars. Will this be fixed in the future? If not, how can I fix it on my own?
  16. When will the loading of standard model scripts on the new id be fixed?
  17. Yes, trolleybus pantographs are car components. You can write an example in which the current collectors (at least 1) will cling to the wires, and the wires will be a set of coordinate points in the dat File: If so, how do I add the coordinates of the second wire for the second pantograph? Returning to the beginning of the topic, how to implement the translation of a railway arrow by a roll or a button? How can this be implemented on the trolleybus contact network? how do I rotate the train trolleys relative to the rail? Thank you for the answer:)
  18. Greetings, I have encountered such a problem: when adding cars through the add models plugin, truck tractors cannot interact with any trailers (attach), but for some reason the added trailers can attach to standard trucks. How to fix it? Here is an excerpt of the code that adds them: vehicle = { {id=80001, base_id=507, path="models/vehicles/", name="Schafter", disableAutoFree=true}, {id=80002, base_id=489, path="models/vehicles/", name="02 Landstalker"}, {id=80003, base_id=400, path="models/vehicles/", name="86 Landstalker 1"}, {id=80004, base_id=400, path="models/vehicles/", name="98 Landstalker 1"}, {id=80005, base_id=468, path="models/vehicles/", name="Sanchez Test", ignoreTXD=true}, {id=80006, base_id=507, path={dff="models/vehicles/elegant.dff", txd="models/vehicles/elegant.txd"}, name="Elegant Test"}, {id=80008, base_id=403, path="models/vehicles/", name="Golaz 6226"}, {id=80009, base_id=591, path="models/vehicles/", name="Golaz6226P"}, {id=80010, base_id=403, path="models/vehicles/", name="Ikarus 280"}, {id=80011, base_id=591, path="models/vehicles/", name="Ikarus 280p"}, {id=80012, base_id=403, path="models/vehicles/", name="Karosa B741"}, {id=80013, base_id=591, path="models/vehicles/", name="Karosa B741p"}, {id=80014, base_id=552, path="models/vehicles/", name="Laz F291"}, {id=80015, base_id=611, path="models/vehicles/", name="Laz F291P"}, {id=80016, base_id=437, path="models/vehicles/", name="Laz 52528"}, {id=80017, base_id=437, path="models/vehicles/", name="Liaz 5256.45"}, {id=80018, base_id=403, path="models/vehicles/", name="Maz 105"}, {id=80019, base_id=591, path="models/vehicles/", name="Maz 105 Prizep"}, },
  19. Thanks, everything works :). Only I decided to do it on the client side because most of the script (sound, gui and route markers) are tied to the client. Everything is related to this topic, but I will need help with things like .dat files (the topic is in the scripting section), adding seats, spawn cars in the interior, "gluing" the trailer to the truck tightly (for articulated buses), etc., but the most basic ".dat" files and turning the rear wheels of the trailer relative to truck (as on ikarus 280)
  20. Good afternoon, WHO has the opportunity to implement this: 1) It is necessary to implement that the arrow switches when the tram (train) is under electric current / coasting (the gas pedal is clamped or not). And we need help with the implementation of this: Please describe how this can be implemented and what functions will be needed for this.
  21. I had to wait a long time for help, but thanks for the answer I managed to make the sound audible on the server, can you help with the implementation of the so-called reset timer? That is, when boarding a car, a memo is triggered every 2 minutes, and when exiting the car, the timer needs to be reset and stop counting, and when re-boarding in the car, it only works after 2 minutes. Here is my code: Client: Server: I'm a beginner and just getting to know Lua
  22. Есть ли возможность оформить запуск 3д звука с клиентской части таким образом, чтобы его было слышно на сервере другим игрокам?
  23. Доброго времени суток, в МТА есть возможность реализации подобного: Нужно реализовать, чтобы стрелка переключалась по накату/под током (трамвай не газует/газует). И нужна помощь с реализацией этого: Как токоприемники троллейбуса понимают где провод (пути для левого и правого в файлике .DAT который будет лежать в папке с ресурсом) и как им двигаться? Также планируются сочленёные троллейбусы и => как реализовать управление рогами и механику в целом у прицепа из тягача? Опишите пожалуйста как можно это реализовать и какие функции для этого будут необходимы.
  24. Good time of day. I am developing a bus system and have run into several problems: 1) I can't make a bus stop informant: I can't make the informant be heard by other players on the server and, in addition, I can't make the reminder trigger timer reset when exiting the bus. The code for triggering the memo every 2 minutes: 2) I can't fully make the texture on the bus route board change (for some reason there are no changes on old devices, but they are applied on the server), that is, the texture changes on the server, but the texture does not change for those players who have just connected to the server. Plate Texture replacement code: In addition to the classic 1-section buses, I will also use two-section articulated vehicles (tractor + trailer in the original game)
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