BinSlayer1
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Everything posted by BinSlayer1
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the 'race-' bit is not important as DMC instructed you the problem is your resource has spaces in its name If you have something like my resource.zip , name it myresource.zip
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addEventHandler("onClientMapStarting", getRootElement(), Miniclient)
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Admin panel/Resources/race/settings there should be an option that you need to set to "True" something about ghostmode messages/notifications
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it ain't a virus whatsoever i tested it it's basically a program which has tabs like "forum" "wiki" and some other mta related stuff but I'll stick to firefox's tabbing
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Use only the client one, delete the server side and use an event to trigger it (only at some point), or by command https://wiki.multitheftauto.com/wiki/Cli ... ing_Events https://wiki.multitheftauto.com/wiki/AddCommandHandler also check this out https://wiki.multitheftauto.com/wiki/SetWaterLevel
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so do what it says reinstall mta and make sure u check all files to install as installing the server part is optional
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clientside https://wiki.multitheftauto.com/wiki/PlaySound
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https://wiki.multitheftauto.com/wiki/OnC ... tuntFinish I believe you can only detect stunts with this You'll have to script the points
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yeah i did that and it sets the dimension of only the 2 already created checkpoints uhh
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alright I'm running this clientside: addEventHandler("onClientMapStarting", getRootElement(), function() checkpoints = getElementsByType("checkpoint") for theKey, check in ipairs(checkpoints) do setElementDimension(check, 1) end end ) doesn't return any error but doesn't work either I tried using some outputChatBox to see if it detects the Checkpoints themselves.. it worked nicely there's probably something wrong with (the way I'm using) the setElementDimension function
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if i clone them, not only could they be broken, but they don't even show up I used this: checkpoints = getElementsByType("checkpoint") for theKey, checkpoint in ipairs(checkpoints) do newcheck = cloneElement(checkpoint) setElementDimension(newcheck, 1) end I don't really understand
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Hi, I'm trying to make this script for a race server. Basically I want the players to be split in half. Some of them remain in the original dimension, the rest go into another one. I want the map to be the same for both dimensions. So far I've been able to make the script copy all objects from the map that gets loaded to that specific dimension and to also create the 2 teams. Now I want the race pickups from the map to be copied there too. I've tried using "createPickup" but it seems this function isn't designed for race (nitro, vehicle change, health pickups). I'm also trying to copy the checkpoints, but the only functions available are marker ones. And checkpoints cannot be modified by using marker functions i've made this: checkpoints = getElementsByType("checkpoint") for theKey, checkpoint in ipairs(checkpoints) do cx, cy, cz = getElementPosition(checkpoint) newcheck = createMarker(cx,cy,cz) setElementDimension(newcheck, 1) end The above is triggered onMapStarting. But when I run this script, markers are indeed created in that dimension all around the map exactly where the checkpoints should be, but they are generated all at once which isn't exactly good and I can't even make these markers the same size as the checkpoints as there is no function that retrieves checkpoints' size. This was the first idea. The other one was using cloneElement() but this wouldn't generate any checkpoints nor error codes in debugging. So can I get some help with this? copying the pickups and the checkpoints from one dimension to another? (manually changing each map's meta.xml isn't very smart either) PS: What's weirder is that if I go through where the checkpoints should be (even though I dont see them in the other dimension), I still trigger them.. So I can finish a race in another dimension even if my client doesn't see the CPs, or only sees those markers that I created
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addEventHandler("onClientMarkerHit", getRootElement(), function(hitPlayer, matchingDimension) setTimer ( drainSomeWater, 100, 15000 ) end ) function drainSomeWater() level = level - 0.03 setWaterLevel ( level ) end dont forget to use type="client" in meta.xml to run it client side
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just had a quick look i saw both client events and server events and you're probably using the same .lua file for them client scripts need to be seperated by server clients and declared with type="client" in the meta.xml
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https://wiki.multitheftauto.com/wiki/Att ... rToVehicle
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start resource "joinquit"
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addEventHandler("onMarkerHit", getRootElement(), [color=#BF0000]--This event is triggered when an element enters a marker created using createMarker. [/color] function(element) if getElementType(element) == "player" then [color=#BF0000] --if the element that entered the marker was a PLAYER [/color] setTimer ( drainSomeWater, 100, 15000 ) [color=#BF0000]--then this little timer will activate the function we called "drainSomeWater" like this:[/color] end [color=#BF0000] --Every 100 milliseconds, the function drainSomeWater will be repeated. It will be repeated 15000 times.[/color] end ) level = 0 [color=#BF0000]--as you should know, sea level is 0 (geography)[/color] function drainSomeWater() level = level - 0.01 -[color=#BF0000]-once we've entered the function in which setTimer threw us in, we'll decrease the level of the sea[/color] setWaterLevel ( level ) [color=#BF0000]--the actual size is set now[/color] -[color=#BF0000]-at first it only loses 0.01 of the size, but remember that it gets repeated 15000 times so hence we have total sea drown[/color] end
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http://lmgtfy.com/?q=notepad%2B%2B
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You need this for general scripting help (in the left section you have Client functions, Server Functions, Events, Search feature) : https://wiki.multitheftauto.com/ You can create the gate using "createObject" and make it move using "moveObject" functions. You can put a colshape element before the gate, read about it here: https://wiki.multitheftauto.com/wiki/Colshape Then you can activate the gate opening(moving) with "onColShapeHit" and only if getPlayerFromName("Slash01") https://wiki.multitheftauto.com/wiki/OnColShapeHit you can also use Markers if you don't want colshapes, https://wiki.multitheftauto.com/wiki/CreateMarker https://wiki.multitheftauto.com/wiki/OnMarkerHit
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function PlayMyMusic ( ) local sound = playSound("sound.mp3",false) setSoundVolume(sound, 3.0) end addCommandHandler("disco", PlayMyMusic) If all you want is to start the song when you type /disco, you do not need an event this should work but make sure you're running it clientside
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Riiight, I made it too quick to even notice that
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local level = 0 addEventHandler("onMarkerHit", getRootElement(), setTimer ( drainSomeWater, 100, 15000 ) ) function drainSomeWater() level = level - 0.01 setWaterLevel ( level ) end try this
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Hi Benox There's a tutorial here Follow the instructions http://forums.left4green.com/topic/3688 ... -in-mtadm/
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could it be because of the event? I'm guessing you're running DM maps in the race gamemode.. In such maps, most of the time the vehicles do not explode, but the driver just drowns. If this is the case then I think you should use https://wiki.multitheftauto.com/wiki/OnPlayerWasted
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he's talking about the race progress bar which can be displayed via f7, it's a nice gui that shows the difference between players' ranks and how you are doing in the race compared to the others (you can see the time delays too) everything is shown scaled in a straight line from bottom to top. As you advance in the race, your name is shown higher and higher in that line. The update of this is indeed not "real time" .. it takes a few seconds to update, and I think this is what he wants to do, make it real time update
