paul527 Posted March 31, 2007 Share Posted March 31, 2007 Here you go. Very interesting and clever, but a screenshot of forum text is not really what i meant. Maybe I should be alittle more specific and direct: May we please see a in-game screen shot of your Ion cannon in action? Thanks Link to comment
[TDH]Boss Posted March 31, 2007 Share Posted March 31, 2007 What would you like to see there? It's just a text which says smth like "Ion cannon has strike near you, you have been damaged by 87,3 hp". It's even lees realistic than CTF. Well, everything will change in MTA. Link to comment
NazcaC2 Posted March 31, 2007 Share Posted March 31, 2007 Paul means he wants to see a visual in-game of the scud storm you made; not just scripted text. Link to comment
[TDH]Boss Posted March 31, 2007 Share Posted March 31, 2007 It's just a text which says smth like "Ion cannon has strike near you, you have been damaged by 87,3 hp". Link to comment
NazcaC2 Posted March 31, 2007 Share Posted March 31, 2007 Thank you for repeating yourself; as if I didn't see it the first time. See how the MTA team made one in their scripting tutorial? By saying that you made an Ion Cannon in SA-MP, actually sounds like you made one like MTA's, when in turn, you didn't. What's the significance of a text-based Ion Cannon? lol. Link to comment
[TDH]Boss Posted March 31, 2007 Share Posted March 31, 2007 Oh, then I've just been misunderstood. Did you actually think that I've made MTA-like Ion Cannon in sa-mp? lol Link to comment
Magus1724 Posted March 31, 2007 Share Posted March 31, 2007 I just thought of an idea. It must be possible to make some kind of DBZ game-mode with this . That in combination with Low Grav could work. Just make the ION blast smaller and come out of the player's hand. Maybe I should learn scripting and put all these tutorials to good use I actually made a script a while back where you could jump real high, glide on air, teleport around and shoot fireballs using key combinations (think hadooken). Sweet! Is this script being hosted anywhere? And for which mod? I'd surely give it a go . Link to comment
Black Dragon Posted April 1, 2007 Share Posted April 1, 2007 It's for MTADM, obviously. It's hosted in IJs' basement. Link to comment
iam2noob4u Posted April 3, 2007 Share Posted April 3, 2007 The radar problem on the end is a GTA bug right?? Link to comment
Magus1724 Posted April 4, 2007 Share Posted April 4, 2007 Ah i see, I can wait till the release. Thought it might be for MTA VC, or some other mod. Can't wait to try it Link to comment
Ramboness Posted April 6, 2007 Share Posted April 6, 2007 Ransom, that is really awesome, serious! I wish I knew how to LUA Script. But it's harder than it look like. Learn me the power how to script! lol Link to comment
SamB Posted April 6, 2007 Share Posted April 6, 2007 This is the best tutorial ever! I love cnc, and this has just given me an idea of cnc type battles. I hope you can make cars and tanks drive without people in them? Link to comment
Brophy Posted April 7, 2007 Share Posted April 7, 2007 Ransom, that is really awesome, serious!I wish I knew how to LUA Script. But it's harder than it look like. Learn me the power how to script! lol Its actually pretty easy to pickup Link to comment
Ramboness Posted April 7, 2007 Share Posted April 7, 2007 Is it really? well.. the only thing I don't know is where I should script like in MTA:SA or I could start doing it in Gmod. Link to comment
SDK Posted April 7, 2007 Share Posted April 7, 2007 Ransom, that is really awesome, serious!I wish I knew how to LUA Script. But it's harder than it look like. Learn me the power how to script! lol Its actually pretty easy to pickup But it is hard to test What do you say about a earlier release Link to comment
Ramboness Posted April 7, 2007 Share Posted April 7, 2007 It's actually very hard to fin a way to test your LUA scripts, but it's easy for the peoples that know where ther scripts are going. Just like MTA their scripts go to MTASA:DM, but I consider to start scripting for Gmod Link to comment
Guest Posted April 25, 2007 Share Posted April 25, 2007 to bad this can't be made in single gta sa.. that would be cool too, and easy for missions Link to comment
darkdreamingdan Posted April 25, 2007 Share Posted April 25, 2007 Ransom, that is really awesome, serious!I wish I knew how to LUA Script. But it's harder than it look like. Learn me the power how to script! lol Its actually pretty easy to pickup But it is hard to test What do you say about a earlier release Hard to test? Says who? Link to comment
arc_ Posted June 19, 2007 Share Posted June 19, 2007 Good tutorial What would be Very nice is if functions like addEventHandler would also take an actual function reference as an argument, instead of a string with the name of the function. That way you'd be able to write compact code like: addEventHandler("onPlayerJoin", root, function() outputChatBox(getClientName(source) .. " has joined the game.") end) Just a suggestion of course, not a disaster if it isn't going to be included. (used code tags because [lua][/lua] doesn't work for some reason) Link to comment
Guest Posted June 19, 2007 Share Posted June 19, 2007 Good tutorial What would be Very nice is if functions like addEventHandler would also take an actual function reference as an argument, instead of a string with the name of the function. That way you'd be able to write compact code like: addEventHandler("onPlayerJoin", root, function() outputChatBox(getClientName(source) .. " has joined the game.") end) Just a suggestion of course, not a disaster if it isn't going to be included. (used code tags because [lua][/lua] doesn't work for some reason) I think you're right, also if we want to pass some custom arguments to the function we can't actually do that. There is a problem like that in the pawno( )timers function, you cant pass arguments to the functions you use if you have to call it in a string.. Link to comment
darkdreamingdan Posted June 19, 2007 Share Posted June 19, 2007 At the moment you cant pass a function as an argument im afraid. It doesnt really affect things massively - it just means you have to add an extra line of code addEventHandler("onPlayerJoin", getRootElement(), "myScriptJoin" ) function myScriptJoin() outputChatBox(getClientName(source) .. " has joined the game.") end However, there is a solution to your problem. I could easilly write an alternative function - something like addEventFuncHandler which takes a function instead. it could look something similar to this: local eventNumber = 0 function addEventFuncHandler ( eventName, handleFor, func ) local functionName = "dummyFunction"..eventNumber local codeChunk = functionName.." = func" loadstring(codeChunk)() addEventHandler ( eventName, handleFor, functionName ) eventNumber = eventNumber + 1 end Basically it's assigning a random variable as a function and attaching that to the event. Alternatively, you could replace the addEventHandler as a whole local eventNumber = 0 local old_addEventHandler = addEventHandler function addEventHandler ( eventName, handleFor, func ) if type(func) == "string" then old_addEventHandler ( eventName, handleFor, func ) elseif type(func) == "function" then local functionName = "dummyFunction"..eventNumber local codeChunk = functionName.." = func" loadstring(codeChunk)() old_addEventHandler ( eventName, handleFor, functionName ) eventNumber = eventNumber + 1 end end Here you're defining addEventHandler as old_addEventHandler and effectively replacing it with your own function. It then checks if its a string - if it is then continue as normal, if its a function then do as above. This is entirely untested though it should work. Also, MTA has and has always had unlimited parameters for timers. Link to comment
arc_ Posted June 20, 2007 Share Posted June 20, 2007 Heh, that's another way to solve it . Nice idea, thanks. Link to comment
Guest Posted August 30, 2007 Share Posted August 30, 2007 Can someone help me to make that script? PM me in MSN plz [email protected] Link to comment
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