MetaGamer Posted November 8, 2011 Share Posted November 8, 2011 Ability to replace animationCustom gunshot soundRemove old gta san objects [Like in sa-mp]All SkinsCompressed ResourceAbility to /connect [iP] in gameCustom Water LevelPed Record SystemImprove Ped SyncWaypoint System (For e.j. setElementWaypoint(element, x, y, z) || getElementWaypoint(element)) [server Side]Fade Element (For e.j setElementFade(element, fade) || getElementFade(element)) [server Side]Max Health/Armour System (For e.j. setElementMaxHealth(element, health) || getElementMaxHealth(element)) [server Side]Show Name Tags (For e.j ShowNameTags(enabled, mode) [Modes: 0 = off, 1 = names, 2 = health/armour, 3 = all]) [server Side] Link to comment
diegofkda Posted November 8, 2011 Share Posted November 8, 2011 Ability to replace animation Will be possible Custom gunshot sound Scriptable, pretty easy to do. Remove old gta san objects [Like in sa-mp] Yeah, that would be a good idea. All Skins There are already all GTA skins Compressed Resource The server will compress the client-resources, so there will be less download size. Ability to /connect [iP] in game Not needed Custom Water Level Already scriptable Ped Record System Already scriptable Improve Ped Sync Why? The actual ped sync is very improved. Waypoint System (For e.j. setElementWaypoint(element, x, y, z) || getElementWaypoint(element)) [server Side] Good idea Fade Element (For e.j setElementFade(element, fade) || getElementFade(element)) [server Side] That can be scriptable Max Health/Armour System (For e.j. setElementMaxHealth(element, health) || getElementMaxHealth(element)) [server Side] Already scriptable Show Name Tags (For e.j ShowNameTags(enabled, mode) [Modes: 0 = off, 1 = names, 2 = health/armour, 3 = all]) [server Side] That function has been on MTA since... since it was born I guess . Link to comment
SDK Posted November 8, 2011 Share Posted November 8, 2011 Diego ninjad me, but I'm still posting it. Most of them are already possible, you just need some imagination instead of premade functions. Ability to replace animation http://bugs.mtasa.com/view.php?id=4571 Custom gunshot sound viewtopic.php?p=375236#p375236 Remove old gta san objects [Like in sa-mp] A builtin function would be nice, but for now you can try this: viewtopic.php?p=355104#p355104 All Skins MTA already has them? Compressed Resource You can already put resources into zip files Ability to /connect [iP] in game Already exists, type /help in console /connect host port nick pass Custom Water Level https://wiki.multitheftauto.com/wiki/SetWaterLevel Ped Record SystemImprove Ped Sync Waypoint System (For e.j. setElementWaypoint(element, x, y, z) || getElementWaypoint(element)) [server Side] viewtopic.php?p=376182#p376182 Fade Element (For e.j setElementFade(element, fade) || getElementFade(element)) [server Side] https://wiki.multitheftauto.com/wiki/SetElementAlpha Max Health/Armour System (For e.j. setElementMaxHealth(element, health) || getElementMaxHealth(element)) [server Side] Scriptable, cancel the damage event and use setElementHealth to modify the damage. Show Name Tags (For e.j ShowNameTags(enabled, mode) [Modes: 0 = off, 1 = names, 2 = health/armour, 3 = all]) [server Side] https://wiki.multitheftauto.com/wiki/Set ... tagShowing Link to comment
MetaGamer Posted November 9, 2011 Author Share Posted November 9, 2011 You can't replace animation. You can only add new one. Link to comment
MetaGamer Posted November 9, 2011 Author Share Posted November 9, 2011 Diego ninjad me, but I'm still posting it. Most of them are already possible, you just need some imagination instead of premade functions.Ability to replace animation http://bugs.mtasa.com/view.php?id=4571 Custom gunshot sound viewtopic.php?p=375236#p375236 Remove old gta san objects [Like in sa-mp] A builtin function would be nice, but for now you can try this: viewtopic.php?p=355104#p355104 All Skins MTA already has them? Compressed Resource You can already put resources into zip files Ability to /connect [iP] in game Already exists, type /help in console /connect host port nick pass Custom Water Level https://wiki.multitheftauto.com/wiki/SetWaterLevel Ped Record SystemImprove Ped Sync Waypoint System (For e.j. setElementWaypoint(element, x, y, z) || getElementWaypoint(element)) [server Side] viewtopic.php?p=376182#p376182 Fade Element (For e.j setElementFade(element, fade) || getElementFade(element)) [server Side] https://wiki.multitheftauto.com/wiki/SetElementAlpha Max Health/Armour System (For e.j. setElementMaxHealth(element, health) || getElementMaxHealth(element)) [server Side] Scriptable, cancel the damage event and use setElementHealth to modify the damage. Show Name Tags (For e.j ShowNameTags(enabled, mode) [Modes: 0 = off, 1 = names, 2 = health/armour, 3 = all]) [server Side] https://wiki.multitheftauto.com/wiki/Set ... tagShowing You can't replace animation. You can only add. Fade Element with timer is laggy and sometimes out of sync. And for the gunshot sound, you can't replace the old gta sa gun shot sound. Link to comment
Wojak Posted November 9, 2011 Share Posted November 9, 2011 waypoints are scriptable, and recording the paths is a stupid idea, when it is passible to script a spontaneous behavior... viewtopic.php?p=360839#p360839 - working pedestrian script (fo race mod only) Link to comment
MetaGamer Posted November 9, 2011 Author Share Posted November 9, 2011 if waypoints is scriptable then tell me how. I need to add it to my server for bus system. Link to comment
DiSaMe Posted November 9, 2011 Share Posted November 9, 2011 Waypoints are scriptable in the same way like any other script. What is there to tell? We have tables which we can use to store coordinates and setPedControlState to make the ped perform the actions. That is enough, isn't it? Link to comment
Wojak Posted November 9, 2011 Share Posted November 9, 2011 i've used FDF (editor definition format) to add the waypoints as dummy elements to the map file using the map editor, then i've written an interpreter in lua that read the map (my system is simple - only 2 waypoints per ped): - get the spawn point position and assigned waypoint position and store in tabels - get the actual ped position and waypoint positions and calculate rotations - move the ped to the waypoint (control state or animation) - check the distance between the pit and the waypoint or use collshapes to detect if the ped reached the destination, if so get a different waypoint coordinates (in my script spawn point coordinates) and in case you did not notice, i've given a link to my script in my previous post Link to comment
MetaGamer Posted November 9, 2011 Author Share Posted November 9, 2011 I have saw your resource and it's great. But the syncing is not good enough to implement it on my bus system. Link to comment
eAi Posted November 10, 2011 Share Posted November 10, 2011 Remember, MTA is open source, don't be afraid to get the code and have a go at implementing things you think are useful. Link to comment
karlis Posted November 10, 2011 Share Posted November 10, 2011 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) Link to comment
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