Revolt Posted December 28, 2015 Share Posted December 28, 2015 Is it possible to keep elements created by a resource upon restarting it? Link to comment
Revolt Posted December 28, 2015 Author Share Posted December 28, 2015 Why not? It seems like an useful feature. Why completely eliminate it? I've also seen that they eliminated the possibility to create elements in exported functions. Link to comment
AMARANT Posted December 28, 2015 Share Posted December 28, 2015 See https://wiki.multitheftauto.com/wiki/Element_tree for more details. Link to comment
Revolt Posted December 28, 2015 Author Share Posted December 28, 2015 Yeah, but that doesn't explain the export issue. Why can't I trigger an exported function (that creates a vehicle) from a different resource? Link to comment
AMARANT Posted December 29, 2015 Share Posted December 29, 2015 You CAN use exported functions to create an element in another resource. Where did you get that information that you can't? Show your code if you have it. Link to comment
Callum Posted December 29, 2015 Share Posted December 29, 2015 You could create a utility function to dump all of the element data, and then once the resource has restarted recreate it. Link to comment
Revolt Posted December 29, 2015 Author Share Posted December 29, 2015 You CAN use exported functions to create an element in another resource. Where did you get that information that you can't? Show your code if you have it. You cannot. It has been disabled for some reason, if you don't believe me, you can try it yourself and stop trying to be a smart-ass. You could create a utility function to dump all of the element data, and then once the resource has restarted recreate it. Yes, unfortunately that is how I'am doing it right now. But the problem is that some of the vehicles are used by the players at the moment of restart, therefore a small delay occurs in-between the restart period, and not to mention that you cannot save vehicle visual damage (or at least I haven't found the function to do so). Link to comment
Drakath Posted December 29, 2015 Share Posted December 29, 2015 Yes, unfortunately that is how I'am doing it right now. But the problem is that some of the vehicles are used by the players at the moment of restart, therefore a small delay occurs in-between the restart period, and not to mention that you cannot save vehicle visual damage (or at least I haven't found the function to do so). You can. setVehicleDoorState getVehicleDoorState setVehiclePanelState getVehiclePanelState Link to comment
Revolt Posted December 29, 2015 Author Share Posted December 29, 2015 Yes, unfortunately that is how I'am doing it right now. But the problem is that some of the vehicles are used by the players at the moment of restart, therefore a small delay occurs in-between the restart period, and not to mention that you cannot save vehicle visual damage (or at least I haven't found the function to do so). You can. setVehicleDoorState getVehicleDoorState setVehiclePanelState getVehiclePanelState Thanks, I searched everywhere and somehow overlooked this. I guess the restart delay is not fixable, but better something than nothing. Link to comment
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