Simi23 Posted January 14, 2017 Share Posted January 14, 2017 Hello! Is there any way I can add, not replace vehicles into my MTA server? Thanks, Simi23 Link to comment
Simi23 Posted January 14, 2017 Author Share Posted January 14, 2017 Thanks in anyways. Link to comment
myonlake Posted January 14, 2017 Share Posted January 14, 2017 3 hours ago, Simi23 said: Thanks in anyways. You're welcome. Link to comment
LoPollo Posted January 14, 2017 Share Posted January 14, 2017 4 hours ago, myonlake said: No. As of now. I'm posting to make sure @Simi23 knows this. Link to comment
Simi23 Posted January 14, 2017 Author Share Posted January 14, 2017 (edited) Thank you! @LoPollo btw I can use this in MTA too? Edited January 14, 2017 by Simi23 Link to comment
LoPollo Posted January 14, 2017 Share Posted January 14, 2017 This limit adjuster is not compatible with MTA, but there were plans about implementing it. So as of now the answer to your first question is, as @myonlake said, no. In the future though there's a possibility of this becoming implemented and adding (without the need of replace) things will become reality. Link to comment
Simple0x47 Posted January 15, 2017 Share Posted January 15, 2017 There's some "stream" method you could use to "add" vehicles replacing some useless objects, and attaching that replacement to an invisible vehicle. But it would require a good sync based on vehicle events. Link to comment
Captain Cody Posted January 15, 2017 Share Posted January 15, 2017 You would have to make the vehicle model; make doors, damange models, bumpers, etc. You could easily replace useless objects and attach them to invisible vehicles. But it'd look absolutely terrible if it's just a static object. Link to comment
Gravestone Posted January 15, 2017 Share Posted January 15, 2017 I think it can be done using shaders somehow. I saw a way to do this in some post, I've forgot which. Link to comment
myonlake Posted January 15, 2017 Share Posted January 15, 2017 Sure. You can do it. You end up rewriting the whole vehicle core code to Lua. That's the most horrible idea I've ever heard on MTA. Link to comment
Simple0x47 Posted January 15, 2017 Share Posted January 15, 2017 1 hour ago, myonlake said: Sure. You can do it. You end up rewriting the whole vehicle core code to Lua. That's the most horrible idea I've ever heard on MTA. Horrible idea? It's the way things are done, if it's difficult that doesn't mean it's not a good idea. Link to comment
Captain Cody Posted January 15, 2017 Share Posted January 15, 2017 (edited) 2 hours ago, myonlake said: Sure. You can do it. You end up rewriting the whole vehicle core code to Lua. That's the most horrible idea I've ever heard on MTA. State your ever so smart idea lad. Another way of doing it (This only works if you don't have all vehicles in one location) is load and unload the model on the go; similar to how my streaming system works. Pulling unused objects on the go and when that object gets in use swap over to a new model. Edited January 15, 2017 by CodyL Link to comment
LoPollo Posted January 15, 2017 Share Posted January 15, 2017 But this means making a huge script just for that. What cody said is a possibility, but is it really worth it? The idea gravestone mentioned is partly correct: i'm not a shader expert, but i guess you can only add details to a vehicle, the model will still be the same (i mean shaders changes textures) The idea simple01 had is also nice, but it still limited to the ids, so we are still replacing. (PS: it also needs a lot of work) I mean that there are workarounds, but it definitely not worth the madness needed to do it. We know adding things without replacing is a great thing, just search on google or whatever how many times this idea is reported, but now simply isn't worth the work needed. Once the limiter gets implemented we won't have these limits and these problems (if it gets implemented lol). Link to comment
Captain Cody Posted January 15, 2017 Share Posted January 15, 2017 Simples idea is well, simple. Attach objects to vehicles. His normal idea doesn't include the doors and what not from the looks of things that was just a more advance thing I was speaking of. Link to comment
Simple0x47 Posted January 15, 2017 Share Posted January 15, 2017 12 minutes ago, CodyL said: Simples idea is well, simple. Attach objects to vehicles. His normal idea doesn't include the doors and what not from the looks of things that was just a more advance thing I was speaking of. When I was talking about the creation of a new vehicle, I was including the doors angle and the damage. It would take some time but it would worth some. Link to comment
Captain Cody Posted January 15, 2017 Share Posted January 15, 2017 Oh alright. It would work but would be a pain due to lack of object ids. Link to comment
Simple0x47 Posted January 15, 2017 Share Posted January 15, 2017 1 hour ago, CodyL said: Oh alright. It would work but would be a pain due to lack of object ids. That for sure. Link to comment
myonlake Posted January 15, 2017 Share Posted January 15, 2017 2 hours ago, CodyL said: State your ever so smart idea lad. Another way of doing it (This only works if you don't have all vehicles in one location) is load and unload the model on the go; similar to how my streaming system works. Pulling unused objects on the go and when that object gets in use swap over to a new model. I don't know but the OP specifically asked to add more, not replace. You can add more, but it requires so much time it would be ridiculous to even do something like that. Just because you could theoretically render every pixel if you had to, doesn't mean you should. There's a more simple way, which is that they add native support for things like that. So, no, unless the OP wants to switch back to replacing things (which is significantly easier, but still super hard considering the physics engine). Link to comment
Captain Cody Posted January 15, 2017 Share Posted January 15, 2017 My way can technially add infinite vehicles as long as they are not all in the same location at the same time. Link to comment
Simple0x47 Posted January 15, 2017 Share Posted January 15, 2017 18 minutes ago, CodyL said: My way can technially add infinite vehicles as long as they are not all in the same location at the same time. A good streaming method but as you know it's like SAMP. BOOM! Crash. 1 Link to comment
^iiEcoo'x_) Posted January 15, 2017 Share Posted January 15, 2017 num1 = "objectTXD1.txd" num2 = "objectTXD2.txd" Map = 1 -- getElementDimension or getElementData or ,,,,,, function Timer() if Map == 1 then TXD = engineLoadTXD (num1) elseif Map == 2 then TXD = engineLoadTXD (num2) end DFF = engineLoadDFF ("car.dff" ) engineImportTXD ( TXD, id ) engineReplaceModel ( DFF, id ) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), Timer) setTimer ( Timer, 50, 1) Link to comment
Captain Cody Posted January 15, 2017 Share Posted January 15, 2017 Yeah you have a point, it will crash as soon as it's loaded / unloaded a few times. Link to comment
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