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Showing content with the highest reputation on 15/09/20 in all areas

  1. Arkadaşlar merhaba, turf,greenzone vb. alanları belirlerken bazı kişiler için pozisyon almak yada düzgün ayarlamak zor geliyor bu nedenle bu konuda size kolayca pozisyon almayı göstereceğim dev.prineside.com adlı sitesinin bize sağlamış olduğu bir editördür ulaşmak için : https://dev.prineside.com/gtasa_gangzone_editor/ Kullanımı hakkında : Kırmızı çizgi ile belirlediğim yere 1 kere basarak alanınızı oluşturabilirsiniz. Kırmızı çizgi ile belirlediğim yerde alanın kordinatları ve genişlik,uzunluğu yazmaktadır. Sağ click basılı tutarak haritayı gezebilirsiniz. oluşturduğunuz bölgenin sağ,alt, veyağı sağ alt kısmına basılı tutarak boyutu ile oynayabilrisiniz. oluşturduğunuz bölgeyi hareket ettirmek için sol click basılı tutarak sürükleyebilirsiniz. Anlatım tarafıma aittir.
    2 points
  2. What is GizmoPack? it is a modular package of objects that extends the mapping capabilities of the MTA. Update List: List of films from updates and presentations: Download link: GizmoPack Latest version Authors: THEGizmo (Modeler, the main originator) i XeN (help with the project, editor of the texture editor)
    1 point
  3. Hello everyone ... Welcome To Multi-Gaming Server The server is a gangwars type We hope you visit us as soon as possible Multi-Gaming Panel : https://multigaming.me/index.php TeamSpeak IP : M-G MTA Server IP : mtasa://46.105.38.65:22003 * Server Management And Responsible * Developer iNu9aiF Simple Mr.Abdullah-07 lilxTAG iSppx Manager одиночний Autobot Console AseeL<3 iHeCtOr Some pictures of the server Free dining Police Station The Missions The Bank Safe zone 1 2 - The Map - F11 Good luck for everyone ...#
    1 point
  4. Olá pessoal!! Hoje venho trazer pra vocês um script que pode ser o script perfeito para você adicionar ao seu servidor de Roleplay! Está disponível a nova versão do Sistema de Drogas Avançado com diversas novidades!! ------------------------------------------------------------- Funções: - Todas as drogas possuem efeitos ao serem usadas. - A potência do efeito é aleatória, podendo bater uma brisa rápida e fraca ou uma muito forte e duradoura. - 5 tipos de Drogas: Maconha, Cocaina, Crack, Lança Perfume e Bala. - Sistema de Plantação, colheita e processamento de Maconha. - Sistema de Tráfico (/traficar) para vender drogas a outros players. - Inventário reformulado leve e dinâmico para guardar as drogas. - Sistema protegido por ACL (Somente pode plantar quem está na ACL) - Script Edit completo para personalizar as configurações do MOD a seu gosto. - Comando administrativo /setdroga id droga qnt para setar drogas a um player. - E MUITO MAIS!!! Vídeo Demonstrativo Imagens Adquira já via INBOX da página do Facebook Nick Scripter MTA ? Valor: R$60,00 Se gostou do Post, não se esqueça de reagir ao post pra me incentivar a trazer mais mods pra vocês!!
    1 point
  5. In that case you can better use the X and Y position. For example working with chunks, like Minecraft does: local chunkSize = 50 function convertPositionToChunk (x, y) x = x + 3000 y = y + 3000 if x > 0 and x <= 6000 and y > 0 and y <= 6000 then return math.ceil(x / chunkSize), math.ceil(y / chunkSize) end return false -- not in a chunk = out of the map end print(convertPositionToChunk (100, 200)) Or use this to make your 500 colshapes. If you really want to know if it is an issue, then just test with a potato laptop.
    1 point
  6. 1 point
  7. If that error shows up, it isn't only Members that is nil, but also the crew (sub-)table. Why don't you use your function? You can never trust data that has been inputted by a user after all. > doesCrewExist(crew)
    1 point
  8. @Dutchman101 I have found a solution, in the end it was not a problem with viruses or drivers, more than anything it was the processor. It was an overheating issue that caused this error to be seen frequently. A change of thermal paste and a little more ventilation was the best solution, the problem no longer appears to me. Thank you very much.
    1 point
  9. That would be a little bit hard, since the effect is applied globally, so there will always be a little bit desync. But you can make sure the code doesn't do anything when other players are entering vehicles: addEventHandler("onClientVehicleEnter", getRootElement(), function(thePlayer) if thePlayer ~= localPlayer then return end Note: Even if the "onClientVehicleEnter" event is clientside, it does still trigger for remote players.
    1 point
  10. This server may sound nice if you recruit moderator and admin for your server,because you may need officials... Good luck with.
    1 point
  11. I made the below function as you might find it useful to animate multiple floating arrows, as alternative to the static approach above. Use createAnimatedArrow(...) instead of createMarker(...) for your arrow. It uses the stream in/out events so we don't waste CPU on markers that are far away. You could further optimise it to bind/unbind the render event at the first and last stream in / out, saving 1 pairs call. local markers = {} local animationMethod = "InOutQuad" -- What easing function to use, see https://wiki.multitheftauto.com/wiki/Easing local animationTime = 1000 -- The time for the animation to go from bottom to top local animationAmplitude = 0.3 -- How far the marker will move local function onAnimationFrame(dt) for marker,anim in pairs(markers) do -- Check if marker is still valid or destroyed if isElement(marker) then -- Find animation progress from time since last frame local delta = dt / animationTime anim.t = anim.t + delta * anim.direction -- Reverse direction if we are above 1 or below 0 if anim.t < 0 then anim.direction = anim.direction * -1 anim.t = 0 elseif anim.t > 1 then anim.direction = anim.direction * -1 anim.t = 1 end -- Find the easing value (usually a 0-1 value) from our animation progress (0-1) local anim_time = getEasingValue(anim.t, animationMethod) -- Find the z value we want to offset with local z_anim = animationAmplitude * anim_time setElementPosition(marker, anim.x, anim.y, anim.z + z_anim) else -- Dereference it markers[marker] = nil end end end addEventHandler("onClientPreRender", root, onAnimationFrame) local function onArrowMarkerStreamIn() if markers[source] then return end -- Store the position -- 't' to keep track of the animation progress -- 'direction' to keep track of whether we are moving up or down local x, y, z = getElementPosition(source) markers[source] = {t = 0, direction = 1, x = x, y = y, z = z} end local function onArrowMarkerStreamOut() if not markers[source] then return end -- If the marker element is still valid, set it to its original position if isElement(source) then setElementPosition(source, markers[source].x, markers[source].y, markers[source].z) end -- Dereference marker markers[source] = nil end function createAnimatedArrow(x, y, z, markerType, ...) if markerType ~= "arrow" then return false end local marker = createMarker(x, y, z, markerType, ...) if not marker then return false end -- Use the stream in / stream out events to only animate markers that are nearby addEventHandler("onClientElementStreamIn", marker, onArrowMarkerStreamIn) addEventHandler("onClientElementStreamOut", marker, onArrowMarkerStreamOut) return marker end If your markers are serverside, or you want to change its position after creating it, you'll have to change a few things, let me know if you need help.
    1 point
  12. Attaching the ped to an element will effectively keep it in the designated place, the 'updatePosition' parameter will not work. I haven't seen yet a solution to this (peds jacking cars or even peds entering a vehicle using the normal mechanics); I think it can be done, though likely would not look as good as in SP, since cutting some corners would be necessary. You need to calculate the positions required, make sure the vehicle is stationary (maybe even freeze it for a short while), make the ped walk to the car door and play the animation, you open the car door by script (on a loop if you want to see actual motion and not simply 'snap' it open), warp out the driver, move it in the right position and have it play the animation, finally warping the hijacker inside.
    1 point
  13. In a simple way : local x,y,z = 2222.22222, 222.22222, 137 -- The marker positions, idk where :D local floating = true; local marker = Marker(x,y,z, "arrow", 5, 0, 0, 0, 0) function render() if ( floating == true ) then z = z + 0.5 else z = z - 0.5 end; -- Here is the rate speed of floating which is 0.5, you could also make the marker going up faster than going down, vice versa. if ( z >= 149 ) then -- I made the marker stop going up at z = 149, then going down. floating = false; elseif ( z <= 138 ) then -- Same here, stop from going down at z = 138, then going up. floating = true; end marker:setPosition ( x,y,z ) -- setting the new positions to our marker which is z only. end addEventHandler('onClientRender',root, render) Also don't forget to include OPP tag inside your Meta.xml file : <oop>true</oop> Best wishes!.
    1 point
  14. Hali, nem tudod sajnos, dxDrawImage-t kell használnod.
    0 points
  15. It's worth mentioning you can carjack a dead ped, if you are looking to make a workaround. However it's almost impossible to create a workaround that looks good and works well. I've considered a lot of approaches for a workaround, but it's ridiculous for such a basic mechanic that should just work. Better to focus our efforts on fixing it in MTA.
    0 points
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