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  1. 3 points
    السلام عليكم ورحمة الله وبركاته اليوم حابب اقولكم اني بفتح سيرفر وشغال علي السيرفر لي 3 شهور المهم قررت افتح السيرفر بكرا الساعة 7 بتوقيت مصر , والساعة 8 بتوقيت السعودية تنوروني كلكم ان شاء الله
  2. 3 points
    Hi everyone, a long time ago (novermber 2018) i started making new project called MTA Racing. This project has an own unique atmosphere legendary games such as: NFS Underground 1/2 + Midnight Club games series by Rockstar games. I am a big fun of it and we started implement it, but this project has status abandoned in april 2019. But right now i decided to finish it in free time. Now i gonna tell you more info about this. Features: Custom mapping around Los Santos, 70% remake. Custom race tracks. Tuning: Spoilers Front/Rear/Side bumbers Neon Lights Windows tinting Race modes: Circluit Sprint URL Speedtrap Top Time Drift Street-X Drag Vehicles: BMW M3 Camaro SS Audi TT Mercedes AMG Subaru Impreza Lexus IS 300 Nissan Skyline R34 Toyota Supra Mitsubishi Lancer Evo X Dodge Viper 2018 Lamborghini Huracan Mercedes E63 Audi R8 Custom OST: 60+ songs (via stream) Languages (You can send me your language and i gonna add it) Russian English Now i gonna show you some screenshots: Open beta test: IP: mtasa://51.75.147.186:22003 Groups: VK: https://vk.com/mta_race Facebook: http://fb.com/mtarace Discord: https://discord.gg/tKZtZWK
  3. 3 points
    local vehicles = {} local minutes = 10 -- Depois de N minutos, o veículo será destruído. function removeVehicle(vehicle) if isElement(vehicle) then destroyElement(vehicle) vehicles[vehicle] = nil end end function startTimer(vehicle) if not vehicles[vehicle] then vehicles[vehicle] = setTimer(removeVehicle, minutes * 60000, 1, vehicle) end end function stopTimer(vehicle) if vehicles[vehicle] and isTimer(vehicles[vehicle]) then killTimer(vehicles[vehicle]) vehicles[vehicle] = nil end end addEventHandler("onVehicleEnter", root, function(_, SEAT) if SEAT == 0 then stopTimer(source) end end ) addEventHandler("onVehicleExit", root, function(_, SEAT) if SEAT == 0 then startTimer(source) end end ) Você pode usar o meu código acima. Quando o jogador sai de algum veículo, começa uma contagem de 10 minutos (você pode alterar o tempo). Se ninguém entrar no veículo em 10 minutos, o carro será destruído.
  4. 3 points
    Client-side variant of setVehicleHandling can only modify handling of vehicles which are local only, i.e. client-side vehicles that don't exist on the server side, which a player cannot enter.
  5. 2 points
    It is because you cannot attach your handler to commands like: check ; list ; test Check wiki for more info - https://wiki.multitheftauto.com/wiki/AddCommandHandler Good luck on your adventure with Lua in MTA:SA :)
  6. 2 points
    After talking to countless members of this community I've heard the same thing over and over again. "MTA is a dead game" or "MTA is a dying game". As far as I know there are endless possibilities and opportunities to create amazing things within this platform. I see common themes going around for gameplay experiences or 'gamemodes' such as roleplay, cops and robbers, freeroam, race, deathmatch, derby, dayz, and many others. 90% of which I would join and find it to be so much similar to another. I believe that each of these servers needs more diversity. This to me became a real problem when I found so many servers ripping scripts from other servers. In fact there have been many times where I met someone who wanted to start a server up within a few days, he wasn't willing to put in the effort to develop his own scripts, instead he was heart set on using scripts that come from another server. I've been scripting for a long time now and I've made some amazing things. I can say with certainty that 99% of scripts made in MTA could be so much better. I believe the game could be better as a whole if servers would have more diversity. It should be a goal to be completely different from everything else, and to advance on bigger levels each day.. Sometimes I believe people when they the game is dying. Server owners and scripters are getting lazy, making script that either just make the cut or stealing them from another server. It's making a general overall gameplay experience on the platform that become boring after so long. If each server had a lot of different things that go in different directions I'm sure the gameplay experience would be more in depth. Especially if the scripts are actually good. Too many simple user interfaces, too many user interfaces in general. It's nice when you can have all the stuff you need in one place, but what if it wasn't just stuff you needed? What if it wasn't just in one place? What if the gameplay experience actually had some depth to it, where you can really customize how you play the game. Instead of a server depicting a specific route for you, a route that is the same as everyone else's? Here's what I believe. I believe that MTA could be one of the best gaming platforms ever made but in order to achieve that level of success scripters and server owners need to put more time and effort into making their servers with more in depth and modern/old style gameplay with as much diversity as possible. ~ Shay
  7. 2 points
    elseif isObjectInACLGroup("user." .. account, aclGetGroup("Everyone")) then cancelEvent(true) outputChatBox("#000000║#ffffff✘ #ff0000Jᴏ#ffff00ɢᴀᴅ#00ff00ᴏʀ#ffffff ✘#000000║ - #FFFFFF"..name.."#FFFFFf:#FFFFFF "..text, root, 255, 255, 255, true) outputServerLog("CHAT: [ Jogador ] " .. name .. ": " .. text) Essa parte toda do Everyone deve ser a última. Isso é erro de lógica. Uma vez que Everyone são TODOS os jogadores, assim que o jogador entra ali, nada mais é executado a partir do Alpha.
  8. 2 points
    Good news, everyone! I think some of you had already heard about my project Oblivion Lost: Online(or The Exclusion Zone now). Today I have decided to release all the things around this project. All the resources are published right now. Enjoy it because it was made with LOVE! Comes with batteries included! The link: https://github.com/tederis/theexzone
  9. 2 points
    السلام عليكم مع كامل احترامي ليك مفيش داعي للجامع داخل اللعبة اولا المصليين لبسين حذاء و كمان الصلاة مينفعش تجسد داخل لعبة ممكن تعمل شكل جامع من برا مقبول و يكون واقعي لكن من جوا و مصليين و بالحذاء بصراحة الفكرة مش كويسة بالتوفيق
  10. 2 points
    What's your server/client version? This could be problem due of https://github.com/multitheftauto/mtasa-blue/commit/d2c53c73e327ade55862043af9bd53da64dd351a (r20391), but it should be fixed, there was 2 commits that should correct this - https://github.com/multitheftauto/mtasa-blue/commit/24a233f6e897771504a270940e05ccc4652bce53 (r20394), and https://github.com/multitheftauto/mtasa-blue/commit/a5508d8cead013a0b08e9c2cddb5914e46be1abd (r20398), so i suggest you to update your server/client to r20398 or even higher.
  11. 2 points
    O server-side está com erro. Não se usa localPlayer em script server-side. Seu resource pertence a dois scripters, AirNew Scripter e esse tal de LG7 Scripter. Quem será que roubou de quem?
  12. 2 points
    وجهة نظر تحُترم لكن انا عن نفسي اتعلمت عن طريق الأكواد الجاهزة بالتوفيق
  13. 2 points
    :للفايدة معلومة ممكن كثير مايعرفونها 1.5.7 لكن بعد في تحديث تم إضافة فنكشن clearChatBox https://wiki.multitheftauto.com/wiki/ClearChatBox الفنكشن يمسح الشات مسح كأنك توك داخل مو مثل الطريقة القديمة إضافة أكثر من شات من بنفس الوقت
  14. 2 points
    local aberto = false function abrircelular(thePlayer) if aberto == false then aberto = true setPedAnimation(thePlayer, "ped", "phone_out", -1, false, false, false, false) elseif aberto == true then setPedAnimation(thePlayer, "ped", "phone_in", -1, false, false, false, false) aberto = false end end function abrircelular2(theplayer) bindKey ( thePlayer, "F1", "down", abrircelular ) end addCommandHandler ( "celular", abrircelular2 ) Obs: pode ter ficado zoado porque fiz pelo celular e se for renderizar algo passe isso para client-side, pois iria facilitar pra você.
  15. 2 points
    The mapping is without custom textures.
  16. 2 points
    Salutare 😁 Am deschis serverul SwordGaming va asteptam pe server daca vreti ceva unic si frumos! ss: https://prnt.sc/qw4r1c IP : mtasa://185.248.199.125:22003 discord:https://discord.gg/hFKnVNz
  17. 2 points
    Corrigido. Era um bug relacionado a variável. function renderTime () local time = getRealTime() local hours = time.hour local minutes = time.minute local seconds = time.second local ampm = " am" if (hours > 12) then hours = (hours - 12) ampm = " pm" elseif (hours == 0) then hours = 12 -- Meia-noite. end if (hours < 10) then hours = "0"..hours end if (minutes < 10) then minutes = "0"..minutes end if (seconds < 10) then seconds = "0"..seconds end -- Escolha o formato desejado: dxDrawText (2, hours..":"..minutes..":"..seconds..ampm, 0, 0) -- HH:MM:SS am -- dxDrawText (2, hours..":"..minutes..":"..seconds, 0, 0) -- HH:MM:SS -- dxDrawText (2, hours..":"..minutes..ampm, 0, 0) -- HH:MM am -- dxDrawText (2, hours..":"..minutes, 0, 0) -- HH:MM end addEventHandler ("onClientRender", root, renderTime) @Angelo Pereira a condição if hours >= 0 é desnecessária. Pois ela sempre será verdadeira.
  18. 2 points
    Aquela rodinha com os MBs sempre vai estar lá. É nativa do MTA. Mas se vc quer que apareça algo durante o download, dá pra usar isTransferBoxActive para saber se está baixando algo ou não.
  19. 2 points
    That is because it is also send to players that didn't load the resource. Instead, send it right back to the sender: client addEvent("onClientSideStarted", true) addEventHandler("onClientSideStarted", resourceRoot, function() triggerClientEvent(client, "trig1", root, var1) end) See also this tutorial/enchantment, it does error handling for you as well as providing things like callbacks:
  20. 2 points
    It has nothing to do with maths. But with breaking down the instructions (for the computer) in to pieces and debug every piece individually. When running this code you gave the computer 4 instructions. 1. Load the file Runs a debug line if added. 2. Attach the eventhandler (returns true if attached, which is a value you can debug) 3. The event is fired, which calls the function you have attached. If you did add a debug line here, you would have noticed that the code didn't run. (If the debug line is not visible, then there must have been something with the addEventHandler) Hmmmmaybe compare the code to something similar that does work? 4. Call your custom function. Check which value it returns. This is something that takes time to learn. So maybe put some more time in debug your code in details. This will save you a lot of time in the long run.
  21. 2 points
    Un remake la meniul jocului din The Last of Us pe MTA Link video: https://streamable.com/8vzk7
  22. 2 points
    Replace source of event to root instead of resourceRoot.
  23. 2 points
    Olá. Você pode simplesmente criar uma variável, no exemplo vamos chamá-la de 'dominado', e após que seja dominado pela primeira vez, você altera o valor desta variável para "true", ou "1"... Enfim, o valor que quiser... Exemplo com comandos: dominado = 0 function dominar(thePlayer) if dominado == 1 then --/> Verifica se já foi dominado outputChatBox("#ff0000ERRO: #aaaaaaEsta favela já foi dominada") else if dominado == 0 then --/> Se não, verifica se ainda não foi dominado outputChatBox("#00ff00SUCESSO! BLA BLA BLA") --/> Aqui vem o script pra dominar e tals end end end Atenção » Eu não testei, então pode conter erros, mas é mais ou menos isso Você pode também adicionar um setTimer para definir o tempo para setar a variável para 0 novamente.
  24. 2 points
    Mano........................ presta só um pouco de atenção, não precisa nem ser muito, eu copiei só o comando, troque o comando apenas que esta la por esse.......
  25. 2 points
    By coming to the MTA forums and asking which mod is better, you are only going to get one answer. But hey, at least here there can be some sort of discourse. On the SA-MP forums, even a small hint towards the notion of MTA will usually see you swiftly banned. I remember looking through old threads here one day. There was discussion and speculation about how Kyle (or whatever his name is) actually stole some of MTA's early code to make SA-MP. If my memory serves me correctly, I believe he was even a member of the MTA Team at some point in time circa 2004 or 2005. I guess that is a real testament to the way each mod is run. Politics aside, I find MTA to be much heavier on the system. The game is old enough so that shouldn't even be a factor anymore. But the trade off with that is, you get a ton more features. The extensibility of CEGUI, DirectX and CEF is honestly really amazing. All of these are a ton better than the server-side GUIs that SA-MP offers. I find MTA to be generally just made better. MTA is also open-source, whereas SA-MP isn't - if that sort of thing is important to you.
  26. 2 points
    Introduction Modding is a term used when modifying components, files and what not, in this particular case modifying game installation files in order to achieve unique results not seen in the vanilla game. GTA:SA is 3D era, where modding the game requires special 3D packages. Older games such as GTA:II uses a 2D engine, which means that modding the game was commonly done with image editing applications. We will cover some aspects of modding game textures and models. This guide intends on introducing those inexperienced with modding and 3D as a whole, on how to obtain 3D software and their recommended tools. It also introduces ways to import and export models, basic workflows for 3ds Max, texturing and creating models. TOC 3D packages, helpful tools and how to obtain them Extracting game assets How each type of game model works Limitations - MTA vs GTA Working with 3ds Max Texturing a game-ready cube 3D packages, helpful tools and how to obtain them There are various applications being used for modding. Although some has more tools available, there really isn't one that tops the others. In this section there'll be lists of a few 3D packages and tools used for modding. 3ds Max, arguably the most used program with the greatest amount of third-party plugins and scripts for various games. For GTA:SA, this program is favored by many modders due to it having 3rd party scripts for dealing with animations, collisions, lighting, modeling etcetera. There isn't much that 3ds Max can't, that other programs can, when it comes to GTA:SA modding. Although this can be expensive to run on a longer term, there are education licenses available which last for 3 years. These do not allow commercial use, and is marked purely as "educational use only". View more. Kam's (vanilla) max scripts, the first official script package for modding GTA:SA with 3ds Max. After the release of his scripts, a lot of others has developed scripts of their own, some of which are more optimized and less prone to issues. Even despite Kam's scripts having overseen issues, it is still to this day widely used for tasks such as, but not limited to; IPL map generation and import, collisions, animations, characters, vehicles, environment modeling. View more. Kam's (2018) max scripts, a modified version of Kam's vanilla scripts for 3ds Max. Notable features that were added are; DK22pac's Normal map plugin support, reflection map support for environment models, 2dfx panel for lights such as aircraft lights or street lamps. View more. The Hero's RW importer/exporter, a modern plugin that works extremely well with vehicles and environment models. Due to its simplified layout it is very easy to get used to. It's far recommended to use for vehicle model import/export due to its quality handling and materials, which are based on RW formats (renderware, the engine GTA:SA runs off). With the plugin using different model material formats from Kam's, it comes with a maxscript to convert scene materials from GTA_MTL to RW_MTL and vice versa, if needed by the modeler. View more. Deniska's max scripts, a pack for various types of GTA:SA modding, some features are obsolete for MTA users due to IPL and IDE modification required. Although, the pack does come with a few tools that may be useful to MTA modders, such as prelight tools to set the vertex colors and illumination to fixed values. View more. DexX's 2dfx export script, a standalone 3ds Max script that exports Omni and Dummy informations to .sae file formats, to then be added to the .dff using RW analyzer. With this script it's possible to integrate lights and particles into custom models, e.g flashing aircraft lights, street lights, fire and smoke, etcetera. With the release of Kam's 2018 scripts, this script is used less as using Kam's may be less work for some cases. View more. Blender 3D, a freeware (yes, completely free, no paid watermarks or any limitations), not as favored by modders throughout the years until recently, where a developer has released his script 'DragonFF' on GTAforums. Although it is WIP, modders has already binned 3ds Max and moved permanently to Blender. Although Blender is free, it actually combines several programs into one, allowing a Blender user to sculpt, paint, do lighting, professional rendering and modeling in one. A recent update in 2019 changes the RMB selection to LMB and UI among other things, making for a potential alternative to 3ds Max. View more (Blender). View more (Blender GTA script) Zmodeler, not as commonly used as the aforementioned programs, although it is being used very frequently by modders in various games, most notably for GTA:games. It does not have support for skinned characters, although it is being commonly used for vehicles, and sometimes environment modeling as well. This is a fairly inexpensive solution, but lacks tools for more broad modding. View more. Sketchup, a 3D application that focuses on architecture. For modding, it is a rather uncommon, though has a free and paid version and can be used for seemingly OK modeling. It does not have access to any 3rd party scripts for GTA:SA, hence its only use is modeling and then exporting model files to then import into 3ds Max or Blender. View more. Photoshop, mainly used for graphic design, but can also produce 3D models, video, GIF and textures for assets. Photoshop is the most favored by modders in regards to working with textures e.g paintjobs and retexturing. Although there are alternative image editors in the market, Photoshop definitely hits the top in terms of usable scripts (user-customized scripts as well) and ease of workflow. View more. DFF Viewer, a 3D graphics engine that is used for visualising GTA:SA models and supports .DFF and .TGA formats. Only single dff's can be loaded at a time. Though this is rarely used by those who has access to 3ds Max and Blender, it is commonly used for troubleshooting/testing work that involves retexturing a model e.g changing the clothing textures of a character. This program is entirely free and available from various GTA modding sites. View more. TXD Workshop, a texture dictionary editor that has been around for years, only since recent years to be succeeded by Magic TXD. Though TXD Workshop may not be the best for setting up TXD files, it has a built-in IMG archive editor, allowing one to browse all of the contents of gta3.img. View more. MagicTXD, a new texture dictionary editor with features for mass exporting .TXD contents from folders into image subfolders, texture compression, mipmaps, resizing textures etcetera. This is broadly used for .txd files and almost took over TXD workshop when it comes to working with texture dictionaries. View more. RW Analyze, a multi-use program with notable features being; ability to lock/unlock game files, add data to game models e.g 2dfx and vertex colors information extracted from other DFF files. View more. Extracting game assets In order to start modding GTA, access to the files is required. The files in question are commonly found in parent files that require some sort of program to open. In this case, TXD Workshop or any IMG editor and optionally Magic TXD for later on will work just fine. The below steps shows one way to extract all models and their texture dictionaries. For IMG editors (e.g Alci's IMG Editor): Open the editor. Under File, select Open. Find gta3.IMG stored in GTA SA directory\models. Highlight the first file in the list, then scroll down to the very bottom and SHIFT+LMB click the file on the bottom. This highlights every file in GTA3.IMG. Right click the list of files and select Export. On the popup window, find and select, or create a new folder on desktop called GTA SA ASSETS. Click enter to proceed. ((For cases where specific files are wanted, use the search field to find the necessary files and export them individually)) For TXD Workshop users: Open TXD Workshop. In the toolbar it says Open IMG. Click this, then find and select gta3.IMG stored in GTA SA directory\models. Highlight the first file in the list, then scroll down to the very bottom and SHIFT+LMB click the file on the bottom. This highlights every file in GTA3.IMG. Right click the list of files, select Extract. On the window, find and select, or create a new folder on desktop called GTA SA ASSETS. Click enter to proceed. ((For cases where specific files are wanted, use the search field to find the necessary files)) Now the folder GTA SA ASSETS contains nearly every .dff, .col, .txd and so on used by the game. Assuming one would like having all of the textures in PNG, DDS, TGA or any other common image format, they may follow the below steps using Magic TXD. Inside GTA SA ASSETS create a new folder named IMAGES. Open any .txd file found in GTA SA ASSETS using Magic TXD. Navigate to the toolbar. On Tools, click Mass export. Export settings are as following. Game root = root folder containing TXD's Output root = folder where images goes Image format = self explanatory With texture names only = exports images directly to folder and duplicate named ones gets replaced by one another Pre-pended with TXD name = exports images with TXD prefix In separate folders = makes new folder(s) for every TXD's contents Hit export. This process may take some time. Note that this process is the same for other .IMG archives such as player.img. There are also .txd and .dff files elsewhere, such as \models\generic\generic.txd, which is the vehicle shared texture dictionary file. How each type of game model works Models used on GTA SA uses different rendering techniques and data hierarchy than others. This section will introduce the features that some models has that others don't. Vehicles: Vehicle model components utilises hierarchies, where each component is linked to a dummy (helper) and each dummy is linked to parent dummies e.g chassis_dummy, for them to be registered in the hierarchy. In order for vehicles to not look flat or cartoon, a few steps are made in the model; Diffuse material is given a grunge texture or AO map, this helps telling the depth of the vehicle as well as giving it a feel of realism, so it isn't just clean. A specular lighting image is applied to the vehicle surface material, giving it a fake shine when looking from certain angles. If the vehicle has hard edges (smoothing), this image can increase the visibility of the normals, retaining its original look rather than being flat without visible difference in geometry. An environment (ENV) map is applied to the vehicle surface material, producing a fake reflection that is animated horizontally as the vehicle travels. Vehicles also has a lot of hardcoded features such as headlights, brake lights, emissive lights, taxi/aircraft lights, rotatable components and dynamic collisions for special vehicles like Forklift. Vehicles are also the only dff models that uses baked collisions, which means they are stored in the .dff itself. Below is a detailed hierarchy used for cars, and special components used by a number of vehicles (click the spoiler). Skin characters: Ped skin characters uses bones (dummy objects) that are connected to each other and linked to the character model. These bones are not visible in-game. In order for the bones to know what part of the 3D model they're responsible for, the skin needs to be rigged. Character rigging for GTA:SA is done by applying weigh on vertices. Using heatmap display, colors go through blue-red, low-high respectively. Values go from 0 to 100. If the value is 0, it means that the vertex is not used for any bone. This can cause issues. If the value is < 100, it means that the vertex is used for multiple bones. This results in smooth animations ingame, as the 3D model transitions smoothly through each bone. If the value is 100, it means that the vertex is only responsible for one bone. Skin rigging is generally something that is being avoided by modelers and makes Skin modeling the most difficult on GTA. Bones are as shown: CJ character: Carl Johnson's 3D model is split into several pieces in order to be compatible with the clothing script used to let the player customize CJ. These models uses a function known as multiclump to support 3 meshes per dff; normal, ripped and fat. This is for CJ's health stats to physically show in-game. Other than multiclump and additional bones, modding CJ skin is essentially the same as any other ped skin. Map environment: World objects .dff contains only single models, though they do support omni and dummy objects for 2d effects. These types of models uses Vertex Colors/Face Colors. This requires the modeler to paint colors onto the model which is then stored in the vertex colors channel (daytime) and vertex illumination channel (nighttime). Although uncommonly used by R*, these models do support reflection maps like vehicles use. Goldfish's modified version of Kam's scripts is excellent for exporting with reflection maps. GTA SA utilises multiple collision archives (.col) for every IPL district, being responsible for all of the world objects' collisions. However, on MTA, collision archives are not supported, so custom collision files are single models per .col. Not every object uses collisions though, some merely has their bounding space. These objects can not be selected with MTA map editor, thus requires additional scripting or modding. Limitations - MTA vs GTA Speaking of native support, MTA currently is behind in several places. Notable features that aren't available on MTA, but on GTA are as following. Item Placement (IPL) - another type of mapping file, but contains a lot more functions such as zones for real-time reflections as seen in interiors. Item definition (IDE) - a file used to but not exclusively, define settings for models, enabling alpha flags, disabling backface cull, enable breakable effect and much more. Limit adjuster - a rework of the game that allows for adding more ID's and bypass common limits. This however is being developed by one of MTA's contributors. There are various limitations such as polys per model, max dimensions for models and collisions, (very) strict size limits for collisions and CPU usage that can easily cause issues for modders. Not to mention the majority of the game data files which most MTA servers likes to force original, else the player won't be able to connect. These limits all has potential solutions being developed as with the limit adjuster. Working with 3ds Max As described above, 3ds Max is without a doubt the most common program for GTA modding. It's also used by professionals within architecture and visualisation and film industry. What's amazing about this program is that whatever is created in 3ds Max can ultimately be added to the game. A modeler made a square - it can get added right away, no adjustments required. That's the charm of 3ds Max. There's no need for additional tools to process the model for it to be compatible with GTA. It is also the primary program that Rockstar's developers used for creating the environment in GTA:SA. At a first glance, the program may seem rather intimidating. The main functions of the program that a beginner should be aware of are listed below. Shows the default home screen with 4 viewports. Left, Top, Front and Perspective. The 3 side ones are Orthographic viewports while Perspective is in regular mode. It is also the most common one to use. Highlighting a viewport and pressing (left)ALT W will full screen the viewport. In order to rotate camera view, the user must click and drag the square in the upper right corner. Its face also tells which side the camera is viewing e.g Top. If one wishes to see viewport statistics such as polygons per model, vertex amount etc., clicking: [ + ] icon on the upper left side > Configure Viewport > Statistics > Total + Selection > Apply > Clicking 7 on keyboard shows the statistics. This feature is extremely useful for modelers who are limited in polygons per model, or simply wants to see how many polys a car is. Common keyboard shortcuts F1: Opens Autodesk help section in new browser tab F2: Displays blue overlay on models F3: Displays models in wireframe F4: Displays edges on models F10: Opens render setup 9: Shows viewport statistics Q: Select objects W: Select and move E: Rotate R: Select and (mode) scale U: Orthographic viewport mode P: Perspective viewport mode A: Toggle angle snap S: Enable snap D: Disable viewport G: Enable/disable grid J: Display bounding edges LALT X: Xray mode for model Ctrl Z: Undo action Ctrl Y: Redo action In a heavy program like 3ds Max, being able to change preferences to one's likings is important. Do so by going to Customize > Preferences. Performance, file settings and such can all be configured in there. For GTA:SA modding, knowing how to subdivide and add geometry to existing GTA models is very important. Below is a list with actions that may come in handy. No-brainer: Editable Mesh is inferior to Editable Poly. Use Poly, poly, poly, poly... Editable mesh modeling Vertex selection mode Edit Geometry section Attach: attaches another model in the scene to the selected mesh Chamfer: chamfer selection of vertices; creates additional geometry Weld: merges vertices together within a specified threshold Surface Properties section Edit Vertex Colors: sets the color and illumination of selected vertices Edge selection mode Edit Geometry section Divide: divides an edge, adding a new vertex where it was divided/split Extrude: create and pull a new face out from existing edges (keyboard shortcut: LSHIFT + LMB-drag) Face selection mode Edit Geometry section Divide: creates a new face Extrude: pulls the select face(s) outwards or inwards and creates new geometry off that Bevel: essentially an Extrude followed by scaling of the face Surface Properties section Flip: flips a face 180 degrees Smoothing groups: defines the smoothing of the model. Autosmooth is in many cases OK, but may not fulfil everyone's expectations Editable poly modeling Vertex selection mode Edit Vertices Connect: selecting 4 verts on a box side and using this function will triangulate the side. Edge selection mode Edit Edges Connect: creates an edge between the selected edges, as in a bridge between two cliff sides (use the 'Settings' to choose between multiple or one edge on creation) Polygon selection mode Edit Polygons Inset: places a new polygon inside the selected, allowing to be scaled Bridge: connects two opposing polygons by creating a bridge between them (can be used for walls and gaps) Edit Geometry Slice Plane: enables the user to create a perfect cut on the model, can be rotated by degrees Rendering scene Modelers working on projects for companies or friends might want to show what they've accomplished, but a regular screenshot may not suffice. Talking of a screenshot like this: Instead, the modeler might want to show the scene with textures. Perhaps more than just textures - lighting? reflections? transparency? - this is where 3D rendering comes into play, and can be done by simply pressing SHIFT + Q on the keyboard. This can also by default use alpha channel. However, the quality could improve. The quality of the render depends on the scene assets (models, materials, lights), the Renderer and its settings. By default, 3ds Max utilises Scanline Renderer. This is not a production quality render, but rather meant for test shots and demos. Though the quality isn't great, it's still possible to produce seemingly interesting renders. The following render took merely 8 seconds. Using 3ds Max allows modders to bring GTA:SA into modern graphics, easily comparable or even superior to ENB's. It also enables modelers to share visualizations of their models to help the customer understand how it could potentially look for their game. In the above render, a Skylight is used with Scanline Renderer. A very basic render, though interesting and contains lots of depth. In order to replicate this result, below are the steps to follow: On the Create panel, where one would normally find boxes and spheres, click the toolbar Lights. Where it says Photometric change that to Standard. Click the Skylight and place it in the 3ds Max scene. Settings for Skylight explained Multiplier: intensity of the light Sky color: the color of the light Cast shadows: enable to produce shadows, though this is more of an Ambient Occlusion than actual shadows Rays per sample: quality of the shadow, ideally keep at <5 for tests and 15-20 for final shots In the actual render above, a sample of 5 was used, creating grainy shadows but quick render. Backface culling was enabled to avoid slowing down the render time. Skylight is great light source and is generally used to illuminate an entire scene and not particular models. In the same Lights tab, one may find use of Omni or Free lights, which both works great. These are great point lights, which as opposed to skylight, are able to illuminate parts of the scene e.g acting as street lights. Modifiers When modeling, modifiers can come in use and save the modeler a lot of time. The following modifiers are highly suggested for beginners to know about. Bend: bends the model, effect depends on the differences in the geometry Mirror: copies the mesh and mirrors it on the other side, commonly used for vehicles using symmetrical geometry Smooth: generates and applies smoothing to the model, generally the lower values makes for higher file sizes Symmetry: essentially the same modifier as 'Mirror' Turbosmooth: Smoothens the mesh, adding geometry, uses iterations Unwrap UVW: advanced UV editing, commonly used for preparing textures for models like characters and game assets UVW map: basic UV editing, X/Y/Z projection mapping as well as spherical, box and planar mapping Vertexpaint: allows for painting colors onto vertices and faces, these colors are rendered during either ingame or night time Texturing a game-ready cube Modeling has to start somewhere. Using standard 3D primitives is a good place to start. For the purpose of this guide, a Cube will be created in 3ds Max and textured in Paint.net, a free image editing software. Video tutorial: To start off, navigate to 3ds Max's Create tab on the right hand side panel, as shown below. Shows the Create tab on the panel. For this guide, click on Box (Cube). Use LMB and click and drag the mouse in the viewport to create the cube. Now that the Cube primitive is spawned in the viewport, on the same panel that it was created from, go to Modify tab and set its dimension parameters to 5,0, 5,0, 5,0 and 1 segment for all 3. Convert the model to Editable Poly by right clicking it in the Viewport > Convert to > Editable Poly. Go into Polygon selection mode and scroll down until the following buttons are visible: With viewport selected, on the keyboard press `CTRL A` to select all faces on the cube. Now, where it says `Color`, click the bar and on `Value` set it to 100, then do the same for `Illumination` but value at 35. What this does is it sets the vertex colors so that the model won't be overexposed during day/night time. Exit polygon selection mode and on Modifier List, click that and find Unwrap UVW. This applies a modifier stacked on top of the Editable Poly mesh. Under Edit UVs click Open UV Editor. This allows the user to make changes to the UV coordinates which tells the model how textures are projected onto the model. On the editor, ensure that Polygon selection is enabled. While in the UV editor, press `CTRL A` to select all UV islands. On the top of the editor click Mapping, then Unfold Mapping.... Keep it as Walk to closest face and enable Normalize Clusters. Click OK. The result should remind the user of how a simple cardboard box in real life looks when it's yet to be folded into a box. With the model unwrapped, on the toolbar on the UV editor, click Tools > Render UVW Template. The export settings below are ideal for this particular task. If one wishes to know exact dimensions of each square, enable Seam Edges. After exporting, on the modifier stack, press Collapse to. This saves the new UV's. The width and height should be on a 1:1 ratio to avoid stretching issues. 1024x1024 is more than enough. On the rendered image window, click the Save button and find a location to save it in, name it Cube_unwrapped and use Alpha channel (optionally). Now open Paint.net and insert the image. Once happy with the result, export as cube_diffuse. Diffuse map generated with the help of a UVW template. In order to apply the texture on the model, simply drag and drop the image from file browser onto the model in the Viewport. Although the example above is not textured properly in regards to rotations, it shows what can be done by using UVW templates, and how easy it really is to produce textures for models made from scratch. The model can be directly exported as DFF. Materials are not required to be GTA or RW, they can be standard and still show ingame. Some exporters wants the model in Editable Mesh however, so converting it may be required. Thanks for reading this guide, we hope it helps and we wish you the best of luck with modelling! For questions on modding, please refer to MTA's modding FAQ or MTA discord #modelling channel.
  27. 2 points
    Hello there! You found Dystopia: The Incident, an original sandbox post-apocalyptic RPG. Keep reading below and you’ll find out more... Test server: mtasa://46.105.109.59:22008 Discord: https://discord.gg/Zs5bWSX Current version: alpha 0.75, check out details here DOWNLOAD (0.75 alpha) Key concepts Food and water are scarce and you need to be on the move to stay alive. Inventory size is limited, forcing you to prioritize. Vehicles require constant maintenance. Faction camps, bases, shanty towns and other encounter zones all over San Andreas. Exploration is rewarded. World is densely populated with NPCs and who you choose to kill matters. Environment is harsh and punishes the weak and the dumb. Moral decisions to be made. End goal. Roleplay friendly. Designed to be also enjoyable as a single-player experience. Setting 2000: A series of catastrophic earthquakes smashed the cities and countryside of San Andreas. In the aftermath, the whole state found itself separated from mainland. Fear and selfishness roamed free, pushing society into chaos. In the heart of San Fierro, one of the largest cities of San Andreas, government-sponsored Zombotech Corporation was researching biological weapons in its underground facility. The labs were heavily damaged by the cataclysm and a deadly infectious agent escaped in the streets. While emergency services struggled to contain the disaster and minimize collateral damage, death was spreading unnoticed. 2001: The Establishment evacuated survivors of the outbreak in the barricaded city of Las Venturas but infection spread inside the fence. They nuked the city and placed San Andreas under strict military quarantine. Nobody gets in, nobody gets out. They dubbed the disaster ‘The Incident’ to minimize its amplitude, media soon went silent and survivors were forgotten. 2007: 6 years passed and things have not become better. Regular people picked things up from where the government left them and started to organize. This is a tough new world, populated with the full spectrum of humanity: resilient survivors, vicious bandits, cannibalistic raiders, oppressive military forces and the rest of the loons. No line between good and bad was ever so ill-defined. San Andreas is ruled with an iron hand by Governor Skinner, who took office only six days after the Incident. His armed forces fight to control the territory, herding men into the new Refugee Camp. Resources are scarce and many dropped the last remnants of morality when they faced starvation. Violent clans and factions fight over the remains, establishing turfs or just trying to stay alive. Militias fight for supremacy, idealists work to maintain civilization and everybody else just struggles to survive another day in an increasingly suffocating world. As it became evident that the government has no rescue plan for them, despair started to crumble the minds of the few sane left. All attempts to flee San Andreas are met with airstrikes. But there must be ways to escape this place... What you can experience right now Explore a detailed post-apocalyptic map with many encounter zones. Plenty of NPCs, both friendlies and baddies. Dynamic faction and spawn system. More than 40 missions already in the game. Detailed inventory with more than 100 items to be found and used. Basic needs, stamina, infection, various other modifiers like pain, bleeding, exhaustion or inebriation. Innovative looting mechanic. Four zombie types, with different behavior. Scavenge the world for materials to build settlements or to use simple crafting and cooking. Upgrade and drive rugged vehicles across the wasteland and engage in vehicular combat. Trade, recruit and discover parts of the story by chatting with NPCs. Experience dark humor and some strong themes (16+). Simple interface, consistent graphic style. What still needs to be done The current gamemode version is alpha 0.75. Required for beta: skills and abilities implementation, npc traffic, karma system and map completion (now >90%). Once the project hits beta and the core is completed we’ll start focusing exclusively on the missions and story. Seeking friends for the end of the world Want to jump onboard and take part in the development? Great, join our Discord server using the link on top (the recommended approach) or PM me here. We're always looking for like-minded developers. Wanted: scripters, mappers, storytellers, 3D artists and testers. However, keep in mind that we're not looking to monetize this project in any way. We’ve used the work of many MTA community members and the gamemode will be shared alike with the community when completed. You will gain full credit for your work but no other type of compensation. Share your thoughts We do love suggestions and implement all good fitting ones, so don’t be shy and tell us what you think about this project, using the channels highlighted above. The answer is guaranteed and we'll also give full credit for any original ideas. Media 100+ development screenshots here (I suppose this is what you were looking for from the beginning, instead of reading a wall of text) Thanks for reading! Watch this space for fresh information and media.
  28. 1 point
  29. 1 point
    setVehicleHandling is a server sided function, and you try to run it on client side.
  30. 1 point
    وعليكم السلام function guiCreateWindow (x, y, width, height,Text, relative) local mainBackground = guiCreateStaticImage ( x, y, width, height, "test.png", relative ) local mainBackgroundLabel = guiCreateLabel ( 0, 0, width,30%height,Text, false, mainBackground ) guiLabelSetHorizontalAlign(mainBackgroundLabel, "center", false) return mainBackground end -- test بدلها ب اسم الصوره
  31. 1 point
    يكفي انت رديت علي .. مواااااااح
  32. 1 point
    It seems like it doesn't set the handling at all. I use this to set it: for k, v in ipairs(getElementsByType("vehicle")) do local model = getElementModel(v) if model == 542 then setVehicleHandling(v, "modelFlags", 0x00002000) end end also tried with setVehicleHandling(v, "modelFlags", tonumber("0x00002000")) but nothing. I also made a command which gets my current vehicle's modelFlags value and it always seems to be the exact same one - doesn't matter if I set it to 0x00002000 or not. Here's that function: function asdas() local handlingTable = getVehicleHandling(getPedOccupiedVehicle(localPlayer)) local value = handlingTable["modelFlags"] outputChatBox(value) end addCommandHandler("go", asdas) Will try with Hedit now. @Tut indeed it does work when I set it with hedit
  33. 1 point
    bengines provides custom engine sounds for vehicles. The resource is not focused to be ultra realistic, it is designed to use for casual servers. Not useful for me anymore so sharing with community. Used on old project. Sounds are copyrighted content not owned by me. Features: ready to use, chooses the best engine for vehicle depending on handling! easy to customize & expand for Lua programmers 30 soundpacks for vehicles (buses, bikes, sport cars etc.) stable code with quite high performance used on server with 600 players ALS effect (exhaust flames) Turbo (satisfying whistle and blow-off sounds) Videos: https://streamable.com/n7k40 https://streamable.com/lp14t https://streamable.com/q5e9g Download: Github: https://github.com/brzys/bengines (feel free to send pull requests) Community: to-do For programmers: --[[ Element datas used by resource [array] vehicle:engine - stores basic info about engine type, sound pack etc. (synced) [string] vehicle:type - used for engine calculation, useful for servers. Available: Bus, Truck, Sport, Casual, Muscle, Plane, Boat, Motorbike (synced) [string] vehicle:fuel_type - customized for each engine. Useful for servers. Available: "diesel", "petrol" (synced) You can use setElementData(vehicle, "vehicle:upgrades", {turbo=true, als=true}) to add turbo or ALS. --]] --[[ Exported functions --]] exports.bengines:getVehicleRPM(vehicle) -- returns RPM of given vehicle exports.bengines:getVehicleGear(vehicle) -- returns current gear of given vehicle exports.bengines:toggleEngines(bool) -- true / false, restore GTA engine sounds
  34. 1 point
  35. 1 point
  36. 1 point
    مود رائع ,, وسعره مناسب لانه متعوب عليه .. كفو ❤️ >
  37. 1 point
    لقد ازيل شعري لكن باستخدام هذا المود رجع شعري كما في السابق , بتوفيق ي عممر المود قمميل قداا ..
  38. 1 point
    loadstring loads Lua code from a string into a function than you can call (to execute the loaded code). Looking at the loadstring error message, it does not appear that you're putting code into that, but rather a string of text, not code. You have two options: Either change line 65 to memo = guiCreateMemo(241, 24, 450, 437, "Bem vindo/a ao RPG City Reallife. Use o menu á esquerda para navegar pela documentação do servidor.\n\nRegras do Servidor:\n\n"..rules, false, window) and remove line 28 through 34 (the safer option, since you remove the ability for arbitrary code execution in your script) Or the second option, is to change the rules.txt file to contain valid code which this script expects. It appears to expect a table named theRules with a string of rules under the key "English", so your rules.txt should be local theRules = { ["English"] = "Art 1° - Não praticar Power Gaming: Mínimo (10H) Máximo(24H ..." } and it should load correctly. However, this is less safe, since it can allow someone with access to editing rules.txt to insert malicious code into the file, which is then executed on through clients' Lua interpreters.
  39. 1 point
    معرفشى انا بس انذلهت منة فاحبيت اعرض الفديو هنا
  40. 1 point
    local time = getRealTime() local hours = time.hour local minutes = time.minute if (hours < 10) then hours = "0"..hours end if (minutes < 10) then minutes = "0"..minutes end if hours >= 0 and hours <= 12 then --/> Se as horas forem entre 0 a 12 então fazer : minutes = minutes.." am" --/> AM else --/> Caso não ser entre 0 a 12 então fazer : minutes = minutes.." pm" --/> PM end
  41. 1 point
    Mówisz że jest to porządny serwer a prawdopodobnie właściciele tego serwera nie mają za grosz szacunku:
  42. 1 point
    Mas isso já acontece. Você não consegue ter uma M4 junto com uma AK-47. Uma sempre vai substituir a outra, pois são armas do mesmo slot. MAS Se você quer que o jogador tenha somente 1 arma no total (pega uma pistola, se tiver qualquer outra arma de fogo, remove a outra) dai você precisa remover as armas do jogador com takeWeapon antes de dar a nova arma pra ele. Já que vc é novo no fórum, vc pode ver todas as regras neste tópico:
  43. 1 point
    Exemplo: (client-side) function BloodDamage () local x, y, z = getElementPosition (localPlayer) -- Obtém a posição do jogador. fxAddBlood (x, y, z, 0, 0, 0, math.random (1, 3), 1) -- Cria o sangue na posição do jogador, aleatório de 1 a 3 gotas por vez. end addEventHandler ("onClientRender", root, BloodDamage)
  44. 1 point
    See https://wiki.multitheftauto.com/wiki/Split http://Lua-users.org/wiki/StringLibraryTutorial string.len string.rep local emailParts = split("hey@gmail.com", "@") iprint(emailParts[1]) iprint(emailParts[2]) iprint(emailParts[1] .. "@" .. emailParts[2]) iprint(string.rep("*", string.len(emailParts[1])) .. "@" .. emailParts[2])
  45. 1 point
    How do I implement the following action. There is a row in the database with the name "uid" How to check if there is no such UID then writes an error. Example: User type in edit UID "2" but it is not in the database, there is only "1" then The message appears with error. if user type in edit UID "1" then The message appears without error. --server dbSecurityConnection = dbConnect( 'sqlite', 'test.db') dbExec( dbSecurityConnection, ' CREATE TABLE if not exists `accs` (uid INTEGER PRIMARY KEY AUTOINCREMENT NOT NULL, login) ' ) function date(uid, userlogin) dbExec( dbSecurityConnection, ' INSERT INTO `accs` VALUES(?, ? ) ', uid, userlogin) end
  46. 1 point
    function AceitarWeapon () local Vendedor = getElementData(source, "TS:Vendedor") if Vendedor then local Preco = tonumber(getElementData(Vendedor, "TS:Preco")) or 0 local Municoes = getElementData(Vendedor, "TS:Muni") or 5 local IDArmaTS = tonumber(getElementData(Vendedor, "TS:IDArma")) or 0 local NomeArma = getElementData(Vendedor, "TS:NomeArma") or "Error" local MunicaoAtual = getElementData(Vendedor, "TS:MuniAtual") or 0 local MunicaoTotalVendedor = MunicaoAtual - Municoes if getPlayerMoney(source) < Preco then triggerClientEvent(source, "addNotification", root, "#0037FF✘#ffffffINFO#0037FF✘➺ #ffffffDinheiro Insuficiente!") triggerClientEvent(Vendedor, "addNotification", root, "#0037FF✘#ffffffINFO#0037FF✘➺ #ffffffO jogador não tem dinheiro suficiente!") setElementData(Vendedor, "TS:Cliente", nil) setElementData(source, "TS:Vendedor", nil) setElementData(Vendedor, "TS:Preco", nil) setElementData(Vendedor, "TS:Muni", nil) setElementData(Vendedor, "TS:IDArma", nil) setElementData(Vendedor, "TS:NomeArma", nil) return end valor_permitido = 1000000 --/> Altere Caso Queira uma Quantidade Diferente! if Preco >= tonumber(1) and Preco <= tonumber(valor_permitido) then --/> AQUI takePlayerMoney(source, Preco) givePlayerMoney(Vendedor, Preco) takeWeapon(Vendedor, IDArmaTS, Municoes) giveWeapon(source, IDArmaTS, Municoes, true ) setElementData(Vendedor, "TS:Cliente", nil) setElementData(source, "TS:Vendedor", nil) setElementData(Vendedor, "TS:Preco", nil) setElementData(Vendedor, "TS:Muni", nil) setElementData(Vendedor, "TS:IDArma", nil) setElementData(Vendedor, "TS:NomeArma", nil) triggerClientEvent(Vendedor, "addNotification", root, "#0037FF✘#ffffffINFO#0037FF✘➺ #ffffffO jogador aceitou a negociação !") triggerClientEvent(source, "addNotification", root, "#0037FF✘#ffffffINFO#0037FF✘➺ #ffffffVocê aceitou a negociação!") else --/> AQUI triggerClientEvent(Vendedor, "addNotification", root, "#0037FF✘#ffffffINFO#0037FF✘➺ #ffffffApenas Permitidos Valores de 1 a 1,000.000!") --/> AQUI end --/> AQUI end end addEvent ("TS:AceitarWeapon", true) addEventHandler ("TS:AceitarWeapon", root, AceitarWeapon) Verifique se deste modo iram conseguir bular, e verifique se as alterações está funcional dos (--/>AQUI)
  47. 1 point
    Use the SELECT query. It is not as if you should combine queries. The error is given because it is protecting itself from item duplication. Which means that it already went wrong. SELECT uid FROM accs WHERE uid = ? LIMIT 1
  48. 1 point
    Pienso que es mejor usar los scritps dentro de tu servidor, no hay mejor valor que el que tu mismos les das cuando los creas.
  49. 1 point
    Map by : GodFather Textures by : GhostRider aka kamisakea Shaders & scripts by : AngerMAN aka Ren712 RULES: You may not do absolutely nothing with the texture and map files, unless you are given permission by their authors. You can use shaders and scripts with no permission - however, please add a comment regarding their source. download : http://www.dropbox.com/s/h23y56z8w0cq3p ... m.zip?dl=0
  50. 1 point
    You see the animation but you don't see the projectile. https://wiki.multitheftauto.com/wiki/CreateProjectile Try something like this or included the ped position. createProjectile (ped,18)