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About Moony

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    Punk-@ss B*tch
  • Birthday 27/01/1993


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  1. I heard about shaders, but I don't have enough knowledge yet. Would you please explain a bit more about shaders?
  2. I already have such script. I just wanted to add more variety to the wheel models. I haven't found I way to change the color of the object, so I thought I could add more models while learning about colors.
  3. The wheel upgrades have a limited amount of wheels. Replacing those can give you a limited amount of options. I was thinking that if I could "preload" more skins, I could make functions that also replace the .txd and .dff for each wheel, thus, surpassing the amount of changable wheels.
  4. After a lot of work and several tests, we managed to fix it. Case dismissed.
  5. I apologize for the format. I hope you can see the video correctly. The only thing that changed with the line provided (and also happened with the previous line) is that the width modifier now is modifying the height as seen in the video. I'm certain this is happening because there are values being read when they shouldn't. I'll try to fix that in the meantime. Regardless, they wheels are still not on ground level. I'll mess around with the values to see if I find anything weird.
  6. Here it is: function wheel1Move() local px1, py1, pz1 = getVehicleComponentPosition(vehicle, "wheel_lf_dummy") local vehicle = getPedOccupiedVehicle (localPlayer) if not vehicle then return end -- Gets ride of a couple of DB 3 errors. local wrx1, wry1, wrz1 = getVehicleComponentRotation (vehicle, "wheel_lf_dummy") attachElements (wheel1, vehicle, px1, py1, pz1, wrx1, wry1, wrz1) -- attachElements(wheel1, vehicle, px1, py1, pz1+getElementDistanceFromCentreOfMassToBaseOfModel(wheel1)*getObjectScale(wheel1)-getElementDistanceFromCentreOfMassToBaseOfModel(wheel1), wrx1, wry1, wrz1)
  7. I've placed everything but the resizing in the 'onClientPreRender'. The resizing has the "stick to ground" function as well as the 'setObjectScale' only modifying the two necessary values. This is on a separate 'onClientGUIScroll'. I'm playing around with the functions, but I can't figure it out. I either get the glitchy will that is still anchored to the center, or no wheel at all. Sometimes the wheel flashes as it is rescaled, sometimes it looks clear. What's certain is that I can't find the correct setting to keep the wheels grounded. I've made sure there are no new instances of the
  8. I apologize for the multiple posts; everytime I finish posting, I dare myself to test some more... As of this moment, the following function lets my set the diameter of the wheels. However, the wheels are pivoting from their center; if the size is small enough, they float; if they are big enough, they clip through the ground. fdiam = guiCreateScrollBar (0.09, 0.66, 0.375, 0.06, true, true, wheelWnd) local function setScaleFront () local vehicle = getPedOccupiedVehicle(localPlayer) if not vehicle then return end local fdim = guiScrollBarGetScrollPosition(fdiam) local
  9. Here's the function that used to handle the diameter of the wheels, one for both front wheels, and one for the rear wheels: fdiam = guiCreateScrollBar (0.09, 0.66, 0.375, 0.06, true, true, wheelWnd) local function setScaleFront () local vehicle = getPedOccupiedVehicle (localPlayer) local valueFront = guiScrollBarGetScrollPosition (fdiam) local sx1, sy1, sz1 = getObjectScale (wheel1) local sx2, sy2, sz2 = getObjectScale (wheel2) local px1, py1, pz1 = getVehicleComponentPosition (vehicle, "wheel_lf_dummy") local px2, py2, pz2 = getVehicleComponentPosition (ve
  10. Thought I could try a few things. Now that I know about 'onClientPreRender', I tried adding the suspension effect. You can do it the same way you used the handler for the rotation. I used your same format and 'getElementPosition' and 'attachElements' to set the position. It's hard to notice, but the front wheel is pressing up, while the rear wheel is almost hanging. [IMAGE]. Those are the custom wheels. If I only press the button to apply the set of wheels, they will show the noinclination mistake. Strangely, if I scroll the bar, they will light-speed move between a normal state an
  11. I've managed to: - Set the wheels at ground level at all times when resizing. - Set the rotation to follow the dummies' rotation (including the steering). - Add an extra resize width scrollbar. After reading a few posts, I fell victim of the same strange effect mentioned in them: if the cars have either the McPhearson suspension or the Reverse suspension applied, or the wheels change their Y rotation for any reason, a strange wobble effect appears on the wheels-object. Apparently, the wheels-object, as it constantly grabs the position of the wheels-dummy, when these change their Y
  12. I'm pretty sure I'm not getting the functions. Nothing happens. Wheels are still static. I don't get how they both work, and how they have to be used to give the desired effect. I tried: local vehicle = getPedOccupiedVehicle(localPlayer) local x1, y1, z1 = getVehicleComponentPosition(vehicle, "wheel_lf_dummy") local a1, b1, c1 = getGroundPosition (x1, y1, z1) wheel1 = createObject (1097, a1, b1, c1, rx1, ry1, rz1) attachElements (wheel1, vehicle, a1, b1, c1, rx1, ry1, rz1) DB 3 returns "attempt to call global 'getGroundPosition' (a nil value) My thought proce
  13. UPDATE: I've managed to set a minimum size to the wheels. However, I'm still having trouble getting the wheels to stay at ground level. Additionally, are there any functions to apply the rotation and steering visuals of the original wheels to the attached objects?
  14. Alrighty! Big progress has been made. Would you mind helping me a bit more? I've managed to set all 4 wheels in the appropiate place and apply a function to them to set the size. IMAGE I'd like to know if there is a way to keep the wheels grounded; they are anchored to the center. Is there a function that can help me in such way? Also, as soon as the scrollbar is moved, the wheels begin from practically a zero size, and scale 100 points (scroll value was divided by 100). Would it be possible to set the lowest limit? Here's the function that handles the size: -- P
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