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Buffalo

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Everything posted by Buffalo

  1. 1. setOcclusionsEnabled ( false ) 2. Try removing object associated with the object you want to remove, e.g. in this case the whole seabed the rock is attached to.
  2. So it's possible to use OOP matrices and vectors without actually enabling OOP in meta file according to wiki. How would following example look with these conditions without OOP enabled? (Curiosity) local positionBelow = vehicle.position - vehicle.matrix.up
  3. Fr geriau ateitum, o ne rp, Pwnerio visi pasiilgo.
  4. Sunku pradėti LUA, nes lietuviškų apmokymų nėra. Kažkada rašiau bet neišliko per durną part.lt sistemą. Angliškus mokymus skaityk, daug praktikos atlik ir išmoksi. Na jei neturi lietuviškos klavietūros, bent žodžius galėtum lietuviškai rašyti, manve. Jimti ir imti skiriasi, kaip galima prižiūrėti lietuvišką bordą su tokiom žiniom gramatikos.
  5. If it's so important to use onPlayerDamage then do this: setElementHealth ( player, health - loss/10 ) triggerEvent("onPlayerDamage", player, nil, nil, 9, loss/10) No other way on serverside, write it on clientside then, onClientVehicleDamage. This or rewrite all your damage scripts to be compatible with your new scripts.
  6. Well it needs a slight rewrite, as it doesn't use animations currently, only control states. Someone may have already changed it and might share that code.
  7. Well there is actually something that is really missing, ability to send same message just by tapping arrow up on input box. I would include this ability in custom chat system
  8. Yeah my bad, it would look like this local msgTable = { ... } table.remove(msgTable ,1) local argsWithSpaces = table.concat ( msgTable, " " ) executeCommandHandler( command, thePlayer, argsWithSpaces ) Tho you can not execute hardcoded commands like debugscript, reconnect etc. You can still get around this detecting what was the command and use functions to workaround: Like if it was /debugscript, set it in your scripts and then create debug view like you did with your new chat system and hook it on onDebugMessage And like if it was /reconnect use redirectPlayer to your own server, should work
  9. Nothing is wrong with just providing next arguements. So it's simple as executeCommandHandler( command, thePlayer, msgTable[2], msgTable[3], msgTable[4] )
  10. there are variuos ways to do it, like local msgTable = { ... } local message = table.concat ( msgTable, " " ) local first = msgTable[1] if string.sub(first,1,1) == "/" then local command = string.sub(first,2,string.len(first)) --execute end
  11. The simplest solution is to remove the whole object and map around with fence objects.
  12. Well it kinda has some work to do. You have to add sound to meta.xml so it will be downloaded. Then you can play it on client side using playSound
  13. # won't return correct items count, because they are not in order just use your script with pairs function orderTable(t) local nt = {} for k,v in pairs(t) do table.insert(nt,v) end return nt end
  14. Hello, The following problem is described on the video. Works on map editor, but flickers on local server with simple play resource. Resources are newly installed from 1.4 release.
  15. The best solution is setCameraTarget But screen casting can be possible using drawing functions. It would be still questionable performance-wise, but low resolution castings should not take too much bandwidth. Needs much work tho. No default functions for this to get easily.
  16. There is a bug with this one. Use setPedAimTarget before setPedLookAt to fix. No fix available for in-vehicle looking tho.
  17. Seems like you have admin resource turned off. Start it.
  18. Buffalo

    marker's

    So recreate it cooldown[thePlayer] = setTimer(function () marker =createMarker(-23.4414,-55.150,1002.5468,"cylinder", 1.5, 250,0,0, 255 ) setElementInterior( marker,6) end, 10000, 1)
  19. Buffalo

    marker's

    It means you need to put a closing bracket ) at the end of line 15 before "then"
  20. Now there's a great possibility to create an event with getPedTask() Just hook it onClientRender (most accurate) local currTask = false addEventHandler('onClientRender',getRootElement(),function() local thisTask = getPedTask(localPlayer,'secondary',0) if currTask == 'TASK_SIMPLE_USE_GUN' and currTask ~= thisTask then triggerEvent('onClientPlayerStopAiming',localPlayer) end currTask = thisTask end) addEvent('onClientPlayerStopAiming',false) addEventHandler('onClientPlayerStopAiming',getRootElement(),function() outputChatBox(' You have stopped aiming.',255,100,100) end)
  21. You need to set a timer for repeated intervals. A better approach would be to disable spawning while in jail. The simplest use is to setElementData(player,'jailed',true) Then in the map script just post if getElementData(localPlayer,'jailed') then return end --close map somehow, if its a freeroam resource then closeWindow(wndSpawnMap) Also reset element data after jail term is finished.
  22. Server-side sucks for these things, why don't you use client-side? what can be done (working at 80%) server-side: addEventHandler('onPlayerDamage',getRootElement(),function(attacker, attackerweapon, bodypart, loss) setElementHealth(source,getElementHealth(source) + loss) end) won't work at some cases + incorrect working on lagg occasion.
  23. Hello, Server is running debian-6.0, MTA 1.4-release-6823, using pre-compiled server files from linux.multitheftauto.com. Occurs pretty quickly. Started crashing without any changes in the server with 5 crashes in the row. Worked almost perfect before. ERROR: segmentation fault. Backtrace: 0xb7240c42 in CPlayerUplinkManager::UpdateWaitingPlayerReplies() () from /root/zombies/net.so (gdb) bt #0 0xb7240c42 in CPlayerUplinkManager::UpdateWaitingPlayerReplies() () from /root/zombies/net.so #1 0xb7242e7a in CPlayerUplinkManager::Pulse() () from /root/zombies/net.so #2 0xb7243693 in CUplinkManager::Pulse() () from /root/zombies/net.so #3 0xb726dee3 in CNetServerDLL::DoPulse() () from /root/zombies/net.so #4 0xb6f96ef1 in CNetServerBuffer::ThreadProc() () from /root/zombies/mods/deathmatch/deathmatch.so #5 0xb6f971a1 in CNetServerBuffer::StaticThreadProc(void*) () from /root/zombies/mods/deathmatch/deathmatch.so #6 0xb7436954 in start_thread () from /lib/i386-linux-gnu/libpthread.so.0 #7 0xb7520cbe in clone () from /lib/i386-linux-gnu/libc.so.6
  24. Thank you for support. Rewritten scripts as you advised, crashes are gone.
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