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DiSaMe

Helpers
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Everything posted by DiSaMe

  1. Actually when you press TAB, only minimap becomes invisible unless scoreboard script is run in the server. And PM window can be scripted too.
  2. yeah, this is EXACTLY what I wanted to know. Thanks for the information. I think it would be possible to sync position by doing xpos + xvelocity*(other_player's_ping+local_player's_ping). Car position sync is important too. It would let to do P.I.T. and make drive-bys cool.
  3. Alt+tab because sometimes we need it. Players can cheat in this way? There are much more ways to cheat! Also, they can already use window command and there will be no difference. And there is a big difference to non-sucking players because it's slower and it's more fun when game is in full screen. Animations are very important too. And of course, bots. They could even help to test gamemodes. If peds are possible, bots should be too. I'd want to see them having element type "player" with same events being triggered, ability to use commands, "pressing keys" and only able to add and remove by using botConnect and botDisconnect functions because player elements cannot be simply created and destroyed. Well, maybe in some later version, not DP3
  4. First of all, I want to say I DO know client-side can't control server-side elements. But would there be any visible effect? For example, if I put non-local player into other position, would I see him there at least for one frame? I ask this because I want to make well synced position script that would show players in their estimated position like we shoot to the front of running players, not to them. But if it's not possible to do this, then it's a suggestion about better sync to implement into MTA
  5. DiSaMe

    onPickupHit?

    But why isn't this possible? All elements have their numerical IDs, right?
  6. I suggest making an optional argument for attachElementToElement function: first person turret mode for player elements. The same that is used on some missions. First person shooting, big crosshair. Would be nice to use with helicopter and minigun, for example.
  7. Lua isn't downloadable. Only compiler can be downloadable. And because MTA compiles everything, there is nothing to decompile for you and it's even possible to use notepad or any other text editor that can save files
  8. It's not necessary to use numbers for IDs. If it's really needed, it's already possible to loop through all elements, they have their own numerical IDs
  9. What? They DO make roleplay servers. Many roleplay scripts are in development.
  10. I had the problem with sky flickering. I read the FAQ and as it was written, I tried typing ceguitext 1 into the console. Problem was solved. But another, bigger problem appeared. Text items are always aligned to left-top and are a little bit bigger than with ceguitext 0. Bad alignment often makes part of text appear off the screen. This happens only with text created with textCreateTextItem. Everything's ok with GUI text.
  11. It's not possible to set .map dimension, but you can script that. And that "bug when far from SA" isn't a bug. It's something that is in original game and isn't reachable in normal gameplay
  12. When I start MTA, I press browse servers. Then I close that window and press browse servers again. All servers are show
  13. Yeah, I know this, but I didn't think about that. But when I saw the name separated, I remembered that quickly
  14. This was more one thing I forgot
  15. It's easy to make setObjectScale() in server side. Server: function setObjectScale(theObject,scale) triggetClientEvent("setObjectScale",theObject,scale) end Client: addEvent("setObjectScale") addEventHandler("setObjectScale",getRootElement(), function(scale) setObjectScale(source,scale) end ) Is this correct?
  16. Yeah, yeah, I forgot
  17. DiSaMe

    Cant damage players

    Yeah, this is how exactly I'm thinking.
  18. I don't think so. This is the content: > x="2229.63" y="-1721.63" z="12.6529" 2x="2229.13" 2y="-1722.13" 2z="12.6529" ang="497" int="0" />> Or maybe I'm blind a little bit edit: wait, it looks like node attributes starting with numbers are separated into numbers and letters. And not in notepad++. Maybe that's the reason? edit2: oh, yeah, it works! Thanks for making me post the content and see what's wrong
  19. No. It's in XML format. Only file type is .map. But does MTA know that? Answer: no. Every program doing this checks for the extension, before checking the contents. So although it is in XML format, MTA doesn't think so, and thus returns NIL. You may want to wait for an expert to come online to explain more and talk about a possible solution. I only tell my own experiences and things for as far as I know. What MIGHT help: http://development.mtasa.com/index.php?title=FileOpen Not for configuration files... .map is no configuration, right? But does MTA need to know that? Answer: no. xmlLoadFile doesn't check if file extension is XML. It only checks if that file content is XML format. It just needs to find the file independently of extension. Otherwise my server-side random car placer that I put into gamemode I'm working on wouldn't work.
  20. No. It's in XML format. Only file type is .map.
  21. For some reason I can't open clientside XML. This is part of meta.xml: src="enex.map" />="enex.lua" type="client" /> Both files enex.map and enex.lua are successfully downloaded. Part of enex.lua: local enex_file = xmlLoadFile("enex.map") if enex_file then setTimer(outputChatBox,2000,1,"opened file") else setTimer(outputChatBox,2000,1,"failed to open file") end When I join, it writes: "failed to open file". This means that enex.map file isn't loaded! There are no errors in it. It starts with and ends with . What's wrong?
  22. DiSaMe

    Installing

    You don't have to install LUA at all.
  23. DiSaMe

    Cant damage players

    MTA developers will not make them walk and drive around but there will be ped functions, so it will be possible to script.
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