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Remp

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Everything posted by Remp

  1. eAi: by its very nature a GUI editor would require as much free screen real estate as possible to work with, i just didnt like the idea of already having buttons on the screen getting in the way. i'll add options into the right click menus to output/print the code in the next version Alexander: ive never had that problem, can you tell me the exact steps to replicate it? GUIEditor_output.txt is shipped in the package so unless you delete it yourself it should always exist, i'll add that code for the next update though
  2. GUI Editor is a resource designed to allow creation and manipulation of GUI elements in-game, with the ability to generate the corresponding Lua code and output it to a file. Basic features: - right click menu based navigation - tight integration of GUI attributes and their individual right click menus - creation of all GUI elements (including comboboxes) - loading of existing GUI into the editor - Loading of Lua code - ability to preview what your GUI will look like in any resolution - ability to use basic Lua code to position your gui elements (ie: to always be in the middle of the screen) To begin using the GUI Editor, start the resource and press shift + g (or type /guied). There is an in-game tutorial that can be used to familiarise you with the basic functions of the GUI Editor For further help, there is also extensive help documentation that can be accessed with the main right click menu Download: https://community.multitheftauto.com/index.php?p= ... ils&id=141 The editor requires the ACL permissions: general.ModifyOtherObjects for some functions, and function.callRemote for update checking Feel free to use/modify any of the code from the GUI Editor for your own projects
  3. GUI Editor is a resource designed to allow creation and manipulation of GUI elements in-game, with the ability to generate the corresponding Lua code and output it to a file. Basic features: - right click menu based navigation - tight integration of GUI attributes and their individual right click menus - creation of all GUI elements (including comboboxes) - loading of existing GUI into the editor - Loading of Lua code - ability to preview what your GUI will look like in any resolution - ability to use basic Lua code to position your gui elements (ie: to always be in the middle of the screen) To begin using the GUI Editor, start the resource and press shift + g (or type /guied). There is an in-game tutorial that can be used to familiarise you with the basic functions of the GUI Editor For further help, there is also extensive help documentation that can be accessed with the main right click menu Download: https://community.multitheftauto.com/index.php?p= ... ils&id=141 The editor requires the ACL permissions: general.ModifyOtherObjects for some functions, and function.callRemote for update checking Feel free to use/modify any of the code from the GUI Editor for your own projects
  4. have you tried setting the velocity and the turn velocity to 0?
  5. have you tried setting the velocity and the turn velocity to 0?
  6. This seems to be an xml issue, there appears to be a limit to how many characters can be returned in xmlNodeGetValue. Consider the following "xml_test" code: client script: function PrintSubstring(command,setting) local test_string = "Although often referred to as a modification, Multi Theft Auto is based on the trainer and code injection methods of manipulating the game through its own memory, and does not alter any original files supplied with the game itself.Multi Theft Auto was once ranked as one of CSports.net's top online games, with statistics showing peaks of roughly one thousand players playing different versions of the mod on-line simultaneously.The project has also been the subject in multiple articles in different media.[1] The most prominent being a coverage on G4TV[2] and an exclusive release for Fileplanet with coverage on its frontpage.[3]MTA: San Andreas. The newest release of MTA is for Grand Theft Auto: San Andreas and is built upon a new core codenamed Blue which has been in development for two and a half years. This represents a major shift in the team's focus because they will be providing users with all the tools they need to create their own game modes and leaving much of the game mode creation to third parties.According to their official wiki entry, MTA:SA was unveiled on 1 June 2005. On 22 January 2006 the first playable content (Race Mod) was released. This mod featured vehicle racing and a map editor that allows users to create custom environments and races. On 15 March 2006 the first patch for race (1.1) was released. Some major issues were in the patch, causing the second and final patch (1.1.1) to be released 3 days later on 18 March 2006.After race patch, the production of Death Match began. The developing time has continued from 18 March 2006 to present day. Many attribute the delay to a lack of focus by the development team. Many new features were constantly being introduced, but the continuous introduction of new features delayed a stable, releasable version. This was acknowledged by the team itself as a factor preventing release of the modification.Weekly scripting tutorials were announced on 14 January 2007 to show examples of how to create Multi Theft Auto scripts with Lua. These weekly scripts were created and displayed by the Quality Assurance team. They included a script and a video to show the script in use. The QA team could not meet the weekly demand and the tutorials ceased to exist over time. The tutorials were abandoned so the QA team could spend more time preparing the Death Match release.Over 2007 there have been various blog posts, including videos. However, the blog posts have become less frequent over time, leading many to believe that the progress of Death Match was slow or had ceased. Due to this mounting pressure, on 14 August 2007, the MTA team created a changelog monitor. It illustrated any notable updates to the progress of the modification.Multi Theft Auto San Andreas: Deathmatch 1.0dp1 (Developer Preview 1) was released on 2nd of January 2008. It's fully playable, although it has some minor bugs.Multi Theft Auto San Andreas: Deathmatch 1.0dp2 (Developer Preview 2) was released on 9th of January 2008, merely 7 days after the initial release.It was noted in a news post on the 4th February 2008 on the main site that due to server movement, the entire system was to be brought down, including serial generation. This caused any new players attempting to install the game to obtain errors when attempting to generate a serial code, thus preventing them from playing on servers. On the 8th February, after 4 days of being down, the server move was complete." if setting then local substring = "" if setting=="xml" then local node = getResourceConfig(getResourceFromName("xml_test"),"help.xml") substring = string.sub(xmlNodeGetValue(node),-50) elseif setting=="string" then substring = string.sub(test_string,-50) end outputChatBox(substring) end end addCommandHandler("xmltest",PrintSubstring) help file: <help> Although often referred to as a modification, Multi Theft Auto is based on the trainer and code injection methods of manipulating the game through its own memory, and does not alter any original files supplied with the game itself.Multi Theft Auto was once ranked as one of CSports.net's top online games, with statistics showing peaks of roughly one thousand players playing different versions of the mod on-line simultaneously.The project has also been the subject in multiple articles in different media.[1] The most prominent being a coverage on G4TV[2] and an exclusive release for Fileplanet with coverage on its frontpage.[3]MTA: San Andreas. The newest release of MTA is for Grand Theft Auto: San Andreas and is built upon a new core codenamed Blue which has been in development for two and a half years. This represents a major shift in the team's focus because they will be providing users with all the tools they need to create their own game modes and leaving much of the game mode creation to third parties.According to their official wiki entry, MTA:SA was unveiled on 1 June 2005. On 22 January 2006 the first playable content (Race Mod) was released. This mod featured vehicle racing and a map editor that allows users to create custom environments and races. On 15 March 2006 the first patch for race (1.1) was released. Some major issues were in the patch, causing the second and final patch (1.1.1) to be released 3 days later on 18 March 2006.After race patch, the production of Death Match began. The developing time has continued from 18 March 2006 to present day. Many attribute the delay to a lack of focus by the development team. Many new features were constantly being introduced, but the continuous introduction of new features delayed a stable, releasable version. This was acknowledged by the team itself as a factor preventing release of the modification.Weekly scripting tutorials were announced on 14 January 2007 to show examples of how to create Multi Theft Auto scripts with Lua. These weekly scripts were created and displayed by the Quality Assurance team. They included a script and a video to show the script in use. The QA team could not meet the weekly demand and the tutorials ceased to exist over time. The tutorials were abandoned so the QA team could spend more time preparing the Death Match release.Over 2007 there have been various blog posts, including videos. However, the blog posts have become less frequent over time, leading many to believe that the progress of Death Match was slow or had ceased. Due to this mounting pressure, on 14 August 2007, the MTA team created a changelog monitor. It illustrated any notable updates to the progress of the modification.Multi Theft Auto San Andreas: Deathmatch 1.0dp1 (Developer Preview 1) was released on 2nd of January 2008. It's fully playable, although it has some minor bugs.Multi Theft Auto San Andreas: Deathmatch 1.0dp2 (Developer Preview 2) was released on 9th of January 2008, merely 7 days after the initial release.It was noted in a news post on the 4th February 2008 on the main site that due to server movement, the entire system was to be brought down, including serial generation. This caused any new players attempting to install the game to obtain errors when attempting to generate a serial code, thus preventing them from playing on servers. On the 8th February, after 4 days of being down, the server move was complete. </help> Typing "/xmltest string" will output " days of being down, the server move was complete." - the final 50 characters of the string Typing "/xmltest xml" however will output "ch of the game mode creation to third parties.Acco" which is roughly a third of the way through the string
  7. the memo character limit is 65535
  8. ive had this problem on a linux server its as if you get out and back in instantly, as it often changes the radio station
  9. we need more information, does pressing f9 do anything at all? does it bring up a blank box? if no,is the box only partially filled with text? the character limit of memo's themselves is 65535, however from my experience there is a pretty low character limit in the helpmanager (possibly a limit the with xml functions?) but in those cases it always just showed the maximum possible text and cut off the rest
  10. Very nice script, Ive had this since it was released but only recently realised how helpful it could be. Its been particularly useful when doing tricky things that require lots of small changes (often only changing 1 number, ie: making some form of GUI) where constantly minimizing would be a pain, so the ability to make on the spot changes to scripts without needing to leave the server is very handy For anyone interested, ive modified this script quite heavily over the past few days screenshots http://irc-lords.com/~r3mp/ScriptEditor ... en0105.png http://irc-lords.com/~r3mp/ScriptEditor ... en0106.png http://irc-lords.com/~r3mp/ScriptEditor ... en0107.png code available here
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