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specahawk

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specahawk last won the day on November 28 2017

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About specahawk

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  • Birthday 12/12/1995

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  1. Bump, because the resource just got a massive update.
  2. Yes, as much as projectiles in MTA are.
  3. UPDATE: This resource is now on version 1.1 This update includes: * Hydra targetting actions now trigger MTA events. * Only rendered vehicles are considered, making it scale much better on larger servers. * Many bugs fixed (Such as errors spawning from a hydra being deleted via "destroyElement" * The coloured boxes around the targets are now optional, and can be customized. * A new feature called "focus" to show what the events triggered can be used for. * Better colour choices. New demo video is here: ==========================================
  4. Lua does not compile to assembly (Except JIT), and knowing assembly is not a requirement. You will have to study about compilers, which includes lexers, parsers, grammars, ASTs etc. The answers here will be very helpful to you: https://stackoverflow.com/questions/1669/learning-to-write-a-compiler Lua's syntax in extended BNF is given here: http://www.lua.org/manual/5.1/manual.html#8 (Last section on the page)
  5. Hey @Tails, thanks for using bakaGaijin! I'm glad you're using it. It gives me a very nice feeling knowing that someone is using something I made. As for the first feature request, I'll make it so you can add destroy callbacks for when the host resource of an element stops. Expect it soon. As for the bug report, I'll have to run it myself to check what's wrong exactly. If you have a github account, please consider opening both of these are issues there, as I am not very active on these forums. https://github.com/luca-spopo/bakagaijin/issues It would also be great
  6. You may have an older (LTS) version of note. Upgrade to 7+ and try OR Just remove the "callback =" part. (If it is a function definition, then in the first line of the function add "if (callback==nil) { callback = () =:> {} }", it's a default value for the parameter)
  7. I love the code, it's very nice. Much better than the hack I put together. A few things I want to ask: The split function in util splits according to the separator, but do you escape the separator (like URL encode it maybe) anywhere? If the separator can be a part of the actual message then I have some snippet I made for this project to safely escape/unescape strings which I can send a pull request for. Also, I don't understand why you have separate resources for the events and the actual API. This is a design decision ofc, but is it worth running two separate Lua VMs?
  8. I brought you bakaGaijin and Ash Now I bring Discord integration with MTA scripts. MTA already has this for IRC Shoutout to the people who made the Sockets module, you're awesome. Features: -Scripts can echo messages to any Discord text channel of their choosing. -Any Discord channel can be set up to echo all messages to an ingame script. (Including the name of the person who said it, and his role) -One MTA server can send/receive to multiple Discord guilds. Example use: To show how this is useful, I made a small program to echo all global chat to a "glob
  9. The orange cat image is 64 pixels tall upscaled to 128 pixels, so the source image is pixely in this case. The panes, buttons etc are not pixely. They are drawn using dx functions as usual. Thanks for the reply!
  10. https://luca-spopo.github.io/ash.html Made using bakaGaijin. I am not going to type everything here again, so just click the first link on top. Some teasers: https://youtu.be/qGYF3OFbGy8 https://youtu.be/pVPMER9JTiI https://youtu.be/Hm0xIc35BfA Before you ask: No, this does not use Javascript or CEF. It is a pure Lua implementation.
  11. Yes! I plan to add "read only mode" later if you don't want that behavior, but the right now it lets you. Thanks! The GitHub link is in there, I'll put it at the bottom where it's more visible.
  12. Hello community. This is my first decent post on the forums, so bear with me. Currently, if you want two resources to share some data, or call some functions from each other, there are two methods: -You could use exports to call functions in another resource. Such a function needs to be global, defined statically in meta.xml, and called using exports. In such a function call, only certain datatypes are transferred. Functions, etc are lost. Any tables transferred are passed by value not reference (You get a copy, so any changes you make do not change the actual table) and any inf
  13. Of couse. But i have some troubles with setting weapons fire rate... I just don't see any way to sync the visible shots and bullets with virtual one's. Any ideas? My idea could be absolutely terrible since I am new to this, but maybe don't let the "visible" shots fire at all, and make some particle effect follow the virtual shot?
  14. This is a question regarding the resource "editor", particularly importing definitions I have a custom element that consists of two markers. One cylinder and one arrow. I want the height of the arrow to depend on a "number" type property of the element called "length" (I want to denote a vertical line segment in the editor) posZ works as long as it is not property dependent. So this works: "Ship meshes"> "fronthitv" friendlyname="Front hit vertical line" instructions="-"> "position" type="coord3d" default="0,0,0" /> "length" type="number" default="10" /
  15. I tried finding a Map Mover that allows mass rotation about a given point, but couldn't find anything like that, so I decided to try making it myself. It currently only supports objects. I forgot about stuff like vehicles and markers and all those other things people can have in their maps D: I made it today, and I'm tired now, and I may or may not work on it again. Feel free to use it though. You can even download it and run it from your desktop while offline. CLICK (Right click, save link as) Or, if that doesn't work CLICK Made in Haxe, implemented using flash player.
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