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Einheit-101

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Everything posted by Einheit-101

  1. I just dont know why setPedAimTarget doesnt work for localPlayer, it would make this stuff easy like hell
  2. I am using MTA 1.35 and 1.4 and none of them is able to load more than 200-300 objects at once, the draw distance reduces the more objects are placed - with 400 objects i have a draw distance of ~20 meters. Only the newest EIR build is able to prevent this issue, but this build got no updates since 3 months..... and it is bugged.
  3. Is anyone still working on EIR? I've seen no updates for 3 months or so
  4. setWeaponProperty for animation_group will be added. But i dont know how soon. At the moment it is get only.
  5. i think you will not be able to move the turret and it will not fire bullets.
  6. Total Ammo is not really limited, if you are talking about clip ammo then change the maximum_clip_ammo property.
  7. Those weapon functions are currently almost useless because they are not synced. They are currently working on it.
  8. You can change the Fire rate by changing the animation times (anim_loop_start, anim_loop_bullet_fire and anim_loop_stop). This is a hacky way, but the real "fire_rate" setting is get only in MTA 1.3.
  9. This wont work with all components (like misc_c) and modified vehicles could make problems, too. getVehicleComponentPosition has issues and custom vehicles can cause a dummy misplacement. But the bumper should work.
  10. Hello SATAN, this is great work. I may use your textures to create more stuff like that, i really like them. Have you created this textures by yourself?
  11. The latest build is crashing for me all the time after some objects are streamed in. I wanted to use Eir for editing my map with over 1000 objects.
  12. Bone Attachements is exactly what those 3 functions do. I did something similar some years ago with a Steel helmet for players. The slope issue was not fixed at this time so i stopped working on it.
  13. onClientRender getPedBonePosition setElementPosition of course this is possible. €DIT:: but i think you will encounter problems with rotation and such stuff...
  14. Thank you. This information may be useful for the future.
  15. There is just one person in the Trailer and this is the Driver. So i could just use the velocity client side? Thanks for the tip with bindKey but i got some problems at the moment with that velocity stuff. It is not easy to rotate the vehicle into the right direction. €DIT::: setElementRotation seems to work fine. I report back later. €DIT 2::: Here is it. It works but i dont know if it is synced (i am alone.) function aim() local veh = getPedOccupiedVehicle ( localPlayer ) if veh and getElementModel ( veh ) == 611 then if getKeyState( "a" ) == true then local rx, ry, rz = getElementRotation(veh) setElementRotation(veh, rx, ry, rz+0.1) end if getKeyState( "d" ) == true then local rx, ry, rz = getElementRotation(veh) setElementRotation(veh, rx, ry, rz-0.1) end end addEventHandler("onClientRender", root, aim)
  16. But bindKey will not make a "smooth" movement of the vehicle, or is there a way to do this? onClientRender allows a smooth rotation of the vehicle.
  17. So i have to do something like: onClientRender() if getKeyState( "d" ) == true then triggerServerEvent(....) I hope the lag wont be so much due to the triggerServerEvent
  18. Hello Community. I have created a drivable Trailer and i want a function that rotates this trailer while pressing A or D to the left or to the right because it is not possible to rotate the trailer without scripting. I found "setVehicleTurnVelocity", it should work, but is client-side "setVehicleTurnVelocity" synced with the server/other clients or is it even possible to set the velocity client side while the vehicle exists for all clients?
  19. of course you could calculate the turret position and maybe the position it is aiming and you could calculate the trajectory of the flying water and maybe calculate if this water would hit any element in its way BUT is anyone able to create such a monster? It would be easier to add a Event for the water cannon.
  20. That doesnt change the fact, that the event won`t trigger because the hitElement is a vehicle and those events trigger if a Player/Ped was hit, not any other elements. You could attach some invisible PED`s to vehicles, lol^^ You would need something like "onElementHitByWater" and this does not exist. I tested the code and onClientPlayerWeaponFire doesnt trigger for Swatvan. It does only trigger for the Fire Extinguisher in player`s hand.
  21. it returns a player element, not a vehicle. it shouldn't even trigger for a vehicle. I think it is not possible... as i mentioned before.
  22. Does OnClientPlayerWeaponFire even trigger if swatvan fires his water cannon and does it return any hit element?
  23. i think this has nothing to do with MTA scripting, except you want to create this blend texture effect with shaders.
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