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About [FOTL]Aphex

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  1. I'm having the same problems as everybody else, are there any plans to fix it?
  2. Thanks I also had to delete the "local" from local iconimg = guiClientStaticImage...
  3. So I want to change a gui image when you hit a marker, so far I have this... server function omg_ramptest() CP1 = createMarker (2445, -1660, 13, "cylinder", 4, 255, 0, 0, 255) omgMover1(1) end function randomCar(player, dimension) if source == CP1 then if getElementType(player) == "player" then local veh = getPedOccupiedVehicle(player) if veh then triggerClientEvent ( "triggered", getRootElement(), 1 ) end end end end addEventHandler('onMarkerHit', getRootElement(), randomCar) client
  4. haha yeah thats what I meant... I've just been scouring the wiki and didn't spot it. Thanks a lot... and for the quick reply!
  5. I'm making a jump script that works fine so far, but I'd like it to be so that when you jump you cant jump until you're on the floor again. As it is at the moment I just have a timer that only lets you jump once every 500ms, but if they were to jump off somewhere high they could still "jump" every 500ms. I've tried checking the Z velocity first, to make sure it was between -0.02 and 0.02, but the jump doesnt work if you're driving up or downhill... or at the peak of the jump (you're z velocity goes to 0 momentarily). function jumpy(player) local veh = getPedOccupiedVehicle(player)
  6. Hey, thanks a lot Can't test it til tomorrow, but yea... thanks muchly!
  7. Hi, how can I make a script that will allow players to change vehicles by pressing a key? I have a script that will change you to a random vehicle when you hit a checkpoint, but I dont know how to convert it to work with key presses instead! function randomCar(checkpoint, time) local veh = getPedOccupiedVehicle(source) if 1 <= checkpoint and checkpoint <= 8 then local x,y,z = getElementPosition(veh) setElementModel (veh, carids[math.random(#carids)]) setElementPosition (veh, x, y, z+2) end end addEvent('onPlayerReachCheckpoint') addEventHandler
  8. *facepalm* If you actually READ my original post you'll notice that I said that I've found a workaround so that everything works as normal. Why would I then want to run a diagnostic tool that would likely tell me less than I already know, to help me to fix a problem I have already fixed? I only posted this originally so that the devs would be made aware of a bug that has affected me and at least one other person. I was "doing my bit for the community". But then what. I get set upon by the forum idiot and then some overzealous mod decides to move the thread to the mapping support section ev
  9. FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK You really ARE retaded!!!!! How many times do I have to point out to you that i didn't delete ANYTHING from the server folders! Now read that again! i didn't delete ANYTHING from the server folders! and anyway, even If i had (which I haven't) how would the editor then work without any problems?! You're f ucking double retarded! Jesus F ucking christ!
  10. No offence, but talking to you is like head-butting a particularly unintelligent brick wall. Have you actually read all of what I've written above? I find it hard to believe that you have. Hopefully one of the devs will see this thread, ignore your irrelevant suggestions, and investigate the issue further. Jees! edit: and why has this thread been moved to the mapping / support section?! I don't have an issue with using the editor, I have an issue with MTA crashing when the race resource is added in the editor! Are the forum mods really THAT retarded!? F uck me! This is the last time I
  11. I don't see what that would achieve. If I'm correct, by deleting that race folder it forces MTA to unzip the file c:\.......mta1.2\server\mods\deathmatch\resources\[gamemodes]\[race]\race.zip when you start the editor, which replaces the missing deleted folder. I'm guessing that somehow the files in the race resource are being corrupted after being used in the editor - because as I've shown forcing MTA to effectively reinstall the race resource stops the crashes.
  12. No, read it again... i delete this every time before I start MTA: c:\program files\mta san andreas 1.2\mods\deathmatch\resources\race\ NOT this (spot the difference) c:\program files\mta san andreas 1.2\[b][u]server[/u][/b]\mods\deathmatch\resources\race\ thx for the pointless reply
  13. I think this has started happening since 1.1 or 1.1.1 (not sure which one exactly) So anyway, when I add the Race resource in the editor, MTA crashes. This also means if I have been working on a race map in the editor, when I load the editor (and it automatically loads the last map you were working on... plus loads the relevant race resource) it crashes then too. I have found a work around though, which is deleting the folder c:\program files\mta san andreas 1.2\mods\deathmatch\resources\race\ before you start MTA (I've simply set up a batch file which does that and then loads MTA). A
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