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[FOTL]Aphex

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Everything posted by [FOTL]Aphex

  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 function makeicon() local x,y = guiGetScreenSize() local iconimg = guiCreateStaticImage( (x/2)-25, y/15, 50, 50, "icon5.png", false ) end addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), makeicon) function changeicon() guiStaticImageLoadImage ( iconimg, icon2.png ) end function trigger ( message ) outputChatBox ( "The server says: " .. message ) changeicon end addEvent( "triggered", true ) addEventHandler( "triggered", getRootElement(), trigger ) The initial image (icon5.png) displays and when you hit the marker I get the "The server says:" message, but ONLY when I delete the trigger function and contain it in it's own lua file. I can't get it to trigger the guiStaticImageLoadImage function. Any ideas?
  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) if ok == true then if (veh) then local x,y,z = getElementVelocity(veh) setElementVelocity (veh, x, y, z+0.2) ok = false setTimer(function() ok = true end,500,1) end end end
  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('onPlayerReachCheckpoint', getRootElement(), randomCar) I've been looking at this example from the wiki for keypresses function playerPressedKey(button, press) if (press) then -- Only output when they press it down outputChatBox("You pressed the "..button.." key!") end end addEventHandler("onClientKey", root, playerPressedKey)
  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 even though the main symptom is one where the MTA client crashes. Round of applause to all involved, well done guys (Just in case you didn't realise, that was sarcasm).
  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 ever post any bug report here for the sake of the community... I mean, why fu cking bother?
  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). Also, I know it's not just me experiencing this... another guy I was playing with (plays with the name "hulpje") described the exact same symptoms, i told him my 'fix' and it worked for him too.
  14. ...or when loading a race map in the editor. I also tried adding all of the other gamemodes individually in the editor - without issue. and I can play on race servers fine.
  15. Also, I was told by an AZERTY user today that they have tried changing the keybind for voicechat... but it keeps resetting itself back to [Z] every time they start the game.
  16. I think you've missed the point. The boats in MTA since 1.1 (and still in 1.1.1) turn slower than they used to in previous versions AND in single player GTA:SA. It seems that the spacebar/handbrake tight-turn no longer works... it is particularly noticeable while in a Squalo.
  17. Well, just thinking about it, I would assume that there is some kind of check, probably during installation, for which keyboard layout is being used... after all, if this DIDN'T happen then AZERTY players would have to manually change their keys binds from WASD to ZQSD (which I don't think happens). haha
  18. Or the devs could make it so that a substantial proportion of the userbase don't have conflicting keybinds by default. Also, definition for substantial?... France, Belgium and parts of Canada (apparently). Like I said before, I use a QWERTY keyboard and the only reason I decided to post this is because of seeing numerous players on servers who obviously don't realise that they're constantly broadcasting via voicechat... and lets be clear, these are players who through no fault or action of their own have two different functions bound to their Z keys. It's not their, or my, problem to fix.
  19. Wow, such a useful reply... I'm sure every AZERTY user will see this post and fix the issue themselves! /sarcasm Just for the record, I have a QWERTY keyboard, it's not me that has he problem... the problem is the fact that the devs almost certainly innocently overlooked the fact that the Z key is already used by a substantial proportion of the userbase as the accelerator button. A much simpler solution, as opposed to assuming that every AZERTY user will identify and rectify the issue themselves, would be to assign the default voice-chat key to another unused key... [X] perhaps.
  20. Not a bug as such... just a massive oversight lol The default voice-chat key is Z... The default accelerator key for AZERTY keyboard players is Z... Spot the annoying conflict...
  21. Thanks SDK, updated them using your link, still happens. Just the map editor btw. So i guess a really crappy and long winded work around would be to create a map, then when you want to test it - save it, open it in notepad, delete all the vehicle="522", save, Host Game, test. Also, thanks for the reply Arran. Although to my untrained eyes that description seems just a bit ambiguous. Is this just a problem for me? Will there be a fix?
  22. There seems to be a problem in the editor when making race maps. Every checkpoint you place automatically becomes a "vehicle change" checkpoint (and defaults to NRG-500). I've tried deleting the relevant vehicle="522" sections of code from the .map file to no avail. I even tried loading a map that I made in 1.05 that had no vehicle changes, and it still occurs! Sure, you can change each CP to whichever vehicle you require, but if you wish to give the player a choice of vehicle by using pickups... the next time they go through a CP...! ...or am I missing something?
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