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Gamesnert

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Everything posted by Gamesnert

  1. https://forum.multitheftauto.com/viewtop ... 15&t=27126
  2. I suggest you to try reading what I said again.
  3. Hint: Always show what errors you get. Might help us a lot to help you. ... = getPlayerName(thePlayer) I don't see "thePlayer" being defined anywhere, do you? Use "source" instead of "thePlayer". Also: outputChatBox(..message..,231,106,12) If you just want to output the message itself, then remove the "..", because this means merging 2 values into a string. (for instance combining a string with another string, or adding a number in a string)
  4. Is this function server-side or client-side? If it's server-side, you're missing the player argument: function changeSkyColor ( player, commandName, topRed, topGreen, topBlue, bottomRed, bottomGreen, bottomBlue )
  5. This bug is known, and has, according to bug report #5214, recently been resolved. However, the map editor shipped with 1.0.3 and earlier versions most likely aren't updated to this version of the map editor yet. But you can still download the latest version of the official resources right here. Copy all resources from the "editor" folder, and paste them into your server resources folder. Then remove all .zip resources with the same name from your resources folder, and it should be good to go. (although for as far as I know folders always have higher priority than zips, you can't ever be too sure)
  6. Gamesnert

    RealTime

    I don't quite get what you mean over here. Could you give a bit of further explanation?
  7. Use your community account to login to the wiki. Then head towards a page which doesn't exist, it will ask you to create it. Press create, and paste your tutorial there. (In case you didn't know, yes, everyone with a community account can edit the wiki)
  8. A bit of advice: The wiki is better suited for this, because it's hard to find this topic back later on on a forum. Good to see people can still make tutorials however, nice job.
  9. Gamesnert

    I neeed help

    Try the solution listed here: https://forum.multitheftauto.com/viewtop ... 29#p304869
  10. You can use the "Map Editor" button in the main menu for making maps. And sure you can upload it on MTA's community website, as long as everyone's allowed to download and use it.
  11. 1. http://www.gtamodding.com/index.php?title=IDE 2. http://www.gtamodding.com/index.php?title=LOD 3. http://www.gtamodding.com/index.php?title=IPL
  12. This has already been made and is included with MTA by default. Simply start the "interiors" resource.
  13. Due to incapability of people in this topic to have a normal conversation, I'll put an end to it. XxJoexX: Perhaps you should take a look at yourself for a moment, I'm just saying.
  14. You can do it using setGarageOpen. Someone should make a (public) resource to make all garages work like in single-player, though.
  15. Gamesnert

    [Help]Levels

    Please read the guidelines of the proper way to ask questions thoroughly and edit your post.
  16. Well of course, it will cost quite a bit more power: MTA Stage recording FPS as of 1.0.2: 12.5 (~ 80ms / frame) MTA Stage recording FPS as of 1.0.3: 20 (~ 50ms / frame) MTA Stage recording FPS as of 1.0.x: 60 (~ 17ms / frame) Assuming he sets up 60 FPS, of course, which is the max MTA's frame limiter can go. (without counting the possibility of disabling this) However, there are 3 things specially made for this: 1. High Performance Hardware 2. Code optimization (I bet it could save quite a bit of load) 3. Adding the possibility to have frame skip (so it skips record / playback for 1 - 5 frames, depending on what the user needs) Players can easily set the FPS limit lower (hint: add possibility to do this in stage) to enjoy less lag, and if frame skip is added, they can also play with that. Setting it to skipping a lot of frames when you don't need that much sync, and disabling frameskip when you do need pin-point playback. Quoted for truth.
  17. It indeed does lag a lot less now. However, it could be better if you replace the timers with onClientPreRender. Should completely eliminate lag.
  18. It makes sense you don't get an explosion if you're not the creator. Projectiles only get synced with you specified as creator, and creating an explosion from a non-synced projectile would create desync. Just use onClientRender to get the last position, and create an explosion from a molotov over there. See if that works.
  19. Edit "logic.lua" in the deathmatch resource. Add a save function using setAccountData in onGamemodeStop (before the data is removed, at ~ line 34) and onPlayerQuit. Then, with onGamemodeMapStart and onPlayerJoin, insert loading code, with getAccountData.
  20. There's a certain truth in here. Lua is a lot slower than C++, because Lua is extremely dynamic and C++ basically isn't. Dynamic means the PC needs to do a lot more calculations to actually do the same thing, but it's much easier for a person to script in. However, don't exaggerate the amount of more calculations need to be done. If onClientRender would really be that CPU consuming, the map editor would fry your PC in seconds, and Valhalla would simply turn your PC in a nuclear bomb. What do you mean, you "can't see any explosion"? Molotov projectiles should create an explosion. I didn't say anything D:
  21. Stop the damn flame war already. Let's just get back on-topic, or this topic will be locked. Simple as that.
  22. hehe, 1st you told me that this will be CPU consuming (indeed), This shouldn't be that CPU consuming, otherwise you have to be doing it wrong. Keep in mind that SA does over 9000x more calculations to draw images onto the screen and calculate physics. Yet, that doesn't lag all too much. It's perhaps not ideal, but CPU consuming? I doubt it. An alternative way could be using onClientExplosion. Don't ask me how, but it should be possible. (in some way) P.S. Did I just detect a double-double-post? Wait, nevermind
  23. Gamesnert

    Mta orange? :S

    I don't see no kitties.
  24. onElementDestroy / onClientElementDestroy
  25. server/server.lua:67 Change "415" to the vehicle ID you want to have. Or remove the line to not have a transformer spawn at resource start.
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