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Topo1st

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Everything posted by Topo1st

  1. The Ferrari in the video is actually adapted to ImVehFt (I guess you already noticed that from the dashboard gauges ). I've been messing with the steering wheel for a while but you know... somehow it's not very cooperative. I can only make it turn counter-clockwise (left) without problems I actually used my DualShock 3 in the video (which really helps keeping a monster like that Ferrari under control )
  2. A picture tells more than a thousand words, a video tells more than a thousand pictures. Older videos from different stages of development:
  3. Yes thanks, I didn't know what were the difference between theses two events. If someone want to contribute to this gamemode, I really apreciate that. Actually, I need basic things like 3D walls. (Yes, it's very simple...). I can make it with 3Ds Max but I can't export it for GTA:SA. If someone have some minutes to spend on it. There is: And thanks again for all your comments. Regards, FatalTerror. I can export the models for you, if you create them
  4. The key functions are playSound3D, attachElements and setSoundSpeed.
  5. i been wondering myself about making custom engine sounds i remembered when i was first learing LUA and i asked in the scripting section if it was possible to make custom sounds for your engines and everyone said no but apartly they where wrong SO... They were actually right about making custom engine sounds back then. But now things are different. The functions that made it possible now were absent then.
  6. --Short Description-- Two hours of racing with custom sports cars. Propably (not necessarily) the first sim-racing typed endurance event on Multi Theft Auto. --The Track-- Named after San Andreas, the track consists of streets, roads and highways of San Andreas. --The Cars-- --Registration-- Reply '[sIGNUP]' to this topic and you're in! You will be contacted for more information through a private message. --More info-- We'll take a limited number of in-game spectators as well as set up a live stream. This post will be updated for more information like server info.
  7. I remembered one thing last night and wanted to share it with the community. It's about interior ped spawning. Me and my friend had just set up a fresh server for our new gamemode. I usually roam around San Andreas when I'm not needed. Well, that's not the case (I just wanted to make it clear how I came up with this). I entered a 24/7 shop in Temple in Los Santos (I can't remember if I used admin panel or interiors (the resource that came with the server)). I was surprised when I was not alone in the shop. I mean the shop was full of pedestrians, just like in single player. First I thought it was the business system we installed before, but when paying attention on the AI, the peds acted identically the way they would do in single player. They walked around the shop, and looked at the store's products. They even said random comments about the store. I think it is an error in MTA code. When loading the interior, it should spawn the peds inside too. Normally MTA would block it, but now the game acted as if it was single player. What do you think?
  8. The sounds are always 3D in this script.
  9. Not in current released version. It's already implemented though.
  10. I mean changing the speed of the sound (effects menu >> change speed (or something like that)). Keep slowing it until it sounds good with max rpm. Neutral gear and torque changes are still W.I.P. I described them in the first post. But engine sounds? They should stop automatically after stopping the resource. Hah, sounds like you didn't press clutch before the car stopped. (The engine stopped as it lost its power.) EDIT: It's recommended to have a resource (like car_locks) which let's you restart the engine if you accidentally make it stop.
  11. Hah, thanks . You can try using Audacity or another audio editing software and slow down the audio samples, then they may sound better.
  12. The code looks ridiculous and confusing. I'm not releasing the source. (It would propably get stolen too.)
  13. The script changes all car sounds
  14. The engine limitter was meant to be around 8000 RPM. I had to change it to 11000 for right gear ratios.
  15. Try my resource: https://forum.multitheftauto.com/viewtopic.php?f=108&t=61311 & https://community.multitheftauto.com/index.php?p=resources&s=details&id=7466. It supports infinite custom sounds.
  16. It's just temporary. I'll remove it before the next release.
  17. You, my friend are a mind reader.
  18. Could you post the controls of the car? thx Ah, I was so excited about releasing it that I totally forgot posting the controls. They are on the resource page now. Enjoy
  19. Resource uploaded at https://community.multitheftauto.com/index.php?p=resources&s=details&id=7466.
  20. It looks like your script spawns another animal after you killed the first one. It spawns a dead animal every time you cause damage to it because you use onClientPedDamage
  21. New video online! See the first post. thanks!
  22. I'm currently working with the car sounds. I have all the car sounds ready to be used, but I have to check manually which sound fits with a specific car. And that takes a lot of time... The skid marks are from Function-X's "Overdose Effects" mod located at http://www.gtagarage.com/mods/show.php?id=9226. Yeah, i know all of them could take time. Thats why i said, make a xml with groups or a lua, and people can change them freely. Aah, now I see. Well, that makes my job easier. Thanks for the suggestion
  23. I'm currently working with the car sounds. I have all the car sounds ready to be used, but I have to check manually which sound fits with a specific car. And that takes a lot of time... The skid marks are from Function-X's "Overdose Effects" mod located at http://www.gtagarage.com/mods/show.php?id=9226.
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