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djaa2807

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Everything posted by djaa2807

  1. You can do animations on Gimp Nice avatar btw!
  2. deleting editor_dump and editor_test works! Thanks
  3. Alright then, i will try and fix the abseil mod as soon as i get some free time
  4. yEP i have abseil! Wow so all this time it was abseil!! Thanks Solidsnake! What do you suggest? Removing the abseil script or using a script to delete the dead cjs? @MIKI785 Thanks!
  5. I doubt it's the gamemode, anybody has any scripting idea to remove those dead bodies ? How to i delete those elements? These are not players!
  6. Here's screenshots of the problem: http://imgr.us/images/ku262k8pv5yy8omuvlwr.png http://imgr.us/images/gpdkfbp73e6beqeh0f9.png As you can see dead CJs are all over the place near the 0 0 0 map position, i know players spawn at 0 0 0 (under the ground) when they join, and i also know that they fall and reappear at the location of dead CJs. I also made a small modification to the underground point 0 0 -2 to catch players from falling and reappearing there and it works. But the dead CJ skins problem seems irrelevant of this! Does anyone know what causes this and how i can fix it using a simple script ?
  7. Hi guys, I am running a freeroam server. Is there a way to disable the Player Join Leave and Timeout Messages by editing the freeroam resource or maybe another method? I've seen this feature on the Mini Missions server. You might go and take a look if you want. These messages are displayed kinda neatly in the upper right corner of the screen instead of in chat. I tried to go through the freeroam code and check the Events for player quit and none of them displayed these messages using the outputChatbox call.
  8. Yes.. I'm thinking about making this even better with blur effects and droplet traces, hence more realistic droplets as seen as seen in Need for speed.. I have no idea how to make it yet... But soon.. Maybe using shaders or something.. But i never tried implementing shaders and the wiki for shader is really confusing to me Maybe some experienced scripters can suggest something ??
  9. Thanks Robbster I didnt make it open source at first because i wanted to "clean" the code up for an open source release! Cheers! Anyone who wants to contribute make this code better/neater just do it and send me a link to update the resource.
  10. Yes that's why i did it , just remembered the old times with vcmp.. There is 40% transparency in the files.. but you can reduce it even more.. if you want
  11. Current Version: 1.0.1 Download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=5291 Changelog: * Now Open Source! * Modified droplet distribution to v-shape according to player feedback on my server * Added configuration variables in script at the top to be able to customize the droplet size/speed and other behaviour Description: Creates water droplets on screen when rain falls and at sea when using boats. The raindrops are 'animated' and stretch and slide faster along your screen according to your speed. You can test this mod in my server: SS Freeroam 24/7 --> mtasa://173.242.112.186:22003 Screenshots: http://s17.postimage.org/dma016flr/8292.png http://s17.postimage.org/8c519vvcv/8291.png http://s17.postimage.org/5w37w1da7/8290.png by djaa2807
  12. Jaysds1< As you can see i have already loaded the txd and dff, modloader is not required here.. ZverCR< Yes, maybe, depends on your definition of stolen This topic is Solved, i had to get the original IPL file of Akina to get the position of the object files and create the objects at the same position and rotation as in the file and voila!! Akina Appears!! Seriously people.. Didnt any of you guys know that ?? Or maybe you didnt want to share.. I have a feeling that the Akina mod is kind of taboo here, no one gives clear answers to make people just give up on it, like some kind of conspiracy And yes these models are replaced so, people can use map editor and use the replaced model ids to place them manually and achieve the same thing. And a tip for new scripters: People on IRC are more helpful and give faster and accurate replies.. You just need to figure out which channel.. I wont give out names. hence [sOLVED]
  13. They are MTA related.. For example i once tried to create 25 projectiles per second in a script and the game always crashed.. but if i made kind of like 4 projectiles every 5 seconds then its fine.. The meaning of the word Robust i am looking forward to is to make the game prevent crashes from "bad scripts".. I hope it makes more sense now.. And i think a dump is sent to the dev team using the error reporting implementation of mta I always see some asm code in that and i never uncheck that checkbox Maybe i'll try find the script that makes all this trouble and post it here.. Or even try to make the game crash using a script just to show how vulnerable mta's engine is.. Beautiful but fragile
  14. @Jaysds1 How does an action marker plugin for the map-editor help me load a map? I dont think this is even close lol I think i got it.. i only got the clientside model replacement script... I aint got no map because it wasnt created.. Because the objects need to be created using a serverside script? Am i right anyone else? createobject perhaps.. Anyone got a release for akina ?? I didnt find it on the forum.. And yes.. I am noob with txd/dff based maps because i never tried to make and script one yet!
  15. Hi robhol, looks like you didnt read it all.. i posted the crash part because i wanted to remind the devs of the urgent problem that i'm sure they're aware of and i also mentioned that i know its not easy! Please read the full post if you want to reply next time! The best suggestion on this thread is about the resource cpu usage thing! Cheers!
  16. Hi i'm trying to load the Akina map mod!! Here's my meta <meta> <info author="djaa2807" version="1.0.0" type="script" name="map-akina" /> <script src="akina.lua" type="client"/> <file src="akina1.col" type="client"/> <file src="akina2.col" type="client"/> <file src="akina3.col" type="client"/> <file src="akina4.col" type="client"/> <file src="akina5.col" type="client"/> <file src="akina1.dff" type="client"/> <file src="akina2.dff" type="client"/> <file src="akina3.dff" type="client"/> <file src="akina4.dff" type="client"/> <file src="akina5.dff" type="client"/> <file src="akina.txd" type="client"/> </meta> Here's akina.lua function akina() txd = engineLoadTXD ( "akina.txd" ) engineImportTXD ( txd, 3914 ) engineImportTXD ( txd, 3911 ) engineImportTXD ( txd, 3905 ) engineImportTXD ( txd, 3907 ) engineImportTXD ( txd, 3906 ) col = engineLoadCOL ( "akina1.col" ) col1 = engineLoadCOL ( "akina2.col" ) col2 = engineLoadCOL ( "akina3.col" ) col3 = engineLoadCOL ( "akina4.col" ) col4 = engineLoadCOL ( "akina5.col" ) dff = engineLoadDFF ( "akina1.dff", 0 ) dff1 = engineLoadDFF ( "akina2.dff", 0 ) dff2 = engineLoadDFF ( "akina3.dff", 0 ) dff3 = engineLoadDFF ( "akina4.dff", 0 ) dff4 = engineLoadDFF ( "akina5.dff", 0 ) engineReplaceCOL ( col, 3914 ) engineReplaceCOL ( col1, 3911 ) engineReplaceCOL ( col2, 3905 ) engineReplaceCOL ( col3, 3907 ) engineReplaceCOL ( col4, 3906 ) engineReplaceModel ( dff, 3914 ) engineReplaceModel ( dff1, 3911 ) engineReplaceModel ( dff2, 3905 ) engineReplaceModel ( dff3, 3907 ) engineReplaceModel ( dff4, 3906 ) engineSetModelLODDistance(3914, 2000) engineSetModelLODDistance(3911, 2000) engineSetModelLODDistance(3905, 2000) engineSetModelLODDistance(3907, 2000) engineSetModelLODDistance(3906, 2000) end function chat() outputChatBox('# Akina Map loaded!', player, 0, 255, 0) end setTimer ( akina, 1000, 1) addCommandHandler("akina",akina) addCommandHandler("akinas",akina) addCommandHandler("akinauh",akina) addCommandHandler("akinauhs",akina) addCommandHandler("mapas",akina) addCommandHandler("akina",chat) addEventHandler("onClientResourceStop", getResourceRootElement(getThisResource()), function() engineRestoreCOL(3914) engineRestoreCOL(3911) engineRestoreCOL(3905) engineRestoreCOL(3907) engineRestoreCOL(3906) engineRestoreModel(3914) engineRestoreModel(3911) engineRestoreModel(3905) engineRestoreModel(3907) engineRestoreModel(3906) destroyElement(dff) destroyElement(dff1) destroyElement(dff2) destroyElement(dff3) destroyElement(dff4) destroyElement(col) destroyElement(col1) destroyElement(col2) destroyElement(col3) destroyElement(col4) destroyElement(txd) end ) I got all the txd col and dff file.. But the map aint loading.. but it is downloading.. What am i doing wrong here? Anybody?
  17. Hi i host a freeroam server and i would really like MTA developpers to see this --Crashes-- Clients experience crashes a lot.. And most of the time its serial crashes.. By serial crash i mean more or less 5 people Timeout at the exact same time and i dont know how to fix this.. So my suggestion here is to make the client more "Robust" to crashes if that's possible! I know its hard because the code is being injected into SA and memory management is really a b**** but please do consider making it more robust to crashes from scripts or whatever reason there is to it. Its not the network! Since i have a 100 mbit server and by the way i use the latest linux build of mta-server --more Resource Information-- It would really help if the web interface could provide some information about the CPU usage of individual server scripts. I once coded a script that took a lot of CPU usage.. I know because it was badly coded.. and and a busy car destroy and spawn every 50ms due to a bug.. It would really help me find such scripts if the CPU usage of each server script is being displayed somehow! Thanks for reading! MTA rocks!
  18. Thanks Anderl, but i already have the file, i just wanted to know if there was a function to call the inbuild sounds like in samp. But since its even found in the race resource, then i guess MTA hasn't implemented that yet!
  19. I know how to do it in pawno(samp) but since i switched to MTA i can only find the playSoundFrontEnd which offers a limited set of sounds and playSound or playSound3d which offer file/web based stream playback. What i want to know is how to access the 'race win' sound that plays on winning a race! You can find a sample of that sound i am talking bout in timeframe 2:49 of this youtube video below
  20. Issue solved! It seems the only way to make this thing work was to modify the freeroam addon itself So i modified it to remove the function binds from in there using event triggers and works fine now. Thanks anyway people for your replies!
  21. unbindKey( player, "f1" ) don't work! when i type "unbind f1" even in mta client console: * Failed to remove binds from key 'f1' and when i type "binds" in mta client console the F1 key bind isnt even there.. Its like the F1 key is a forbidden and sacred key or something in MTA Any more ideas??
  22. function disable_freeroam_commands( ) cancelEvent() end function joinvrace( playerSource ) addEventHandler("onPlayerCommand", playerSource, disable_freeroam_commands) end addCommandHandler ( "joinvrace", joinvrace ) So yeah, i tried it and it doesnt disable the F1 freeroam menu.. Anyone else got some more ideas on how to disable freeroam commands and binds? I typed /joinvrace in chat and its loaded! How i know? well some key binds like 'p' for admin panel dont work! but F1 freeroam menu still works!
  23. Is there a way to block all command handlers for a particular client for both serverside and clientside scripts and also re-enable them at once ? And this excludes the native MTA hardcoded commands. What i'm trying to achieve is to make a simple race script on a freeroam server using markers where the client must not be able to gain access to freeroam commands like pressing f1 to open the freeroam menu or type /repair to repair vehicle.. Anyone ever tried making something like this before?
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