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About Ceeser

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  1. I think since this topic didn't get any new updates/comments since 2012 it could get removed from the pinned topics of the scripting forum, no?
  2. Hey, renderTargets are squares and I want to display a circle by cutting out a part of the renderTarget. I've been trying the HUD Mask Shader, but that gives a weirdly distorted output image for some reason. Somebody told me that it is possible to "cut out" a circle from an input image using dxSetBlendMode and dxDrawCircle. I've been trying out a bit but it seems like I can't find a solution.. is it even possible to "cut images" using dxSetBlendMode and dxDrawCircle? Or even, like how does "overwrite" behaves? If I use dxDrawCircle(X, Y, r, 0, 360, tocolor(0, 0, 0, 0) I still see
  3. Ceeser


    It seems like "forumConnection" simply doesn't exist ( "got nil" ). Where and how do you define/create it? (hide data like ip/login/password!) also: Why do you use if (mysql_ping(forumConnection) == false) then twice in the function? Does.. destroyForumConnection() openForumDatabase(nil) establish a new connection between the 2 if's?
  4. I found, what's causing the problem I have. But idk how to write shaders, so not why it’s doing that.. Im using the HUD Mask Shader of the MTA Wiki and somehow that shader causes the distortion. The Yellow lines represent my viewing angle and the yellow circle is the section visible on the radar. I drew the renderTarget (as source) on fullscreen and on the left side is the radar. As you can see on the RenderTarget - Yellow Circle all lines are straight as wanted. On the radar the shades are shifted like a dxDrawRectangle rectangle cant even look. The radar gets dra
  5. I've kept experimenting around, also tried out the texture, but the problem still exists :c Here another example screenshot of the (scaled) map + ingame view: If you want I could send you the whole resource so you could take a look yourself I'm really out of ideas. @IIYAMA
  6. Yes, the player.png gets drawn from that path (line 68) - Should I create a texture for it too to speed up drawing? But that's anyways the only radar blip, for the player (and this is fine)^^ Everything else gets created by the script (and shaped by the mask shader which gets drawn - line 67) But the problem is even before that, the renderTargets of the objects that get rendered are somehow "bend" if the objects rotation isn't "straight" like 0°, 90°, etc. (line 39 and 40, "object.rotZ"). The base rotation of the renderTargets are also fine, but the corners are not 90° which does
  7. There are a few things unknown to us, so its hard to help you at all. For example, how does currentCell gets defined / clicked / selected? Why are you looping through in a numeric for-loop and (as it seems) above the maximum => "maxRows + currentCell"? If you used only snippets, better post the complete code, at least with all important stuff thats needed for what you wanna do.
  8. Hey, I'm currently working on a minimap / radar that shows objects. And now I noticed that somehow my renderTargets are distorted/warped if drawn at objects rotation, example: The objects that are at 0° rotation look straight, but the objects at 24° rotation are wierdly distorted. Ingame View of that: (to make the actual straight line - that should be visible on the radar - more clear I changed the color of the shades) I hope you get my point. It shouldn't even be possible, that a renderTarget (the shade-image get created and colored by the script) gets bend like that..
  9. That actually makes a difference.. Well for elementData you could do that: funciton getRichestPlayer() local tblPlayersMoney = {}; for _, player in pairs(getElementsByType("player")) do table.insert(tblPlayerMoney, {player = getPlayerName(player), money = getElementData(player, "money")}); end table.sort(tblPlayersMoney, function (a, b) return a.money > b.money end); for i, v in pairs(tblPlayersMoney) do outputChatbox("Place " .. i .. " is " .. v.player .. " with " .. v.money .. "$", 255, 255, 255, true); end end
  10. Please expain a bit more: Are you using a db? Are you using accountData? Are you using elementData? Do you wanna use something else?
  11. Hey, for a UI lib I want to create textures for all image files included to the resource. So when it starts, it calls the function to load the images, create and store textures for them. My problem is now, how to get all image paths / names? Since the meta.xml doesn't get downloaded, the client file cant open the meta.xml and search for file src's (like i tried in the example). Manually use downloadFile("meta.xml") doesnt work and using the event "onClientFileDownloadComplete" to get the names of downloaded images doesn't work as well. Example: (What ive tried) function loadTe
  12. Ceeser


    Maybe try to explain what you mean. Even use google translator if needed.. but by what you wrote nobody knows what you're on about
  13. Maybe take a look into [editor] - freecam resource, that might help you or is exactly what you need
  14. Ive once made a scoreboard which you could use and edit the config: https://ffs.gg/threads/82322-Release-Scoreboard-Easy-editable-Video?highlight=speedscripting
  15. Hello guys, A while ago I've been thinking "saving data is pretty annoying.. alot of lines, you are often doing it multiple times for different scripts." So I decided to make a resource as a central handler of data storing/loading. Now I want to share this resource to the community and hope that it will also help you save some time at scripting. The resource (including its functions) are added to the MTA Wiki which can be found here. What is xmlData? xmlData is a resource that provides 3 shared (so server- and client-side) exported functions for automated s
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