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Blast3r

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Blast3r last won the day on February 18 2020

Blast3r had the most liked content!

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About Blast3r

  • Rank
    Pee-Wee
  • Birthday 23/01/1999

Details

  • Gang
    Advanced Gaming
  • Location
    Croatia, Knin.

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  1. Server has closed down as the project failed, sorry.
  2. Let's go strong in 2021 fellas, keep up the hard work!
  3. Update 1.2.6 is now live! Features Area of Play, ability to mod gun sounds, Halloween Event & more! Full changelog can be found here!
  4. We're more than happy to announce that AG:RP will open it's doors to public on Friday, April 17 at 21:00 GMT+2 (20:00 for faction leaders)! For more information please read our release date announcement thread.
  5. Illegal roleplay rules are now live so if you're interested in illegal roleplay it is strongly advised to read the thread on our forums.
  6. Server's economy concept thread is now live on our forums!
  7. Recently teased image on our Discord: For more teasers like these make sure to join our discord server.
  8. If you mean server sided car mods then no but if you mean custom handlings with IRL car models then yes.
  9. Feature showcase #3 - Express Courier Job details are now live on the forums.
  10. 1: Well the code is cleaner, I'm not sure if the way you did it is wrong or not, think that the biggest issue you had was the mixture of element naming in your initial code. 2: "return" stops the code from going any further / being read any further, if you don't need rest of the code (in this example you did what you needed, sent the message to the player and didn't execute the teleport, no need for the code to try and see if the next elseif statement will become true) 3: As for getting the elements right, there isn't exactly a tutorial elements for dummies as far as I know, it's just some
  11. Basically as _Ace mentioned == true and == false is the wrong way of checking the vehicle. inFourD = createMarker (2019.76953125, 1007.0116577148, 9.7203125, "cylinder", 1, 255, 0, 0, 153) function inFourDragons (player, matchingDimension) if ( source == inFourD and getElementType(player) == "player" and isPedInVehicle(player) ) then outputChatBox("#D2691E[#FF7F50INFO#D2691E]#FFFFFF: No se permiten vehículos dentro.", player, 0, 0, 0, true) return; -- this return isn't completely necessary but it simply stops the rest of the code being read / checked unecessarily. else
  12. He's actually deleting the custom sound to create a custom sound again so you don't get multiple sounds created at once, original sound is already deleted with the "setWorldSoundEnabled" code and no longer needs to be deleted again as it's done so when the resource is loaded to the client. "Weapon" equals to weapon id which is defined in the weapons table, basically the event onClientWeaponFire ( weapon ) returns the weapon ID that's used by the player, so if for example the player has a colt-45 then the "weapon" variable will return 22, which you have a check for in the "weapons" table,
  13. Alright, I'll answer some of the questions. Why do you destroyElement before creating a new one? - Whenever a player shoots you delete the sound that was previously played and create a new one to avoid multiple sounds being created at once, basically overlapping each other when they shouldn't. What is sound3d, why do you play from it when you didn't define it? - Look in the function, the function is named Sound3D then a table with "weapons" is created in which he posted the weapon 22, in this case the colt as well as the co-responding sound path to it. Now once you use the weapons [
  14. Feature showcase #2 - Impound System details are now live on the forums.
  15. Feature showcase - Vehicle plate system details are now live on the forums.
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