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Blast3r

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Everything posted by Blast3r

  1. Update 1.2.9 is now live! Just a minor update aimed at event system improvements & bug fixes Bug Fixes Fixed cops dying on BUSTED during respawn if they were in the water Fixed cops being able to freeze other players by pressing shift in BUSTED event Fixed /spawn not being properly blocked for in-event players General Improvements Improved the script logic behind cop respawns in BUSTED If all cops die during a round in BUSTED they'll respawn to the closest spawn locations based on crook's current position Crook's vehicle will now always spawn as red to make it easier to distinguish them while in a crowd of AI vehicles F11 names will now only show event players if you're inside the event and will not show them to players outside of the event Added ability for event organisers to switch event's location without having to end the event Added ability for event organisers to pass the organiser position to another Administrator+ in case they want to leave but keep the event running Once event is ended it'll show for how long the event ran in chatbox Added a chatbox notification for spawning players if there's an event active so they're aware they can join /setcrook and /setrandomcrook now support both vehicle model name and vehicle ID rather than just the IDs Added 2 new locations for the BUSTED event (Las Venturas & Fort Carson) Cops in BUSTED event will now have their weapons removed to prevent weapon usage after they fall off their bike
  2. Update 1.2.8 is now live! We're happy to announce that we've just released the 1.2.8 update which features a brand new event system as well as a good portion of QoL changes! For more information feel free to read the update thread on our forums.
  3. Nah, just a subdomain issue in the links. It's linked to "forum." instead of "forums." so just add the s in the end and that's it. @Kalevius - might want to fix your links with that ^
  4. We've posted a new feature showcase of the reworked property system on our forums. The system has been completely overhauled and now actually supports buying properties at it's location rather than the city hall, rentals, realty estate agency support & more! You can find everything explained in detail here.
  5. Forums are now live! We're thrilled to announce that our new forums are now live! Feel free to check them out at https://forum.advanced-gaming.org/. This time we've decided to go for a premium forum software rather than phpBB as it was one of the things that many of you have noted as lacking back in 2020! If you've got any suggestions or find any issues with the forums please do let us know, cheers.
  6. As of February this year we've officially restarted this project with the addition of Unitts to our development team and a newly appointed server Manager Yoshira to fix up on our Management issues that occured when we launched & failed in 2020. This time we aim to make sure that the script is properly ready for the release and also have already done plenty of changes based on the feedback we've recieved back in 2020, we're making sure that the scripts end up being even more new user friendly as well as are reworking all the older scripts that were causing issues on release. In addition to that we're also going to actually force all the newly appointed members to go through an application process to avoid the problems that experienced roleplayers had with new people. With that said, we're also going to make sure that anyone that's new to Roleplay and had no previous experience with it before is also going to be able to contact one of our GameMasters which will be happy to teach them and prepare them for their new Roleplay experience in hopes of actually bringing more people to the MTA:SA (or GTA:SA overall) Roleplay scene. At the moment we're still in development and don't have a staff team set, but, unlike the first time we're actually going to hire experienced people to handle higher positions right on release so that way we don't end up with lack of support on either side of the Roleplay scene. Please note that we do not have a release date set and we're also not putting any pressure onto our development schedule this time to make sure that the script does end up being properly finished & ready for release with as little bugs as possible therefore we'd appreciate if you don't ask us about release date too much, we are, however, always ready to answer your questions so if you'd like to check us out and possibly chat with us feel free to join our Discord: https://discord.gg/2z8YNCefBZ We will make sure to post any updates we have there. Once we're ready we're also going to start with proper publications such as setting up the website & forums, posting news & updates on various social media (youtube, MTA:SA forum, our forums obviously) and so on. We're looking forward to seeing you, hopefully we'll manage to fix our previous mistakes this time and make sure you have a pleasant time with us!
  7. Server has closed down as the project failed, sorry.
  8. Let's go strong in 2021 fellas, keep up the hard work!
  9. 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!
  10. 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.
  11. 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.
  12. Server's economy concept thread is now live on our forums!
  13. Recently teased image on our Discord: For more teasers like these make sure to join our discord server.
  14. If you mean server sided car mods then no but if you mean custom handlings with IRL car models then yes.
  15. Feature showcase #3 - Express Courier Job details are now live on the forums.
  16. 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 something that you'll figure out as time passes by, just make sure to keep using the pre-defined by MTA elements or the element names you defined in the function, example function code ( elementA, elementB ), elementA and elementB are the ones you defined yourself. And yeah, your understanding is pretty much right on the last snippet you posted.
  17. 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. elseif ( source == inFourD and getElementType(player) == "player" and not isPedInVehicle(player) ) then outputChatBox("#D2691E[#FF7F50INFO#D2691E]#FFFFFF: Ingresaste al casino '#DD0000Four Dragons#FFFFFF'.", player, 0, 0, 0, true) setElementInterior (player, 10) setElementPosition (player, 2016.9376220703, 1017.0843505859, 996.875 ) setElementRotation (player, 0, 0, 90) end end addEventHandler ("onMarkerHit", getRootElement(), inFourDragons) Try that code. EDIT: As for the invisible world, are your map objects set to interior 10?
  18. 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, the [22] in the tags. "Client" is only used on serverside to get what client actually triggered the event, for more understanding of those please read the "predefined variables" which can be found on this link: https://wiki.multitheftauto.com/wiki/Predefined_variables_list
  19. 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 [ weapon ] in the Sound3D the function itself will read the file path from the table that OP has posted. Basically what he did was make a seperate function that is somewhat of a replacement for the "playSound3D" in a way that it is further extended to the point that it can actually read data from your table making it easier for you to just simply add new data to the table rather than editing the entire function with, let's say, for example, "elseif" statements where you'd check all possible weapons. He does not need to define the sound3d variable because he already did so as a function arguement - "function Sound3D ( shooterPed, sound3d )" pedSounds is empty because it creates a new table, this way you can actually attach the source (in this case the shooting player) to the table so that each sound definition is unique, meaning multiple sounds won't be created under 1 variable which would cause multiple sounds being stuck to 1 variable as "destroyElement" would just destroy the latest defined sound to it and ignore all the sounds that were previously added to it. (see Lua's table definitions here to learn more about tables: https://www.Lua.org/pil/3.6.html ) Basically all you need to do now to add more sounds is update the table that OP has posted, here's an example: local weapons = { [22] = "sounds/Colt45.wav", [30] = "sounds/AK-47.wav", } This basically adds the AK-47 sound to the table as well, obviously you'd need the file to load from. After that the script will check if the shooting player has weapon ID 30, if so, it'll read from the table and play the sound from ID 30 which is defined in the [ ] tags.
  20. Feature showcase #2 - Impound System details are now live on the forums.
  21. Feature showcase - Vehicle plate system details are now live on the forums.
  22. We're currently seeking for faction leaders for the following factions: Los Santos Police Department Los Santos Fire Department Los Santos Towing & Recovery Mechanic workshop (vacant name - to be decided by applicant) If you're interested then please make sure to read our requirements and apply on our forums. And last but not least, Administrator applications are still open! Fore more updates, discussions and random talks with our community feel free to join our Discord.
  23. Administrator Applications are now open until the upcoming Sunday, 16 February, if you're interested in becoming one of our staff members please visit our forums: http://forum.mta.advanced-gaming.org/viewforum.php?f=6
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