Captain Cody

Scripting Moderators
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Posts posted by Captain Cody


  1. If you do something truly unique then yes. My project for example has hundreds of people waiting for it if I ever finish it.

    Alot of things that people think are unique really are not and are mostly the same bull :~ that you come to expect everywhere.

    • Like 1

  2.  text1 = dxDrawText ( "Click to copy", 700, 828, 150,"Click to copy" )
    
    function setClipboardF (texts) 
        setClipboard(texts)
    end
    addEventHandler("onClientGUIClick", tex1, setClipboardF, false)

     


  3. Sorry for a bit of a late response, haven't been reading forums much lately.

     

    https://wiki.multitheftauto.com/wiki/OnClientVehicleDamage

    https://wiki.multitheftauto.com/wiki/GetVehiclePanelState

    https://wiki.multitheftauto.com/wiki/SetVehiclePanelState

    When you active the function loop through the panels and save their states. On vehicle damage loop through and restore their states to what has been saved.

     

    damageTable = {}
    
    function setVehiclePanelsDamageProof(player)
       local veh = getPedOccupiedVehicle(player)
       if isElement(veh) then
          if damageTable[veh] then
             damageTable[veh] = nil
          else
             damageTable[veh] = {}
             for i = 0,6 do
                local state = getVehiclePanelState(veh,i)
                damageTable[veh][i] = state
             end
          end
       end
    end
    addCommandHandler ( "damageProof", setVehiclePanelsDamageProof ) -- # Change this to whatever you want
    
    function onVehicleDamage()
        if isElement(source) and damageTable[source] then
          for i = 0,6 do
             setVehiclePanelState(source,i,damageTable[source][i])
          end
       end
    end
    
    addEventHandler("onVehicleDamage", root, onVehicleDamage)

    Basic script, should work (Untested) . You'll have to modify it to your needs though.

     

    When you use the command "damageProof" it loops through the vehicles panels and saves their states (Or if table exists nils it) which enables or disables it. If a table exists (It's enabled) onVehicleDamage it loops through and resets the vehicles panel states. If disabled then it'll ignore it.

    • Like 1

  4. Firstly, MTA does not have it's own streamer; there is physically no difference between how SA handles elements and how MTA handles elements. However, separate LOD models are broken in MTA, luckly they are not really required as a typical SA object is lower poly then a far - lod element from modern games thus performance in't really hit much on decent computers (Even sub decent) unless you're going for custom maps.

     

    For important objects (AND ONLY IMPORTANT OBJECTS) create the object again with a lod boolen set to true. After that use https://wiki.multitheftauto.com/wiki/SetLowLODElement

    to assign it. And set the LOD distance to between 170 and 300 depending on how big the object is. https://wiki.multitheftauto.com/wiki/EngineSetModelLODDistance

     

    Typically I'd recommend people use my streamer, but apparently it's the worlds most difficult thing to figure out (Other then my girl friend) and the above does the job just as well for smaller maps. For bigger maps though  https://github.com/CodyJL/JStreamer

    The github readme explains it.


  5. Looking back at this my grammar there sucks, and no. What I was thinking at the time (Which is completely different from what I wrote) was setting players to the dimension of the current player client side, this however would cause de-syncs. So either way it's wrong.


  6. I have received numerous reports of JStreamer failing to load on Linux based servers and I'd like to do some testing so I can fix the issue, however I need some people with linux servers to help conduct tests.

    All you'd need to do is upload new versions of JStreamer as I read the debug errors and update it and test to see if the map(s) load.


  7. @Ghost156 You need to set the map saving mode in settings

    @ShayF Doesn't hurt FPS at all, even in it's Alpha state. Further builds will be even more optimized. In-fact even now, it runs far better then the default MTA editor.

    @delta1337 I have plans for an 'object brush' that'll do just this.

     

    By the way, currently my computer is dead (Long story and not my fault) so will be a while.


  8. Could you try starting the map on the 64 bit version and monitor the memory usage as it starts? Due to the methods used it may overload the memory for a brief amount of time.