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About Incama

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  1. Search for 'wire' and then removeWorldModel them at resourceStart, now you have 100+ free objects IDs. If you want more, you can remove interiors.
  2. Creating DFF and COL with textures on it in MTA?

    Study @TEDERIs terrarian editor, or just go with building blocks, you can make the system perfectly with them. With building blocks it's better, because you don't have to save every interiors dffs (or dff morph data) on the server side for every interior.
  3. [HELP] Matrix rotation - position problem

    I've figured out in the end. Here's the solution: Since you can't pass matrixs with setElementData (just trust me with that) you have to split the matrix into a table and then do the setElementData part. So the scripts now looks like this: setElementData(localPlayer, "bobber:create", true) setElementData(localPlayer, "bobber:pos", {localPlayer.matrix.position.x, localPlayer.matrix.position.y, localPlayer.matrix.position.z, localPlayer.matrix.rotation.x, localPlayer.matrix.rotation.y, localPlayer.matrix.rotation.z}) and then at the onClientElementDataChange side of things you have to do this: local mat = getElementData(player, "bobber:pos") local matrix = Matrix(Vector3(mat[1], mat[2], mat[3]), Vector3(mat[4], mat[5], mat[6])) That's all, and some other minor fixes and tweaks solved my problem. You can lock the post know and thanks for the advices.
  4. [HELP] Matrix rotation - position problem

    local bobbers = {} local lines = {} function start() setElementData(localPlayer, "bobber:create", true) end function createBobber(player, m) if m then if not bobbers[player] then local m = player.matrix:transformPosition(Vector3(0,math.random(3,10),0)) local z = getWaterLevel(m[1], m[2], m[3]) or -0.55 bobbers[player] = createObject(1974,m[1], m[2], z) setObjectScale(bobbers[player], 2) lines[player] = true end else if isElement(bobbers[player]) then destroyElement(bobbers[player]) bobbers[player] = false lines[player] = false end end end addEventHandler("onClientResourceStop", resourceRoot, function() if getElementData(localPlayer, "bobber:create") then setElementData(localPlayer, "bobber:create", false) end end) addEventHandler("onClientElementDataChange", root, function(data, oldv) if data == "bobber:create" then if isElement(source) and getElementType(source) == "player" and isElementStreamedIn(source) then local m = getElementData(source, "bobber:create") or false createBobber(source, m) end end end) addEventHandler("onClientElementStreamIn", root, function() if isElement(source) and getElementType(source) == "player" and getElementData(source, "bobber:create") then if source ~= localPlayer then local m = getElementData(source, "bobber:create") or false if m then createBobber(source, true) end end end end) addEventHandler("onClientElementStreamOut", root, function() if isElement(source) and getElementType(source) == "player" and getElementData(source, "bobber:create") then if source ~= localPlayer then local m = getElementData(source, "bobber:create") or false if m then createBobber(source, false) end end end end) function drawLine() for i,v in pairs(lines) do if v then if isElementStreamedIn(i) then local p = bobbers[i].position local m = fishingSticks[i].matrix:transformPosition(Vector3(0.124, 0.034, 1.29)) dxDrawLine3D(p.x, p.y, p.z, m.x, m.y, m.z, tocolor(0,0,255,200), 0.5) end end end end addEventHandler("onClientRender", root, drawLine) Thanks for the quick answer but the problem lies here. As i said, it works perfectly fine with localPlayer but when i try it with other players on the client side, it just simply doesn't work. I don't know if i'm an idiot or it's a bug. EDIT: This is a piece of the script, i deleted some parts because it's private
  5. Hello everyone! So i'm trying to make a script that places a object in front of the player. Problem is: I have everything client sided and i stream the object with a simple create function and elementDatas (streamin, streamout, elementdatachange), but everytime that it asks for the player's (not localPlayer) position it doesn't take into count the rotation of the player (not localPlayer). For me it places it in the right places, but for other people it shows in way if i would have 0 rotation. I'm using matrixs and transformPosition. Any idea? (i've tryed asking for the localPlayer.matrix and source.matrix in the runcode resource and it indicates everything well)
  6. lol dis crap again

    lol, it should work.
  7. lol dis crap again

    What does the debugscript says?
  8. lol dis crap again

    client server
  9. Night time vertex

    Hey guys, can you recommend me any way to import night time vertexs into 3ds max? (i need the night time stuff not the day time, i know that Kams loads that)
  10. How to add SAMP 0.3.7 objects to MTA?

    No conversion needed, just download SAMP, find the right .img file and extract the models with IMGTools (you can use any other img editor tool). If you're done with that just write a script to load the dff,txd and col. Good luck
  11. Problem with 3ds max model

    I mean you create 2 lines and you put a fading material between the two (you make that material in PhotoShop).
  12. 3D Models from games To MTAsa

    Good job dude, you always make interesting things but to be fair with a bit of knowledge these kinds of things could have been achieved before this too .D
  13. Custom Map & Model Render

    Well there is a way to do it, but it is really complicated and it requires some serious scripting and modelling knowledge but here are the solution in general: - You'll have to make a dynamic model loader It is complicated because you have to make it in a way that the script only loads the model to a certian object whenever it gets loaded (getElementsByType or something), so it loads like 50 object to 1 ID depending on that the object is loaded or not. - You'll have to make the island in 3ds max You have to cut the model into multiple pieces, it is not the most complicated thing. - You'll have to build roads to the model which has been cut to multiple pieces This is the part what takes serious terrain-making skills in 3D. Good luck
  14. Problem with 3ds max model

    Well, there is a couple ways to solve this problem, the easiest is to use the slice tool on your object and cut 2 straight line with it between the polys (btw your method is not the best but let's stick to your imagination now) and then apply a mixed texture (you'll have make it in PS) to that.
  15. Different Models for 1 weapon

    Just make all the weapon textures (usually only 1) 100% transparent and then attach an object which is a weapon, that is the only way it is possible to do this.