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XaskeL

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XaskeL last won the day on April 8

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About XaskeL

  • Rank
    Trick
  • Birthday 25/02/2002

Details

  • Gang
    Russian Boy!
  • Location
    Taiga
  • Occupation
    Vodka, Bear!
  • Interests
    Balalaika

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  1. If there was an IDE that would analyze all classes, tables, etc. for the presence of any functions and offer options for the code, that would be great. I once had thoughts of writing my own IDE similar to VisualStudio, with all the useful things from VS, but I feel that it is very difficult and does not make sense.
  2. XaskeL

    Playing with a controller

    https://wiki.multitheftauto.com/wiki/SetPedAnalogControlState
  3. I remember carefully studying your works. Unfortunately, the site was destroyed by time, but thanks to those people that with the help of the wayback machine they were able to return what was lost. I still keep many of your works on my HDD! Many of them are still useful today, even bone_attach was useful to the community until recently. I am grateful to you for that.
  4. try this without detachElements and setCameraMatrix setCameraTarget( localPlayer )
  5. attachElements( getCamera(), getPedOccupiedVehicle( localPlayer ), 0, -5, 1.5, -10, 0, 0 ); I think this is the result you want.
  6. local SHADER_CODE = [===[ float3 g_f3Color = (float3)0.0; struct PSInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; float4 PixelShaderFunction ( PSInput PS ) : COLOR0 { return float4( g_f3Color, 1.0 - PS.TexCoord.x ); }; technique { pass P0 { PixelShader = compile ps_2_a PixelShaderFunction(); } } ]===]; local _dxDrawRectangle = dxDrawRectangle; local g_pShader = dxCreateShader( SHADER_CODE ); function dxDrawRectangle( fX, fY, fWidth, fHeight, pColor, bPostGUI, bLerpAlpha ) if ( not bLerpAlpha ) then _dxDrawRectangle( fX, fY, fWidth, fHeig
  7. As soon as I get free from work, I will give a ready-made code.
  8. Try creating something like this in a shader (it's really easy) or make a similar background in Photoshop.
  9. I was able to get a quick acceleration of the helicopter to 180 km / h, and it seems to me that if the acceleration is increased strongly, it will damage the controllability and it will be necessary to make compensators for the rotational speed along the axes. https://wiki.multitheftauto.com/wiki/SetElementAngularVelocity
  10. -- Author: XaskeL -- Created 06/05/2021 -- https://forum.mtasa.com/topic/130202-question-dx-render-target-rounded-corners/ local SHADER_CODE = base64Decode( "AQn//gABAAAAAAAAAwAAAAEAAAAwAAAAAAAAAAAAAAAEAAAAAQAAAAAAgD8AAIA/AACAPwAAgD8GAAAAY29sb3IArAADAAAAAAAAAFwAAAAAAAAAAAAAAAEAAAABAAAAUrgePgcAAAByYWRpdXMAAAMAAAAAAAAAiAAAAAAAAAAAAAAAAQAAAAEAAAAK16M7CwAAAGJvcmRlclNvZnQAAAEAAAAAAAAAuAAAAAAAAAAAAAAAAQAAAAEAAAABAAAAEQAAAGNvbG9yT3ZlcndyaXR0ZW4AAAAAAQAAAA8AAAAEAAAAAAAAAAAAAAAAAAAAAwAAAFAwAAAMAAAAcm5kUmVjdFRlY2gABAAAAAEAAAACAAAAAgAAAAQAAAAgAAAAAAAAAAAAAAA8AAAAWAAAAAAAAAAAAAAAaAAAAIQAAAAAAAAAAAAAAJgA
  11. Why not try giving some kind of speed boost with vehicle.velocity? Write to resource manifest: <oop>true</oop> -- Author: XaskeL -- Created 05/05/2021 -- https://forum.mtasa.com/topic/130200-speed-of-helicopters local CAircraftSpeed = { addEventHandler = addEventHandler; setTimer = setTimer; localPlayer = localPlayer; tostring = tostring; g_iInterval = 50; g_fMultVelocity = 0.44; g_fVelocityLimit = 200; _DEBUG = true; }; CAircraftSpeed.__index = CAircraftSpeed; setmetatable( CAircraftSpeed, { __index = _G; } ); setfenv( 1, CAircraftSpeed ); if
  12. -- Author: XaskeL -- Created 04/05/2021 -- https://forum.mtasa.com/topic/130216-help-debug-settings-graphics local CGraphicsDebug = { addEventHandler = addEventHandler; dxDrawRectangle = dxDrawRectangle; dxDrawText = dxDrawText; setTimer = setTimer; engineGetVisibleTextureNames = engineGetVisibleTextureNames; localPlayer = localPlayer; guiGetScreenSize = guiGetScreenSize; resourceRoot = resourceRoot; root = root; g_bRenderInfo = false; g_iInterval = 2000; g_bOverlayDraw = true; BLACK = tocolor( 0, 0, 0, 255 ); WHITE
  13. local scx, scy = guiGetScreenSize( ); addEventHandler( "onClientRender", root, function ( ) if ( #engineGetVisibleTextureNames( ) < 1 ) then dxDrawRectangle( 0, 0, scx, scy, tocolor( 0, 0, 0, 255 ), false ); end end ); in theory this should work
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