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Everything posted by pro-mos
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Hello, i found this script laying in my hard drive that i made back in 2017. Use L-Shift to rewind position. L+R Shift to speed up rewind. Have fun. https://community.multitheftauto.com/index.php?p=resources&s=details&id=16062
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Where's line 63 ?!? and line 42: setElementData ( thePlayer, "tempdata.ChkWeath", Wacc )
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here's the nitro shader script: https://github.com/JarnoVgr/Mr.Green-MTA-Resources/blob/master/resources/[gameplay]/-shaders-nitro/client.lua it doesn't have targetElement argument in engineApplyShaderToWorldTexture
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I took a look at it, it uses same nitro color for every vehicle. I have an idea to use `createEffect` with shaders, i wonder if that will work, will probably try later.
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The thing is there's servers that use custom under-vehicle neon, and custom nitro colors which is unique for each player, it just confuses me.
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createvehicle is the command, not greet. greet, in that case, is the command name. which is (greet = "createvehicle")
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You need to bind an event to joinHandler function addEventHandler ( "onPlayerJoin", root, joinHandler)
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"smoke" and "shad_car" also can't be tied to one vehicle as i've tried and failed. But what's the point of `targetElement` then ?! engineApplyShaderToWorldTexture ( shader, textureName [, element targetElement) did you find an alternative?
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Thanks a lot, i wonder if i should use both mods together?
- 2 replies
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- shader
- ultrathing
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Im trying to use ultra thing mod, but it doesn't work anymore, i think it worked before, but now it only works with normal GTA SA.exe i have the mod files in the GTA directory, and mta warns me about d3d9.dll file, but i press continue and no mod works... what could be the problem?
- 2 replies
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- shader
- ultrathing
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(and 1 more)
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OnPlayerJoin, SpawnPlayer, CreateVehicle, WarpPedIntoVehicle use these resources
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addEventHandler("onPlayerDamage",root, function(attacker, weapon) if getTeamName(getPlayerTeam(attacker)) ~= 'Civillian' then return end if weapon == 6 then setElementHealth(source, getElementHealth(source) - 50 ) end end)
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this is easy to do if you're good in HTML and CSS3 and createBrowser
- 3 replies
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- browser
- background
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The metatable was causing the issue, removed it and now it works and one script.
- 5 replies
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- environment
- lua
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Hi i would like it to be on the same resource, so when im testing, i /restart only 1 resource, i tried to insert the modified functions into 'env' like env.addEventHandler = ... env.outputChatbox = ... everytime the environment is created. but that doesn't work
- 5 replies
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- environment
- lua
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I don't think function cook will ever be executed, since it's undefined in the scope of the addCommandHandler, cook should be next to the handler. function cook(...) -- do stuff end addCommandHandler("cookmeth", cook) but then, this would allow anyone to use the command, so do it like this: local playersInCookingTruck = {} function giveoptions( thePlayer, seat, jacked) if (getElementModel (source) == 508) then playersInCookingTruck[thePlayer] = true -- rest of the function ... end end addEventHandler('onVehicleEnter', root, giveoptions) then you check if player in cooking truck, in function cook function cook(player) if not playersInCookingTruck[player] then return end -- stop, dont do the code below -- check for inventory setElementFrozen(player, true) -- .... end For the timer, no, it wont wait until the timer is done to execute the code below it, if you want it to wait, then setTimer(function() -- after 18 seconds, do all this -- start client timer outputChatBox('You've got your meth', player) -- give him some meth end, 18000, 1)
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Bump @Solidsnake14
- 5 replies
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- environment
- lua
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First, use onVehicleEnter handler and bind it to a function that does the checks like getElementModel (check if the vehicle id == 508) If yes, he can try to cook so do something like this canCook =[] canCook[player] = true Then, addCommandHandler that triggers the cooking if player can cook only If yes, check the inventory of the player. I assume you have an inventory system, if not, inventory = {} addCommandHandler('getStuff', function (player) inventory[player] = {} inventory[player]['Gas Can'] = 2 inventory[player]['Mask'] = 1 outputChatBox('You got some stuff', player, 255,255,255) ) Ok now you can check if a player has an item like this if inventory[player]['Gas Mask'] >= 2 and inventory[player]['Mask'] >= 1 then -- can cook -- triggerClientEvent todisplay a timer and on screen gui end
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addEventHandler("onResourceStart", resourceRoot, function () exports.scoreboard:scoreboardAddColumn('Vehicle:') end ) setTimer(function () local players = getElementsByType "player" for k, v in ipairs ( players ) do if ( isPedInVehicle(v) ) then local vehicle = getPedOccupiedVehicle(v) local carname = getVehicleName(vehicle) setElementData ( v, "Vehicle:", tostring(carname) ) else setElementData ( v, "Vehicle:", "On foot") end end end, 2500, 0) You had the function name wrong
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i tried this latent event now, and it seems a lot slower than the normal triggerClientEvent, i've tested it on local server
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I've edited bonsai's script wrapper and using it, it looks like this: local env = {} local _createObject = createObject local _setTimer = setTimer local _addEventHandler = addEventHandler outputChatBox = function() end triggerServerEvent = function() end createObject = function(...) local object = _createObject(...) setElementDimension(object, dimension) table.insert(wrapper.objects, object) return object end function newClientEnvironment() env = table.copy(_G, true) local metatable = { __index = function(self, index) return rawget(_G, index) end, __newindex = function(_G, index, value) rawset(_G, index, value) end } setmetatable(env, metatable) _outputChatBox('created new Environment') end and this is how a script is loaded: function loadScript(scriptData) local loaded = loadstring(scriptData) setfenv(loaded, env) local ex = pcall(loaded) end The problem is the functions re-defined above interfere with my main script that is using this wrapper. i can just use this wrapper as a separate script but then i'll have to reload two scripts rather than 1, and i dont want that. any ideas? and thank you for reading
- 5 replies
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- environment
- lua
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i use triggerClientEvent to send the files, and i write them with fileWrite, and then close the files with fileClose, the files are fine, i can see them downloaded in deathmatch/resources/script/cache/water.fx i think it might be a file path error, since im getting confused of how MTA's file path works EDIT: i've found the problem was the files download with a script and i try to use them with another script.. i've added ':scriptname' to the file path and now it works, sorry for your time.
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the server sends the file data and i write them client side with fileCreate('cache/'..filename) after creating and writing the file, i try to load it right away.
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But how? These files doesn't exist on starting the script, but they're downloaded when a new map starts. You see im trying to do a script loader
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addCommandHandler('paytoll', function(player) local x,y,z = getElementPosition(player) -- x2, y2, z2 = toll position local d = getDistanceBetweenPoints3D(x,y,z,x2,y2,z2) if d <= 50 then -- open toll end end) Something like this, sorry i wrote it on my phone