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Fierelier last won the day on September 10

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About Fierelier

  • Birthday April 19


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    Los Santos
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  1. Hello forums! As you probably know, 1.5.8 and up do not work with XP. Is this just because of the security concerns of including old CEF? If yes, wouldn't it be possible to just build newer versions without CEF at all? A lot of servers don't actually need it.
  2. @The_GTA Thank you! I have actually used your tool a few years ago, and it was great. Your tool is unique, because it can still port between different engine revisions, which is not something I'm looking to do with this tool. And no worries, not looking to distribute any Rockstar owned files in the tool itself, the videos I post are just demonstrations.
  3. Thank you, @Tut! I have now implemented the ability to register collisions archives, using engineGetCOLsFromLibrary by thisdp! Here is the accompanying commit. Not every collision works yet, which could be an issue on my part.
  4. I have just used KawaNoII's useful quaternion functions to implement this, see the git commit. The rotations work now! I assume the collision archives end with .col? I will look into it, thank you.
  5. Hello, I'd like to show off a project I've been working on: SA2MTA. It's a script that allows you to convert San Andreas map mods (or the vanilla map, if you really wanted to), to an MTA resource. Here's the map of SanVice running inside of MTA: Right now it's pretty basic, and not all properties are adapted yet. Some issues I know how to resolve, but with some other problems I will need your help. If you're experienced with how GTA San Andreas works, and you think you can help me with the things below, preferably from the "Things I need help with" section, I'd be thankful. Your work will be credited by me. If you want to help me, you can post below, but I would really prefer you add me on Discord: FierBot i5#3550 By helping out, you agree that any help or work you provide falls under the MIT license of this software (see below). To-do Sorted by importance. Things I need help with: - Place collisions (where are the positions of collisions defined within the game files?) - DONE? Thanks to @Tut! - Extract DFF and TXD files from IMG archives from within the script (need commandline utility) Things I think I have figured out: - Convert quaternion rotations to euler - DONE! - Implement LODs - On-the-fly model and texture loading, to overload streaming memory less License Copyright 2021 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Download, view git
  6. Hey, I'm wondering if the files linked in this forum can be made available? aru.mtasa.com is unfortunately unreachable due to HSTS, but I am interested in getting the development resources for aru's GTA IV ScriptHook. I know this is a bit off-topic, but I can not find these files anywhere else and they seem to be hosted on your servers. Any help would be greatly appreciated. Thank you.
  7. Fierelier

    is Possible?

    Yes, definitely! There is different ways of doing that. You can raise weapon damage by using setWeaponProperty or lower the player's health by using setPedStat. If you need more control (applying more damage for headshots, etc), you could also use onClientPlayerDamage and apply extra damage by using setElementHealth. If you are going with the onClientPlayerDamage route, always check if the source is the local player. Damage in MTA is applied if the client is hit on their screen (by default).
  8. I don't think I can pull off what I want with findRotation3D (unless I'm missing something). I'm looking for a way to get a relative offset for an object, so I can, for example, make an object roll forward/backward/left/right correctly.
  9. Go into the meta.xml of the mod-resource and add: <download_priority_group>-1</download_priority_group> You can see an example here. There you can also find more info about download_priority_group. Hope this helped!
  10. Hello forums! I've been working on a project of mine, and I'm in need of a function which is similar to getPositionFromElementOffset (scroll down to examples). I can't wrap my head around matrices at all, and I would love to have a similar function, but with rotations instead (getting a rotation offset from an element). Would someone be able to help me out? I'd be very thankful!
  11. veh = getPedOccipiedVehicle(localPlayer) Ya misspelled something: it's getPedOccupiedVehicle. Make sure you use /debugscript 3 when testing your scripts. It often helps you find mistakes like this. Also use client instead of source in the server-side code, as the sent player can be manipulated. You should also calculate the val on the server side, not client side. The client can just manipulate the number to be whatever. Never trust the client. Ever. With all the proposed changes I gave you, you can also make the script fully server-side. This is untested, but should work (server-side): local payMultiplier = 2 function payPlayers() for _,player in ipairs(getElementsByType("player")) do local veh = getPedOccupiedVehicle(player) if veh then givePlayerMoney(player,tonumber(getElementSpeed(veh,"km/h")*payMultiplier)) end end setTimer(payPlayers,1000,0) I put payMultiplier one level up, you don't need to re-define it every time the function is called. If it doesn't work, let me know. EDIT: Consider using math.round instead of tonumber!
  12. That is not even remotely correct. A lot of native game-functions are not useable from MTA's provided funtion-set. Also, I'm pretty sure he was speaking of applying client-mods like the widescreen patch. Even if you could recreate it with MTA's functions (granted, it's mostly possible), the server would have to have it installed as a resource. Seeing as certain versions of ENB are allowed, I think this should be added. Perhaps allow admins to whitelist certain .ASI mods by using a list of md5-keys. The client can enable/disable the initialization of .ASI mods in the settings (disabled by default). Perhaps this could also allow for an easy way to at least lift some of the limits? EDIT: Then again, those md5s can be manipulated by the client, so it might not be a good idea after all.
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