
Hoffmann
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As far as I know, you have to combine two shaders in order to display it in preview properly.
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Could you show the part of code where startJailTimer is called?
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Уже сообщил разработчикам МТА о твоей проблеме. Это нельзя оставлять без ответа. Ждем!
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I expected the era of ffs-like gamemodes would have ended in 2016. Seems like I was wrong. I don't want to be annoying here, but lobby and toptimes look far too identical to ffs-gaming.
- 6 replies
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- multigm
- multigamemode
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(and 2 more)
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I guess you want to display only 5 elements from table somewhere(on some page), right? The way you can do it is: local elements = {{411, "Infernus"}, {546, "Intruder"}, {429, "Banshee"}, {541, "Bullet"}, {531, "Tractor"}} local startIndex = 3 -- index to start with local numberOfElements = 2 local fiveElements = {} for idx = startIndex, startIndex + numberOfElements - 1 do outputChatBox(elements[idx][2]) -- for example, print names of vehicles in table from index 3 and select 2 elements that are next end The code above will output: Banshee Bullet
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Wanted level (Розыск за убийство бота/игрока.)
Hoffmann replied to Military Guy's topic in Scripting
My fault. Edited -
Wanted level (Розыск за убийство бота/игрока.)
Hoffmann replied to Military Guy's topic in Scripting
addEventHandler("onPedWasted", pedElement, function(_, killer) setPlayerWantedLevel(killer, 3) end) addEventHandler("onPlayerWasted", getRootElement(), function(_, killer) setPlayerWantedLevel(killer, 3) end) Read more about onPedWasted and onPlayerWasted events here https://wiki.multitheftauto.com/wiki/OnPedWasted and https://wiki.multitheftauto.com/wiki/OnPlayerWasted -
Note: For remote players, you have to use setPedAimTarget before setPedLookAt.
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Color could be changed via shaders.
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I don't really like the idea of making wheels with huge customization options as vehicle components because of big .dff file size. You could make unlimited number of wheels as if they were objects. In this way you have to make regular wheels invisible (setVehicleComponentVisible). Then, inside onClientRender or even better onClientPreRender event you have to copy the position and rotation of default wheels(getVehicleComponentPosition and getVehicleComponentRotation) and set it as the position and rotation for your objects that will represent your wheels. Later, you will want this to be synchro
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Если уж на то пошло, то fadeCamera(player, true) в серверном скрипте. Если сервер freeroam, то попробуй запустить ресурс play, в котором прописаны спавны.
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function darmanKardan (thePlayer, command, player) local taraf = getPlayerFromName(player) if player then setElementData(taraf,"healrequest", pending) outputChatBox("#00ff00The doctor is willing to heal you. Do you accept?", taraf, 255, 255, 255, true) else outputChatBox("#ff0000Syntax: /heal <Name>", thePlayer, 255, 255, 255, true) end end addCommandHandler("heal", darmanKardan) function acceptHeal (thePlayer, command) local requestStatus = getElementData(thePlayer, "healrequest") if (requestStatus == "pending") then setElementData(player,"healrequest", unpending) setE
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Is render target destroyed every time onClientMarkerHit event is triggered? Did you test it with new markers?
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It won't look as cool as this decision.
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help please.. - setVehicleComponentPosition- move spoiler...
Hoffmann replied to nagymark686's topic in Scripting
The onClientRender event and some basic math are decision if you want to make movements smoother