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subenji99

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About subenji99

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  1. Indeed, the shader can be applied/unapplied at will to control whether the texture is replaced or not, and shaders can do a whole lot more than just basic texture replacement!
  2. Yes, it's possible by way of shaders in MTA 1.1. Here is the shader fx code you need (provided with no restrictions by Gamesnert): texture gTexture; technique TexReplace { pass P0 { Texture[0] = gTexture; } } As you can see, all it does is substitute the texture it would have used for the one you provide. In lua, you use it like so: addEventHandler( "onClientResourceStart", resourceRoot, function() texture = dxCreateTexture ( "path/to/imagename.png/.jpg/.bmp" ) shader, tec = dxCreateShader( "texturereplaceshader.fx" )
  3. http://gamingbolt.com/2010/03/20/15-mod ... pc-gaming/ GamingBolt ran an article on ther 15 most influential PC modding teams and MTA Team came 13th! I've always felt MTA hasn't received half of the attention it rightly deserves in relation to the effort that has gone into it. The entire team should be very proud of their accomplishments, and congratulations on the accolade!
  4. http://www.rpmfind.net//linux/RPM/fedor ... .i586.html When dealing with dependencies, it's always best to search for a package that provides it.
  5. The non-functional "community" login is not how you authenticate with your own server. Read the server manual again. http://wiki.multitheftauto.com/wiki/Ser ... nistrators
  6. Funny, I thought the archive link was there for just that reason. And indeed, http://files.mtasa.com/apps/1.0/race/
  7. local SpawnElements = getElementsByType ( "spawnpoint", mapRoot ) for key, value in pairs(SpawnElements) do --DELETE THIS LINE!!! local value = SpawnElements[math.random(#SpawnElements)] local x = tonumber( getElementData( value, "posX" ) ) --50p was correct in that these have to be converted to numbers, I missed that local y = tonumber( getElementData( value, "posY" ) ) local z = tonumber( getElementData( value, "posZ" ) ) local r = tonumber( getElementData( value, "rotZ" ) or 0 ) repeat until spawnPlayer ( thePlayer , x, y, z, r, math.random (0,288)) end --DELETE THIS LINE!!! Do you
  8. Or you failed to notice that the result was a Heuristics detection, meaning your anti-virus "guessed" as it does modify an executable, which is often (but not always) virus behaviour.
  9. Indeed, I was saying that a player that uses a gamepad will be sending AnalogState's, not the usual digital inputs. Therefore this code will not see any input, and will kick an active player.
  10. If I recall, Interstate69 had fatal issues (causing a server crash I think), which is why it was not updated. As long as you give credit however, I doubt anyone would mind it being fixed up, and it may well be possible that the problem does not exist anymore.
  11. If I recall, Interstate69 had fatal issues (causing a server crash I think), which is why it was not updated. As long as you give credit however, I doubt anyone would mind it being fixed up, and it may well be possible that the problem does not exist anymore.
  12. Quick note - this code will kick anyone that plays with a gamepad and uses an analog stick for input. http://wiki.multitheftauto.com/wiki/Get ... ntrolState
  13. Quick note - this code will kick anyone that plays with a gamepad and uses an analog stick for input. http://wiki.multitheftauto.com/wiki/Get ... ntrolState
  14. http://wiki.multitheftauto.com/wiki/Character_Skins List of valid skin IDs. And in case you are even lazier than clicking a link: The best option around this is to use repeat until spawnPlayer ( thePlayer , x, y, z, r, math.random (0,288)) end Edit: Quick glance at your code reveals that IF it's getting the data from the map file correctly (I didn't look at that) your loop will overwrite x,y,z,r each time, then the values they will actually contain every single time it reaches spawnPlayer will be the ones for your final spawnpoint in the map file. Use: local value = SpawnElements
  15. http://wiki.multitheftauto.com/wiki/Character_Skins List of valid skin IDs. And in case you are even lazier than clicking a link: The best option around this is to use repeat until spawnPlayer ( thePlayer , x, y, z, r, math.random (0,288)) end Edit: Quick glance at your code reveals that IF it's getting the data from the map file correctly (I didn't look at that) your loop will overwrite x,y,z,r each time, then the values they will actually contain every single time it reaches spawnPlayer will be the ones for your final spawnpoint in the map file. Use: local value = SpawnElements
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