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About Justin|X5|

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  1. Search the MTA resources there's some nice examples of chat box replacements.
  2. In your .meta file, is the script this code is placed in server sided or client sided?
  3. I can do this for you add me on Skype JustinNunya@outlook.com
  4. Seems like a lot of work. In one of my DM maps I replaced the textures of 1 tree, JUST 1 TREE. And almost every tree in the entire world started to get replaced. I then remembered my experience with 3DS Max, and what you name textures in the modeling program has a lot to do with this. Then discovered that I could use the SAME .TXD, to replace EVERY tree, to my knowledge at least, because I didn't try every tree, but I know I replaced tooooons of trees with the same .TXD file that's only 177 KB. I opened the GTA3.img. > Extracted the tree .TXD of my choice. > Opened TXD Workshop. > Extracted the .TXD as a .PNG. > Opened the .PNG in PhotoShop. > Changed the green foliage to blue. > Saved the .PNG > Went to TXD Workshop, imported the .PNG I had just made edited, so it replaced the default .TXD we extracted before from GTA3.img. > Saved the .TXD file > Imported to the game with a normal script. function resource_starts () txd3 = engineLoadTXD ( "3.txd" ) engineImportTXD ( txd3, 714 ) --Use the same .TXD to replace multiple objects in the world, and sometimes replacing 1 tree texture, will do 20 somehow. engineImportTXD ( txd3, 672 ) --Like I said it probably has something to do with the texture name they use in the modeling program. engineImportTXD ( txd3, 675 ) --But try using this example and see how far it gets you. end addEventHandler ( "onClientResourceStart", getRootElement(), resource_starts ) To cut file size you can also delete other images out of the .TXD files, if they're not being replaced with an edited version they'll stay default. Goodluck.
  5. question

    Here's a server sided example: function ShowCountdown () local accountname = getAccountName ( getPlayerAccount ( player ) ) --Grabs the users account name if isObjectInACLGroup ( "user." .. accountname, aclGetGroup ( "SuperModerator" ) ) then --Checks if the user account name's in the ACL group (SuperModerator). --You could put something here for when the timer starts. --Start of timer script setTimer ( function ( ) --You could put something here for when the timer ends. end ,10000, 1 --Timer runs for 1 minute, that's 60000 milliseconds. ) --End of timer script else --Checks for the opposit return of (if) events (AKA the account wasn't in the ACL group we checked for (SuperModerator). outputChatBox ( "You're not a smod, piss off!", player, 255, 12, 15 ) --If the account name's not in the ACL group we checked for, tell them to piss off! end end addCommandHandler ( "startcountdown", ShowCountdown ) --Attaches a command of your choice to the function above (ShowCountdown). REMEMBER, the (if) event above that checks accounts for ACL groups, can only be used server sided. Here's if you're using client sided: function ShowCountdown () --You could put something here for when the timer starts. setTimer ( function ( ) --You could put something here for when the timer ends. end ,60000, 1 --Timer runs for 1 minute, that's 60000 milliseconds. ) end addCommandHandler ( "startcountdown", ShowCountdown ) --Attaches a command of your choice to the function above (ShowCountdown). If you're not sure if your LUA file is server sided or client sided, go to the (meta.xml) file the folder of the LUA script, open it, and check if it says type="server" /> or type="client" /> Goodluck. Add me on Skype if you have any questions. JustinNunya@outlook.com
  6. Amazing
  7. Funny you add this 1 day after we released ours.
  8. You'd be better off downloading the rectanglular radars availible on MTA resources and converting them to your own liking. When I first opened a server, I realized that if you find a circular radar based on a .PNG as the background, you can open it in a picture editing program. For example: Photoshop. Once that's done just delete everything, blackout the entire size of the rectangle, add 65% or so transparency, save, exit, add to MTA, start resource, and in-game nobody will notice, and if they do they care too much.. The functionalities you're looking for instead of a rectangular radar is probably nametag blips, colored blips, etc. Goodluck man
  9. Mmmmm did enough research and annoyed enough scripters to finally get it working. Thanks everybody.
  10. Forgot to mention: There's a really good chance that the working script my modeler friend made for me, only isn't working because of "GetElement". Plz help Example: With OutputChatbox, 2 of ways you can go, only your client gets the message, or the whole gets it. Or when you place a marker, the whole server can see it, or just your client. And like I said, this script applies the shader to every existing infernus instead of individual. I need someone to take a quick look at the script please, I'm almost sure it's a tiny fix... @CodyJ(L) remap_start = createMarker(2478, -1666, 14, "corona", 20, 255, 255, 0, 255) remap1_start = createMarker(2550, -1666, 14, "corona", 20, 255, 255, 0, 255) shader_stop = createMarker(2478, -1690, 14, "corona", 10, 255, 255, 0, 255) local shader = dxCreateShader("tex.fx") addEventHandler("onClientMarkerHit", getRootElement(), function(player, matching) if player ~= getLocalPlayer() then return end if not isPedInVehicle(player) then return end vehicle = getPedOccupiedVehicle(player) if source == remap_start then startremap() elseif source == remap1_start then startremap1() elseif source == shader_stop then stopshader() end end) function startremap() if shader then dxSetShaderValue(shader, "gTexture", dxCreateTexture("remap.png")) engineApplyShaderToWorldTexture(shader, "remap") end end function startremap1() if shader then dxSetShaderValue(shader, "gTexture", dxCreateTexture("remap1.png")) engineApplyShaderToWorldTexture(shader, "remap") end end function stopshader() engineRemoveShaderFromWorldTexture(shader, "remap") end
  11. Custom UV mapping is where the texture locates itself on your vehicle. The provided texture isn't gonna work with the provided infernus.dff and infernus.txd The script is apparently almost working but I've not managed yet Help me bro @CodyJ(L)
  12. Okay well for example: I wanna have zebra skin on my infernus while other infernus does not have it I got a modeler to make me a custom UV mapped infernus, and a little demo script, the best he could, of the shader apply script using links I gave him. But the problem is, what he made me, applies to every existing infernus in the GTA SA world, instead of individual infernus. Anybody willing to take a crack at this? Or does anyone know how to apply the shader to individial infernus successfully? If someone can give me this script, or fix the one provided, and wrap individual infernus with custom shader, I have scripters ready to implement the options for choosing skins. On Dutchmans release post, he mentions that the script is easy to work with... Someone plz help? Super helpful links: https://community.multitheftauto.com/index.php?p=resources&s=details&id=14436 https://forum.mtasa.com/topic/96136-rel-texture-replacement-shader-car-wraps-etc/ https://wiki.multitheftauto.com/wiki/EngineApplyShaderToWorldTexture https://forum.mtasa.com/topic/80564-adding-mutiple-skins-on-one-model/ https://forum.mtasa.com/topic/80796-solved-shader/
  13. Dude this script isn't even communicating with itself On debugscript 3 the F2 doesn't send anything to console or debugscripts I had a pro modeler create a UV mapped infernus for me today, had multiple scripters attempt to apply a shader using this script and ALL fail ):::: help me out bro I'll send you my UV mapped infernus just help me out. Logo's aren't a big thing for me I just want custom skins like Zebra, etc. I have scripters waiting to implement options just help me apply the skin bro plz
  14. Nice bro