Jump to content

maximumdrive

Members
  • Content Count

    28
  • Joined

  • Last visited

Community Reputation

4 Neutral

About maximumdrive

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Sorry, perhaps I didn't explain it correctly. It's really possible to open it with zModeler, but all those vehicles are 'fixed' to work with our tuning system, and there're too many components. The system works via onClientElementStreamIn()/Out(), making only needed vehicle components visible. In case of sync, I have to write endless component-tables, that looks like a great kind of routine, so I try to find an '(half)-automatic' solution.
  2. Hi all, it's possible to get a Lua-table containing vehicle component's names using client function getVehicleComponents(). But there also can be components, which are dummies/containers, having subcomponents, e.g.: -hoods ---hood1 ---hood2 Please note that they can be not only 'standard' (as 'boot_dummy', 'door_lf_dummy' etc) in case of custom vehicle models. Is it possible to parse DFF's raw data in a way to detect 'containers' having subcomponents? Perhaps it could be nice to check them via getVehicleModelDummyPosition() (if false, that's not dummy LOL
  3. Hi all, I'm on my way to make a kind of a 'private-area' system. Everything is fine with creating both of createColRectangle()+createRadarArea(), but how do I avoid matching/crossing existing areas with a newly created one? I tried to implement it via getElementsWithinRange() being based on colRectangle's position and it's size as a range-argument, but it wasn't successful, because it detects all the areas in range ignoring the scaling direction. E.g. I couldn't create a colshape longer because there was a colshape on the left or wider because there was a colshape 'above'. There
  4. It sounds funny, but I met such a problem in 2019 I googled for and found, that 'register'-command was somewhere in admin's resource ('commands.xml'-file). But CTRL+F doesn't think in such a way... Looked through both of 'admin' and 'admin2' resources. Please help.
  5. Hi all, I own a 'vehicle-oriented' MTA:SA server, which was grounded a couple of years ago. Our team has grown up within the fun/gaming process in cases of ideas and modelling (there are about 10 stable 3D-modelling/-designing enthusiasts at the moment), so I personally had to go on with my scripting and 'thought-scaling' skills. It is also could be very familiar/close to many MTA-enthusiasts, that organizing/'management' (except coding) of such kind of team takes much time, attention and effort. Now I met that 'level' where all the ideas and large amount of routine became a kind of 'hard
  6. Look, just imagine a vehicle with the shader applied on it's specific part using engineApplyShaderToWorldTexture(). I just want to know if it is possible to know the world position of that point, where the shader is applied. UPD: I just thought of getting pixels/screen position and using getWorldFromScreenPosition(), but I don't know in which way could I use that correctly.
  7. Hi all, is it possible to get a world position of a shader, applied to the only one object? Easier to say, is there a kind of an getElementPosition() analogue or the way to create it, which could allow to know applied shader's/object's specified texture's world position?
  8. Hi all, there is a well-known function warpPedIntoVehicle() which warps player into the car looking it like it was occupying that for ages. But is there a function which makes ped entering the vehicle in a kind of 'animated' way, as it is when onClientVehicleStartEnter is triggered? Easier to explain: is it possible to force the player/ped to enter a nearby staying vehicle in a normal, non-warping way?
  9. Thanks, I don't know why I haven't noticed that moment... So the right-steering scripting idea seems to be impossible
  10. Hi all, I'm trying to use getVehicleComponentPosition() to move the driver's position for making middle-/right-seating vehicles. But the problem is that the getVehicleComponentPosition(vehicle, "ped_frontseat") returns false twice instead of x and y, and nil instead of z. That works fine with etVehicleComponentPosition(vehicle, "door_lf_dummy") local vehicle = getPedOccupiedVehicle(localPlayer) local cx, cy, cz = getVehicleComponentPosition(vehicle, "door_lf_dummy") -- works fine local csx, csy, csz = getVehicleComponentPosition(vehicle, "ped_frontseat") -- returns false,
  11. Hi all, I'm creating a cross-model tuning system, which allows using components of another vehicle's model. Generally it's OK, but I've noticed that the component position influences not only the "target-vehicle", but also it generates component's positioning bugs in ALL vehicles of the same model. My question is theoretical: does the setVehicleComponentPosition/-Rotation() work with the vehicle object, or it runs on a kind of "model ID" level, affecting all vehicles of 'that' model? If not, in which way could I create a kind of sync-issue? onClientElementDataChange-tablesync etc?
  12. I've already tried that on client, but perhaps it could be successful somewhere on server, thanks for idea.
  13. Oh, now it's clear: the problem is, that the getPedOccupiedVehicle() works really fine, but when I try to create another vehicle it doesn't work for a newly-created serverside vehicle. But it creates, it's model successfully outputs to chatbox, but getVehicleComponents()'s length is "0"... The clientside code is the same as yours now. E.g. (Server): addCommandHandler("gvc", function (player) local pVeh = getPedOccupiedVehicle(player) local seat = getPedOccupiedVehicleSeat(player) if pVeh and seat == 0 then local px, py, pz = getElementPosition(pVeh) local px, py, pz = getEleme
  14. Hi all, my question is so close to be "stupid/funny", but I wasted several hours to fight those lines. Here is a clientside function handling an event. Element's model is viewed to *debug* if the vehicle comes from server. The problem is that the vehicle exists, model also does, but the length of *sincerely beloved* getVehicleComponents(veh) is always "0"! It only can type component's list when the function is "bouned" on a key which has to be pushed for tens of times to meet a success! The "central surprise" is that the usage example of getVehicleComponents is taken from MTA Wiki an
×
×
  • Create New...