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JeViCo last won the day on April 21 2018

JeViCo had the most liked content!

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About JeViCo

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  1. Thank you for mentioning this. I use only 0, 90, 180 & 270 degree rotations so it won't cause problems
  2. Totally forgot about IsInsideColShape function, thank you so much. You saved my day. It solved my problem
  3. Thank you for reply. It works for most objects however it does not when i use narrow objects like this garage door I think that i can use 3-dimensional table for all axis to be 100% sure that objects are not overlapping however i should create 30003 tables to cover the whole map and that's not cool at all. I thought I could solve my problem by using getDistanceBetweenPoints3D, but it all problems comes down to this
  4. You can simplify your getProgress function by using start tick: function getProgress(startTick, time) return (getTickCount() - startTick) / time end -- startTick specifies the starting point -- time - amount of time to use to finish the progress I would recommend you to use metatables to create simultaneous animations
  5. I've recently found out that onClientColshapeHit triggers only when object's center hit the colshape Functions like getElementsWithinColShape and isElementWithinColShape work on the same principle. It's kinda bad because it affects the whole gamemode i make and makes it impossible to complete. I tried to use isLineOfSightClear function however i should use it on each unit of a single object. 9x9x9 object cause performance loss so this is a bad idea. Is there any other ideas?
  6. I wouldn't have thought of it myself. As you would expect from a professional. Your help is invaluable, thank you so much
  7. Is there any way to recreate event that would trigger when the model replacement was finished successfull? My score is to create a small delay between each model replacement. Models consume different amount of time so i can't rely on timers. If i loop through a hundred of models in a row i'll 100% get "not enough memory" error.
  8. Solved. I copied liblua5.1.a library ( /usr/lib/i386-linux-gnu on my device ) next to the Makefile. Also i added -static -L./ flags before the flag -llua5.1 (Makefile)
  9. Up. Am i able to include the missing library as a part of module instead of referring to it?
  10. I've recently tested my module on Debian 9.11 server (VPS hosting) and got this error: MODULE: Unable to load mods/deathmatch/modules/ml_base.so (liblua5.1.so.0: cannot open shared object file: No such file or directory) I compiled and tested it on Ubuntu (local VM via VirtualBox) and it worked perfectly. Did i miss something in makefile? My current Makefile.mak: https://pastebin.com/k0Nhi9ya
  11. Hello guys! I've recently found out that i can't use 2+ different shaders on same texture. I tried to work around layered argument in dxCreateShader function and DepthBias variable in shader and got nothing. Only one shader can exist at the time. I tried to apply one shader over another one so I used gTexture0 variable (defined in mta-helper.fx) to get material and draw my own texture over it. What am i missing? shader pseudo-code: // Fix by JeViCo // Link: https://vk.com/jevico texture gTexture0 < string textureState="0,Texture"; >; texture tex; technique Draw { pass P
  12. You can create a timer after you switched to the RPG and remove it if you switched to another weapon Use toggleControl("aim_weapon", false) on each onClientWeaponSwitch event triggering and allow to aim when the timer executes out (just insert toggleControl("aim_weapon", true) inside the timer)
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