• Content Count

  • Joined

  • Last visited

Everything posted by JustinMTA

  1. JustinMTA

    Image World

    The "Chat bubble" scripts on MTA Resources have a function that resizes them according to distance, you could try and rip it from them. https://community.multitheftauto.com/index.php?p=resources&s=details&id=7254 https://community.multitheftauto.com/index.php?p=resources&s=details&id=14295 https://community.multitheftauto.com/index.php?p=resources&s=details&id=12008 You could also use this if you really wanted too.
  2. I'll show you how on screen share if you add me
  3. Check where the player you're shooting at is located on the globe compared to where you or your server host is located. For example, if he's from France and you're hosting in the USA, you'll have lag issues, especially if you're located far from the host too. Good luckšŸ‘
  4. (OMG) Object Movement Generator
  5. You have to open the vehicles .TXD file and find which texture the paint job is. In these scripts you can easily adjust which texture the paint jobs apply to.
  6. Search function brotha Or click here to be directed to an example on the MTA resources
  7. I can screen share tomorrow and show you how if you still need help by then. Add me on something, my username's in my signature.
  8. I thought maybe he wanted the texture ID's and I was gonna use screen share to show him. I'm not a scripter, but I just searched on the wiki when I got back on PC and found this: ProcessLineOfSight Not sure if it'll work though man.
  9. I'm not sure what he means exactly either, But If I'm not mistaken I think he means that he wants to know which texture applies to each wall? If you add me on something or PM me I'll help you
  10. Try changing: local TheVeh = veh if getPedOccupiedVehicleSeat(localPlayer)==0 then local veh = getPedOccupiedVehicle(localPlayer) To: theVeh = getPedOccupiedVehicle ( thePlayer ) if getPedOccupiedVehicleSeat(thePlayer)==0 then veh = getPedOccupiedVehicle ( thePlayer ) If it doesn't work start removing "Local" from the beginning of script lines also
  11. You can search "GTA SA drift handling mod" on Youtube, and try to use the handling they provide in the video descriptions or comments. I'm not sure if the handling mods in GTA all work the same though. What I'm saying is I'm not sure if the handling mods people make for GTA SA singleplayer can be used in MTA or not but it's worth a try I've never messed with handling in MTA I only used to get pre-made handling codes from Youtube videos for my singleplayer car mods
  12. I work with this every day, you need these to do it: https://wiki.multitheftauto.com/wiki/Vehicle_component_manipulation https://wiki.multitheftauto.com/wiki/SetVehicleComponentVisible
  13. I don't think it's possible without scripting but I could be wrong. You need 2 copies of the siren component, then you need a timer to show/hide the siren components accordingly. One of the tail light components will need "Vortex prelighting" adjustments to make the material avoid getting darker with night time, Images for the tutorial are broken but you can still follow it like I did. Good luck and if you need help contact me ;D
  14. I'll help you add me to Skype or Discord sir.
  15. I think I maybe misunderstood, your TXD file could also not be loading correctly. Edit: can you post a screenshot
  16. I was just saying if you want to add new object ID's instead of replacing others you must modify that file outside of the MTA game and your players must do the same if you do this, but it's useless because like I said above you can replace those wire ID's inside of MTA without difference in game play.
  17. Sorry I'm not exactly sure what you mean now But there's hundreds of power line / wire objects and interior objects you can replace that won't make a difference to gameplay.
  18. GTA3.img is the default file where GTA SA loads all the .DFF, TXD, and COL files. There's a tutorial here you could try to follow.
  19. You've got to modify the UV map of the vehicle and components. It's really hard to make it have no break lines or stretching, but possible in Blender. Edit: You can maybe manage to work with Ren712's script instead.
  20. There's ways around it sometimes if you load/unlock the DFF's etc properly.. But if you wanna add NEW object ID's without replacing old ones, you must modify the GTA3.img, which requires every player on your server to do also.
  21. Search function works wonders This is what you need
  22. In the "Scene nodes browser", you'll see a list of parts with names, like "kit00_steeringwheel". So long story short, if you want the steering wheel to move, refer back to "kit00_steeringwheel" using SetVehicleComponentPosition. Good luck
  23. I'm not positive this'll work, but I'll take a whack at it.. By simply exporting the traffic light in zModeler, I think I can reset the encoding of the breakable object. Discord: Slim#0977Skype: JustinNunya@outlook.comTelegram: @JustinX5
  24. I can help you. If you add me on Discord or Skype or Telegram, I can do it for you, I'll even do screen share if you wanna watch how I do it. How the broken vehicle parts work is, the game makes the non damaged component invisible, and makes a damaged version visible instead. If you wanna check which parts get damaged, just check the visibility of the broken parts. But if I'm correct, you're asking for a car that can't be visibly damaged while still receiving damage, which I can build into the .DFF of the vehicle, so what I'm saying's, no script's required for what you're asking for. Discord: Slim#0977 Skype: JustinNunya@outlook.com Telegram: @JustinX5
  25. Exactly ^ https://prnt.sc/luv31o But you can keep up to date with @CodyJ(L)'s map editor He's taken the initiative to solve this exact problem. It's always been interesting to me that MTA makes people retrieve the default objects XYZ using this SAMP editor haha, I suppose there's just been much more important stuff for the MTA devs to solve. Anyways, Cody's doing the work of an alien robot by making a map editor we've all dreamed about