[miLKy_wAy]
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Everything posted by [miLKy_wAy]
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yes, it worked before. I set it to 5.1 in the realtek audio manager aswell
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gonna try the driver thing. But the thing with my speakers, it says "5.1 Surround" in the configurations and i tested it there. All 5 speakers are working. I followed the instruction but still, when im listening to music or anything else, 3 speakers are not working. They only do in the sound test
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http://pastebin.com/F13HBmex
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-.- i dont know whats going on, but the game doesnt work again + 3 speakers of my 5.1 sound system do not work anymore after installing these codecs
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oh, no it doesnt...so, i guess i should reinstall it //edit: Thanks, works after reinstalling
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still doesnt work http://pastebin.com/tGj779yj
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the second link doesnt work I dont know which version of SA i do have, but it worked before, so i should have the correct version. This problem suddenly appeared 2 days ago...
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Well, when I start MTA, i can see the screen for like a second, and then the game is just closing... I ran MTADiag v1.2 and it gave me this: http://pastebin.com/SFw6Sfb5 Would be happy if someone could help
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can't anyone help me?
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Hey guys, I just installed MTA again, and after launching it, this appears: Idk whats wrong there, hope you can help me.
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cool idea
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[TOOL] 50p's MTA:SA Map Exporter (3DS MAXScript) v0.3
[miLKy_wAy] replied to 50p's topic in Resources
it looks like this now.. -- Script generated with -- 50p MTA:SA MAXScript v0.1 (23/04/2010) modelNames = { "pool01", } function reloadModels( ) for i, modelName in ipairs( modelNames ) do local temp = engineLoadDFF( modelName .. ".dff", 0 ); engineReplaceModel( temp, (i-1) + 4000 ); temp = engineLoadCOL( modelName .. ".col" ); engineReplaceCOL( temp, (i-1) + 4000 ); end end addEventHandler( "onClientResourceStart", getResourceRootElement(), reloadModels ); addCommandHandler( "reload", reloadModels ); But there are still no custom models -
[TOOL] 50p's MTA:SA Map Exporter (3DS MAXScript) v0.3
[miLKy_wAy] replied to 50p's topic in Resources
The Max script generates code that replaces models starting with ID 4000. That's just a random number that came to my mind at scripting time. Also, I was aiming to "race" mappers, so it doesn't really matter what model is replaced since race maps are fully custom. I may add a text box which will let user insert their own ID. I also thought of a feature that will let users set their spawn points straight in 3DS Max. [miLKy_wAy], I managed to get MTA to work and I'll test some maps including yours. Just post your latest resource here and I'll try to figure out what is wrong. <!-- Meta.xml generated with 50p MTA:SA MAXScript v0.1 (23/04/2010) --> <meta> <info author="" gamemodes="race" type="map" name="pool01" /> <script src="pool01.lua" type="client" /> <map src="pool01.map" /> <file src="pool01.dff" /> <file src="pool01.col" /> </meta> my map file <map edf:definitions="race,editor_main"> <object name="pool01" model="4000" posX="-56.6282" posY="-119.069" posZ="0.0" rotX="-89.8685" rotY="0.816823" rotZ="95.4547" /> </map> my lua file -- Script generated with -- 50p MTA:SA MAXScript v0.1 (23/04/2010) modelNames = { "pool01", } function reloadModels( ) for i, modelName in ipairs( modelNames ) do local temp = engineLoadDFF( modelName .. ".dff", 0 ); engineReplaceModel( temp, i + 4000 ); temp = engineLoadCOL( modelName .. ".col" ); engineReplaceCOL( temp, i + 4000 ); end end addEventHandler( "onClientResourceStart", getResourceRootElement(), reloadModels ); addCommandHandler( "reload", reloadModels ); -
[TOOL] 50p's MTA:SA Map Exporter (3DS MAXScript) v0.3
[miLKy_wAy] replied to 50p's topic in Resources
I do <.< If you are in map editor you can start test mode, so you download all the map models and you see them... Btw. still no custom models.. heres a screenshot -
[TOOL] 50p's MTA:SA Map Exporter (3DS MAXScript) v0.3
[miLKy_wAy] replied to 50p's topic in Resources
Why did you put type="map" to "script" node when his post clearly says info node? Refresh the resource every time you make changes to it. I already told you that i don't know anything about the mta things -.- so where or what is the info node? //edit: I got it now.. i can load the map. meta.xml: <!-- Meta.xml generated with 50p MTA:SA MAXScript v0.1 (23/04/2010) --> <meta> <info author="" gamemodes="race" type="map" name="pool01" /> <script src="pool01.lua" type="map" /> <map src="pool01.map" /> <file src="pool01.dff" /> <file src="pool01.col" /> </meta> BUT! The object doesnt change to the custom models when i start test mode it still has got it's normal model.. why ? -
[TOOL] 50p's MTA:SA Map Exporter (3DS MAXScript) v0.3
[miLKy_wAy] replied to 50p's topic in Resources
i just can't fix it .__. I have the same problem that snoopsback had, the map is not shown in the map editor. my meta.xml <!-- Meta.xml generated with 50p MTA:SA MAXScript v0.1 (23/04/2010) --> <meta> <info author="" gamemodes="race" name="pool01" /> <script src="pool01.lua" type="map" /> <map src="pool01.map" /> <file src="pool01.dff" /> <file src="pool01.col" /> </meta> my map file <map edf:definitions="race,editor_main"> <object name="pool01" model="4000" posX="-56.6282" posY="-119.069" posZ="0.0" rotX="-89.8685" rotY="0.816823" rotZ="95.4547" /> </map> my lua file -- Script generated with -- 50p MTA:SA MAXScript v0.1 (23/04/2010) modelNames = { "pool01", } function reloadModels( ) for i, modelName in ipairs( modelNames ) do local temp = engineLoadDFF( modelName .. ".dff", 0 ); engineReplaceModel( temp, i + 4000 ); temp = engineLoadCOL( modelName .. ".col" ); engineReplaceCOL( temp, i + 4000 ); end end addEventHandler( "onClientResourceStart", getResourceRootElement(), reloadModels ); addCommandHandler( "reload", reloadModels ); pls help :< -
and there are no other possibilities like having a crosshair in the middle and moving your camera with this?
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What do you mean with "when camera is not following the player in it's "typical" way"
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I don't know if thats what i mean, cause i can't play on this server....somehow after downloading i'm not able to spawn.
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Hey, I don't really know anything about LUA, and I have a question. Would it be possible to script something that your look is like in an ego-shooter ? And if it is, would it be possible to script sometthing that you can still see your arms and weapons then ? Would be nice if someone answers ;P
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Looks nice
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I wanna know more
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Wow, looks very nice ! GJ!!