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Found 5 results

  1. I need a function that calculates ped's bone matrices. (bone_attach functions doesn't work) I'm working on a shader that actually can move a ped's bone.
  2. Hola gente acabo de modificar una script de mi Day Z que te permite coger la mochila y con click derecho equipartela manualmente... He echo esto porque en el gamemod que descargue la mochila se te equipaba automáticamente (cosa que no me gustaba) He echo casi todo bien, pero el problema con lo que hice fué que al morir la mochila no desaparece de tu inventario y como consecuencia tampoco te deja arrojar otros items es como que bugea todo tu inventario =( Aqui les dejo mi script: ---------------------------------------------------------------------------- itemName2 = itemName if itemName == "Patrol Pack" and getElementData(getLocalPlayer(), "MAX_Slots") == 12 and getElementData(getLocalPlayer(),"Patrol Pack") == 1 then return end ----------------------------------------------------------------------------- if itemName == "Vest Pouch Pack" and getElementData(getLocalPlayer(), "MAX_Slots") == 14 and getElementData(getLocalPlayer(),"Vest Pouch Pack") == 1 then return end ----------------------------------------------------------------------------- if itemName == "Assault Pack (ACU)" and getElementData(getLocalPlayer(), "MAX_Slots") == 18 and getElementData(getLocalPlayer(),"Assault Pack (ACU)") == 1 then return end ----------------------------------------------------------------------------- if itemName == "Alice Pack" and getElementData(getLocalPlayer(), "MAX_Slots") == 22 and getElementData(getLocalPlayer(),"Alice Pack") == 1 then return end ----------------------------------------------------------------------------- if itemName == "British Assault Pack" and getElementData(getLocalPlayer(), "MAX_Slots") == 26 and getElementData(getLocalPlayer(),"British Assault Pack") == 1 then return end ----------------------------------------------------------------------------- if itemName == "Czech Backpack" and getElementData(getLocalPlayer(), "MAX_Slots") == 30 and getElementData(getLocalPlayer(),"Czech Backpack") == 1 then return end ----------------------------------------------------------------------------- if itemName == "Coyote Backpack" and getElementData(getLocalPlayer(), "MAX_Slots") == 36 and getElementData(getLocalPlayer(),"Coyote Backpack") == 1 then return end ----------------------------------------------------------------------------- if itemName == "CMRA Backpack" and getElementData(getLocalPlayer(), "MAX_Slots") == 70 and getElementData(getLocalPlayer(),"CMRA Backpack") == 1 then return end ----------------------------------------------------------------------------- if itemName == "Army Backpack" and getElementData(getLocalPlayer(), "MAX_Slots") == 50 and getElementData(getLocalPlayer(),"Army Backpack") == 1 then return end end ------------------------------------------------------------------------------ if loot then setElementData(getLocalPlayer(), itemName, (getElementData(getLocalPlayer(), itemName) or 0) + itemPlus) if itemPlus == 0 then setElementData(loot, itemName, getElementData(loot, itemName) - 0) else setElementData(loot, itemName, getElementData(loot, itemName) - 1) end local players = getElementsWithinColShape(loot, "player") if #players > 1 then triggerServerEvent("onPlayerChangeLoot", getRootElement(), loot) end end if getElementData(loot, "itemloot") then triggerServerEvent("refre:~emLoot", getRootElement(), loot, getElementData(loot, "parent")) end end addEvent("onPlayerMoveItemInInventory", true) addEventHandler("onPlayerMoveItemInInventory", getRootElement(), onPlayerMoveItemInInventory) function onClientOpenInventoryStopMenu() triggerEvent("disableMenu", getLocalPlayer()) end function isPlayerInLoot() if getElementData(getLocalPlayer(), "loot") then return getElementData(getLocalPlayer(), "currentCol") end return false end ------------------------------------------------------------------------------ Según noto esta todo bien pero porqué la mochila no desaparece de tu inventario? no se!! Espero me den una manito muchas gracias!!!.
  3. Buenas, tengo un ligero problema con un script: Mi idea es hacer que un jugador pueda colocarse una especie de casco en la cabeza (obviamente), ya tengo listo todo con el tema del bone_attach y eso, solo que el objeto (el casco en este caso, usé un microondas), no posee colisiones, y cuando activo dichas colisiones el ped se bugea, junto con la cámara, no se puede caminar y termina traspasando el suelo y bugeándose horriblemente, y mi objetivo es que las balas choquen con el microondas evitando el daño en la cabeza. Mi pregunta, ¿Es posible activar las colisiones del casco (microondas) para que resista las balas, pero que a su vez no bugee al jugador ni a la cámara?
  4. Hey, guys! I need some help, please! I have a Rust server for MTA:SA, but there is lagging FPS a lot for all players and I think bone attach is the problem cause a lot of errors are appearing on debugscript like dup1055x Errors: http://prnt.sc/drdrf8 (IT DOESN'T STOP, IT'S LIKE A INFINITE LOOP!) This is my bone_attach_c file function sendReadyMessage() triggerServerEvent("boneAttach_requestAttachmentData",root) end addEventHandler("onClientResourceStart",resourceRoot,sendReadyMessage) function getAttachmentData(ped,bone,x,y,z,rx,ry,rz) for element,att_ped in pairs(ped) do setElementCollisionsEnabled(element,false) attached_ped[element] = att_ped attached_bone[element] = bone[element] attached_x[element] = x[element] attached_y[element] = y[element] attached_z[element] = z[element] attached_rx[element] = rx[element] attached_ry[element] = ry[element] attached_rz[element] = rz[element] end end addEvent("boneAttach_sendAttachmentData",true) addEventHandler("boneAttach_sendAttachmentData",root,getAttachmentData) function initAttach() addEvent("boneAttach_attach",true) addEvent("boneAttach_detach",true) addEventHandler("boneAttach_attach",root,attachElementToBone) addEventHandler("boneAttach_detach",root,detachElementFromBone) end addEventHandler("onClientResourceStart",resourceRoot,initAttach) bone_0,bone_t,bone_f = {},{},{} bone_0[1],bone_t[1],bone_f[1] = 5,nil,6 --head bone_0[2],bone_t[2],bone_f[2] = 4,5,8 --neck bone_0[3],bone_t[3],bone_f[3] = 3,nil,31 --spine bone_0[4],bone_t[4],bone_f[4] = 1,2,3 --pelvis bone_0[5],bone_t[5],bone_f[5] = 4,32,5 --left clavicle bone_0[6],bone_t[6],bone_f[6] = 4,22,5 --right clavicle bone_0[7],bone_t[7],bone_f[7] = 32,33,34 --left shoulder bone_0[8],bone_t[8],bone_f[8] = 22,23,24 --right shoulder bone_0[9],bone_t[9],bone_f[9] = 33,34,32 --left elbow bone_0[10],bone_t[10],bone_f[10] = 23,24,22 --right elbow bone_0[11],bone_t[11],bone_f[11] = 34,35,36 --left hand bone_0[12],bone_t[12],bone_f[12] = 24,25,26 --right hand bone_0[13],bone_t[13],bone_f[13] = 41,42,43 --left hip bone_0[14],bone_t[14],bone_f[14] = 51,52,53 --right hip bone_0[15],bone_t[15],bone_f[15] = 42,43,44 --left knee bone_0[16],bone_t[16],bone_f[16] = 52,53,54 --right knee bone_0[17],bone_t[17],bone_f[17] = 43,42,44 --left ankle bone_0[18],bone_t[18],bone_f[18] = 53,52,54 --right angle bone_0[19],bone_t[19],bone_f[19] = 44,43,42 --left foot bone_0[20],bone_t[20],bone_f[20] = 54,53,52 --right foot function putAttachedElementsOnBones() for element,ped in pairs(attached_ped) do if not isElement(element) then clearAttachmentData(element) elseif isElementStreamedIn(ped) then local bone = attached_bone[element] local x,y,z = getPedBonePosition(ped,bone_0[bone]) local xx,xy,xz,yx,yy,yz,zx,zy,zz = getBoneMatrix(ped,bone) local offx,offy,offz = attached_x[element],attached_y[element],attached_z[element] local offrx,offry,offrz = attached_rx[element],attached_ry[element],attached_rz[element] local objx = x+offx*xx+offy*yx+offz*zx local objy = y+offx*xy+offy*yy+offz*zy local objz = z+offx*xz+offy*yz+offz*zz local rxx,rxy,rxz,ryx,ryy,ryz,rzx,rzy,rzz = getMatrixFromEulerAngles(offrx,offry,offrz) local txx = rxx*xx+rxy*yx+rxz*zx local txy = rxx*xy+rxy*yy+rxz*zy local txz = rxx*xz+rxy*yz+rxz*zz local tyx = ryx*xx+ryy*yx+ryz*zx local tyy = ryx*xy+ryy*yy+ryz*zy local tyz = ryx*xz+ryy*yz+ryz*zz local tzx = rzx*xx+rzy*yx+rzz*zx local tzy = rzx*xy+rzy*yy+rzz*zy local tzz = rzx*xz+rzy*yz+rzz*zz offrx,offry,offrz = getEulerAnglesFromMatrix(txx,txy,txz,tyx,tyy,tyz,tzx,tzy,tzz) if (not tonumber(tostring(objx)) or not tonumber(tostring(objy)) or not tonumber(tostring(objz))) then return end if (not tonumber(tostring(offrx)) or not tonumber(tostring(offry)) or not tonumber(tostring(offrz))) then return end setElementPosition(element,objx,objy,objz) setElementRotation(element,offrx,offry,offrz,"ZXY") else setElementPosition(element,getElementPosition(ped)) end end end addEventHandler("onClientPreRender",root,putAttachedElementsOnBones) Please, help!!!
  5. Hello! I read somewhere that specific skins that you cannot attack items to, are not having the bone components. How can I add these sort of bone components to skins? Any tutorial on that? Thanks