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Found 8 results

  1. My goal is simple, after using GetPedCollisionTarget, I want it to return 3 numbers that correspond to the coordinates of the target that has collision detection, but for this function to return something, you must first aim the weapon. And here is the problem because when the player is aiming, the crosshair is somewhere close but not in the center of the center, and I want to get the coordinates of the target in the center, not somewhere nearby. And here comes the question, is it possible to make GetPedCollisionTarget work but without aiming the weapon? PLEASE HELP
  2. Hi. I disconnected the red area in the photo below from model 2 and connected it to model 1. DFF replaced correctly, but I have a problem with collisions on dark red terrain - there is no collision, but if I put the same object in a different place, it has a normal collision. Watch the video to know better what I am talking about. Do you know why this happens? Model 2 doesn't have this problem
  3. Is there any way to enable collisions with cars (That were created with Map Editor and are part of the map) in the race gamemode? I mean, the ordinary collisions like in other gamemodes, and not just some kind of tank mode for those cars. P.S. I know almost nothing about Lua scripting.
  4. I've created my first server just little over a while ago and I was wondering is there any way for me to implement better vehicle collisions between 2 players? Example: I'm in a car chasing another player in a car. I want to stop him so I try to perform a pit maneuver (ram my car into his car so that I would unsettle his car and spin him out) What's happening now: I ram my car into his car, he drives off as if nothing happened and I spin out, it's as if his car wasn't even in that position. Bad collisions between 2 player cars, as if the server doesn't sync vehicles properly.
  5. Hello. Sry for my english. I creating object: local element_object = createObject(13025, 123.123, 123.123, 123.123, 123.123, 123.123, 123.123) I creating collision: local element_col = createColCircle(0.0, 0.0, 25.0) I attach collision to object attachElements(element_col, element_object) And when i hit collision onElementColShapeHit not call. wtf? what i doing wrong? But i attach object to collision then everything works. attachElements(element_object, element_col) -- change variables
  6. I created a Brown Streak mod. And the dff&txd working fine, but the .col does not working. I got a warning in debugscript 3: mod.lua:14: Bad 'number' pointer @ engineReplaceCOL'(2) This is the mod.lua code: function replaceModel() local txd colsok = engineLoadCOL ( "v43.col" ) engineReplaceCOL ( colsok, 538) txd = engineLoadTXD ( "v43.txd" ) engineImportTXD ( txd, 538 ) dff = engineLoadDFF ( "v43.dff" ) engineReplaceModel ( dff, 538 ) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceModel) addCommandHandler ( "reloadca
  7. Hi everyone! have here server-side script local col = createColCircle(170, -377, 15) local object = createObject(737, 175, -377, 6) print(isElementWithinColShape(object, col)) -- print false Can anyone tell me, why i got false, when object IN colshape? Object and colshape have same coordinates.
  8. Hello! So, i would like to use a lot of collision shape for interactions (i don't like click on things). And my question is will it cause fps drops or low fps for the clients? I never used that much collision shapes. Any suggestion or experience? I don't know now how many col shape will be exactly. Let's say 5000 or 10000
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