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Found 9 results

  1. 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.
  2. I've been working on a script that realistically manipulates the wheels. I've gotten to the point I can hide the original wheels, in hopes I can later attach a new set in the same place. I'm aware I might have to use attachElements, and several other functions. For the moment, I'd like to attach a single wheel. I've got this: -- All GUI elements. local vehicle = getPedOccupiedVehicle(localPlayer) local x1, y1, z1 = getVehicleComponentPosition(vehicle, "wheel_lf_dummy") local x2, y2, z2 = getVehicleComponentPosition(vehicle, "wheel_rf_dummy") local x3, y3, z3 = getVehicleComponentPosition(vehicle, "wheel_lb_dummy") local x4, y4, z4 = getVehicleComponentPosition(vehicle, "wheel_rb_dummy") local function replace1 () attachElements (1097, vehicle, x1, y2, z1, 0, 0, 0) end addEventHandler ("onClientGUIClick", set1, replace1, false) -- Function runs when button called 'set1' is clicked. -- Everything else. Here's my thought process: First, I get the player's vehicle. Then, I get the position of all four wheels in the player's vehicle, and represent them with x1, y1 and z1. With all wheels hidden by another function, I then attach the wheel model in the same place as the front left wheel. At the moment, I'm only aiming at the position; I'll handle the rotation later. DB 3 can't identify '1097', and thus asks for a valid element. Am I on the right path?
  3. Gostaria de colocar um interior na posição do mundo, e na dimensão zero, segue print de onde gostaria que ele ficasse para melhor entendimento: https://i.imgur.com/nDO6kX0.png Desde já agradeço!
  4. Gostaria de substituir o som de ignição do motor, já fiz um script em que o player consegue ligar de desligar o motor do veículo apertando determinado botão, mas gostaria de colocar um som para que todos aqueles que estiverem perto do carro do player consigam escutar o som da partida. Segue o link de download do som abaixo: https://drive.google.com/open?id=1ylXf3-E-Gw2wxAeIczvBMdLPduDMvh0p Não sei qual código utilizar, se puderem me ajudar agradeço!
  5. Anyone can explain me how to replace paintjobs? I wrote this script and it's not working function replacepaintjob() paintjob1 = engineLoadTXD ( "elegy1.txd" ) engineImportTXD (paintjob1, [562]={0}) paintjob2 = engineLoadTXD ( "elegy2.txd" ) engineImportTXD (paintjob2, [562]={1}) paintjob3 = engineLoadTXD ( "elegy3.txd" ) engineImportTXD (paintjob3, [562]={2}) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replacepaintjob) addCommandHandler ( "reloadmodel", replacepaintjob ) And please explain me how to use paintjob IDs in MTA Wiki Paintjob.
  6. I would like to know if it would be possible to replace the SFX files, so it would be easy to create a system of sounds for vehicles without being that ugly and bad done by scripts
  7. Hello, I would like to give you a suggestion that would improve the mta for the better, in order to create new things. Replacing the original animations, I saw that this was disabled because it caused problems, but it would be really fun to create new things in mta sa
  8. Hello everyone, I am creating a rpg server and I would like to use the blip Id 42 to be able to mark the places of work but I would like to replace it with a new image so I was searching the forum and found something that helped me more n me I leave satisfied Client Sid function ReplaceBlipInTakeJob() for key,hud in ipairs(huds) do texShader = dxCreateShader ( "shader/shader.fx" ) createdHud = dxCreateTexture("img/hud/"..hud..".png") dxSetShaderValue(texShader,"gTexture",createdHud) engineApplyShaderToWorldTexture(texShader,tostring(hud)) end end addEvent("StartJobId",true) addEventHandler("StartJobId",root,ReplaceBlipInTakeJob) shader.fx texture gTexture; technique TexReplace { pass P0 { Texture[0] = gTexture; } } So my problem is that he even did replace the blip more only on the radar and not on the F11 map Anyone could help me with this I have no experience in radar or shaders and .fx
  9. Hey folks, i know i can change textures with a shader. But can i replace model? And dont say to use replace dff function, it has to be with a shader.