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  • destroyElement ( theZone ) -- if so, destroy it local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) --create an object which looks like a claym
    4 KB (525 words) - 17:40, 9 October 2018
  • This function destroys an [[element]] and all elements within it in the hierarchy (its children, the children of those children etc). [[play ...successfully, ''false'' if either the element passed to it was invalid or it could not be destroyed for some other reason (for example, clientside destr
    5 KB (689 words) - 18:11, 17 November 2021
  • ...unction creates a camera object at a specified location in the game world. It then sets up a timer to check the speed of all vehicles in the game every s local camera = createObject(modelId, x, y, z)
    4 KB (405 words) - 21:54, 26 November 2023
  • * ''"OutElastic"'' can define ''fEasingPeriod'' and ''fEasingAmplitude'' so it can be used with ''getEasingValue( fProgress, "OutElastic", 0.3, 1.0 )'' * ''"InBack"'' can define ''fEasingOvershoot'', but since it comes after ''fEasingPeriod'' and ''fEasingAmplitude'' in the order of para
    8 KB (1,103 words) - 12:36, 6 January 2022
  • ...ator:''' the explosion's simulated creator, the [[player]] responsible for it. local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) --create an object which looks like a claym
    6 KB (763 words) - 11:44, 11 January 2024
  • mainObject = createObject ( 17050, mainPos[1], mainPos[2], mainPos[3], mainRot[1], mainRot[2], mainRo -- Otherwise it will look all funny
    3 KB (398 words) - 01:07, 10 April 2011
  • ...object" individually. Instead of having to call a function and referencing it inside the call, you actually call the function INSIDE the class. ...I say ''object'', I don't mean [[createObject]] (unless I actually mention it), but to make things clearer I will avoid mentioning physical objects as I
    9 KB (1,385 words) - 05:52, 6 November 2023
  • createObject ( 1337, posX, posY, posZ ) Having read the section above it should be clear that a gamemode should always consist of two parts:
    8 KB (1,232 words) - 17:39, 21 August 2012
  • ...ns that the gamemode code does not have any map-specific data hardcoded in it, like the positions of players or cars. Instead, the gamemode should be abl An obvious example of a "proper gamemode" is MTA:Race. It allows user-made maps with lots of possibilities within the .map file. To a
    9 KB (1,419 words) - 19:49, 19 April 2020
  • createObject ( 1337, posX, posY, posZ ) Having read the section above it should be clear that a gamemode should always consist of two parts:
    9 KB (1,550 words) - 18:13, 18 November 2018
  • {{IT/MainP}} [[Category:IT/Guide e tutorial]]
    10 KB (1,401 words) - 11:41, 11 June 2023
  • An obvious example of a "proper gamemode" is MTA:Race. It allows usermade maps with lots of possibilities within the .map file. To al createObject ( 1337, posX, posY, posZ )
    10 KB (1,634 words) - 10:01, 23 December 2014
  • createObject ( 1337, posX, posY, posZ ) [[it:Scrivere una gamemode]]
    10 KB (1,564 words) - 23:44, 6 July 2014
  • createObject ( 1337, posX, posY, posZ ) [[it:Scrivere una gamemode]]
    10 KB (1,449 words) - 19:47, 30 June 2022
  • createObject ( 1337, posX, posY, posZ ) [[it:Scrivere una gamemode]]
    10 KB (1,622 words) - 18:36, 9 November 2022
  • createObject ( 1337, posX, posY, posZ ) [[it:Scrivere una gamemode]]
    16 KB (265 words) - 03:06, 1 April 2016
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