User:Kenix1: Difference between revisions
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* Nitro particle doesn't synced | * Nitro particle doesn't synced | ||
* onClientVehicleNitroStateChange doesn't work if nitro count == 0 ( but nitro still exists ) | * onClientVehicleNitroStateChange doesn't work if nitro count == 0 ( but nitro still exists ) | ||
* Nitro upgrade automaticly removed by increment ( nitro count 1 -> use nitro -> nitro is empty -> nitro count now 0 -> nitro upgrade removed ). Need injection in code. | * Nitro upgrade automaticly removed by increment ( nitro count 1 -> use nitro -> nitro is empty -> nitro count now 0 -> nitro upgrade removed ). Need injection in code. Also if upgrade is removed function getVehicleUpgradeOnSlot still return an upgrade id but upgrade doesn't exists. | ||
* Need better function for check if nitro exists. Because if use getVehicleNitroCount > 0 make nonsense if we use last nitro ( nitro count changed to zero ). | * Need better function for check if nitro exists. Because if use getVehicleNitroCount > 0 make nonsense if we use last nitro ( nitro count changed to zero ). | ||
Revision as of 09:59, 19 February 2013
Multi Game MTA developper/owner.
Kenix's TODO list:
Write function guiLabelGetColor on client side
int int int guiLabelGetColor ( element guiLabel )
Write functions guiGridListSetColumnTitle/guiGridListGetColumnTitle on client side
bool guiGridListSetColumnTitle ( element guiGridList, int columnIndex, string title ) string guiGridListGetColumnTitle ( element guiGridList, int columnIndex )
Write functions getEventHandlers on client/server side
table getEventHandlers ( string eventName, element attachedTo )
Write functions set/get/resetMoonSize on client/server side | Adress BYTE 0x8D4B60
setMoonSize ( int size ) -- set's size of the moon, possible values >= 0 getMoonSize () resetMoonSize ()
Write nitro functions on client side
bool isVehicleNitroRecharging ( vehicle theVehicle ) bool isVehicleNitroActivated ( vehicle theVehicle ) int getVehicleNitroCount ( vehicle theVehicle ) float getVehicleNitroLevel ( vehicle theVehicle ) bool setVehicleNitroActivated ( vehicle theVehicle, bool bActivated ) bool setVehicleNitroCount ( vehicle theVehicle, int iCount ) bool setVehicleNitroLevel ( vehicle theVehicle, float fLevel )
Nitro issues
- Nitro particle doesn't synced
- onClientVehicleNitroStateChange doesn't work if nitro count == 0 ( but nitro still exists )
- Nitro upgrade automaticly removed by increment ( nitro count 1 -> use nitro -> nitro is empty -> nitro count now 0 -> nitro upgrade removed ). Need injection in code. Also if upgrade is removed function getVehicleUpgradeOnSlot still return an upgrade id but upgrade doesn't exists.
- Need better function for check if nitro exists. Because if use getVehicleNitroCount > 0 make nonsense if we use last nitro ( nitro count changed to zero ).
Next functions
- Write function for check if vehicle on fire ( physically ) isVehicleOnFire
- Trying to make setPedAimTarget working for localPlayer too
- Add a multilanguage support
- Trying to fix custom animations brunch