Last comments
Quote: GTV_5000
It's cool, but you need to improve the script by squeezing the ini file in which you could set such settings as the activation and deactivation key yourself, as well as the flight speed of the missiles, from slow to the fastest possible. And also be able to activate the launch function of missiles in transport, respectively, the activation of launch and deactivation should also be customizable. Of course, I understand that the script is just a template and a lot can be done with it, but I think my proposed option will also be nice.
This is just an example, in fact, open the source and add some of your lines of code in this script is not difficult, so you can experiment.
I hope someone writes something like this =)
Goldfish 10/25/2018, 00:58:24
Quote: GTV_5000
It's cool, but you need to improve the script by squeezing the ini file in which you could set such settings as the activation and deactivation key yourself, as well as the flight speed of the missiles, from slow to the fastest possible. And also be able to activate the launch function of missiles in transport, respectively, the activation of launch and deactivation should also be customizable. Of course, I understand that the script is just a template and a lot can be done with it, but I think my proposed option will also be nice.
This is just an example, in fact, open the source and add some of your lines of code in this script is not difficult, so you can experiment.
I hope someone writes something like this =)
Goldfish 10/25/2018, 00:58:24
Quote: GTV_5000
It's cool, but you need to improve the script by squeezing the ini file in which you could set such settings as the activation and deactivation key yourself, as well as the flight speed of the missiles, from slow to the fastest possible. And also be able to activate the launch function of missiles in transport, respectively, the activation of launch and deactivation should also be customizable. Of course, I understand that the script is just a template and a lot can be done with it, but I think my proposed option will also be nice.
This is just an example, in fact, open the source and add some of your lines of code in this script is not difficult, so you can experiment.
I hope someone writes something like this =)
Goldfish 10/25/2018, 00:58:24
You will jump much faster and jump much higher if you have a space (sprint key)
and if not, what to do?
Quote: SergeDV
It remains to teach the normals to import and export,
There is everything, you just need to prepare a model specifically.
Tutor wants to remove one person, but he has no time for me yet)
what memories ..
Now Kam can load the whole prelit)
Quote: SergeDV
True, after rebooting, Max does not remember the last folders with which he worked. And does not support the 2009th Max. And problems may arise when importing already edited models (checked on transport).
Now Kam can load the whole prelit)
You could at least read the quote
version 5.3 (15 years edition)
+ Various stability fixes
+ Added DXT5 support
+ Added full mipmaps support, but it ONLY suports san andreas PC - other game versions will strip mipmaps before saving.
version 5.0 (beerbearbee Edition)
+ fixed mass image compression
+ improvements to speed up drag & drop
version 5.3 (15 years edition)
+ Various stability fixes
+ Added DXT5 support
+ Added full mipmaps support, but it ONLY suports san andreas PC - other game versions will strip mipmaps before saving.
version 5.0 (beerbearbee Edition)
+ fixed mass image compression
+ improvements to speed up drag & drop
Doctor of Economics A.D.M.I.O.W.E.P.O.S.L.D.E.N.N.E.O.T.D.A.Y.T
Goldfish 04/01/2018, 16:49:26
Goldfish 04/01/2018, 16:49:26
Quote: Jaehaerys
And how is this "normality" determined. Global variables are not normal, they spoil the game ...
They cannot be used in cleo scripts. In SCM it is possible and there they will not spoil anything, unless of course the hands are from a normal place.
Quote: TrushinVlad
Goldfish, I agree, but in my opinion, this is already a cant with textures and collisions from the developers themselves
No, this is a bug of your script, which will spawn this model on the roads. You just need to spawn higher, not directly at the point you find. The roads are sloped, and the newspaper will spawn strictly perpendicular to the axis, but not the road itself.
Goldfish 08/08/2017, 10:40:06
It's annual. If you can adapt the pzh under SA. A long time looking for this) In sa with the bug knechn, when the GG jerks.
Quote: Mikhail Pasynkov
And when will this mod come out? Already want to play
The plans were this summer, but the work is not on a small scale, so the approximate date is this year.
Quote: Cucumber113
This is advertising from the radio. I made it into video advertising.
lol is good +
Quote: DarkP1xel
03C0: 0 @ = actor $ PLAYER_ACTOR car
0679: put_camera_on_car 0 @ with_offset 0 -8.0 24.0 rotation 0 6.0 0 tilt 0 switchstyle 2
lol no. I had to introduce a smooth camera that does not respond to vehicle turns. That would turn somehow smoother with a view from above.
Nrm. And I have been looking for a way to install the camera at a height for a long time. But it is precisely without the reaction of the camera to the turns of the vehicle. Then, too, some mod with such a camera would do ...
Quote: Airat Mendelssohn
About a year ago spread it - did not miss it, and so it's completely unnecessary, everything is fixed by txdgen and the same magic txd builder from DK, namely by adding mip-mags
I will note. That blackness is not due to the absence of mip-mops, but from their lack let's say so. And this is a bug of RW. Txdgen'om and a similar program does not fix this bug, but only smeared with a crutch. For it turns out an excess of extra levels of Mip-Map. And the guy DK22Pac just fixed this bug. I think this plug-in is much more productive than the hard ways. It's true that not all plug-ins work.
And about the prelight, not heard?)