User:Kenix1: Difference between revisions

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'''Nitro issues'''
'''Nitro issues'''
* Nitro particle doesn't synced
* Nitro particle doesn't synced
* onClientVehicleNitroStateChange doesn't work if nitro count == 0 ( but nitro still exists )
* <strike>onClientVehicleNitroStateChange doesn't work if nitro count == 0 ( but nitro still exists )</strike>
* 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.  
* 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 11:33, 19 February 2013

Coder.gif This user is an MTA developer

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