[PRO REQUEST] Convert this to pawn ! :o
#1

Hi all ! This is a question to pro scripters ... you don't have to help me but i just want to try it ;p

Код:
players = getElementsByType ( "player" )
for k,v in pairs(players) do
	r = 10
	angle = math.random(0, 359.99) --random angle between 0 and 359.99
	centerX = 515
	centerY = -2466.5
	spawnX = r*math.cos(angle) + centerX --circle trig math
	spawnY = r*math.sin(angle) + centerY --circle trig math
	spawnAngle = 360 - math.deg( math.atan2 ( (600 - spawnX), (-2500 - spawnY) ) )
	spawnPlayer ( v, spawnX, spawnY, 1, spawnAngle )	
end

setWeather ( 8 )

dummy = createObject ( 3106, 600, -2500, -10.000000, 0, 0.000000, math.deg(45.000000) )
height = 0
ship = {}
ship[1] = createObject ( 9585, 594.024994, -2507.973343, 16.240688, 0.000000, 0.000000, 0.000000 )
ship[2] = createObject ( 9586, 592.341562, -2507.970338, 26.287117, 0.000000, 0.000000, 0.000000 )
ship[3] = createObject ( 9584, 519.213539, -2507.960570, 35.307964, 0.000000, 0.000000, 0.000000 )
ship[4] = createObject ( 9761, 593.563006, -2507.960257, 36.307343, 0.000000, 0.000000, 0.000000 )
ship[5] = createObject ( 9590, 600.276580, -2507.975836, 17.972404, 0.000000, 0.000000, 0.000000 )
ship[6] = createObject ( 9588, 599.583616, -2507.992563, 16.842083, 0.000000, 0.000000, 0.000000 )
ship[7] = createObject ( 9587, 602.710941, -2507.997527, 32.860355, 0.000000, 0.000000, 0.000000 )
ship[8] = createObject ( 9698, 531.703178, -2509.137287, 38.210091, 0.000000, 0.000000, 0.000000 )
ship[9] = createObject ( 9821, 530.456947, -2505.668294, 33.931679, 0.000000, 0.000000, 0.000000 )
ship[10] = createObject ( 9820, 530.690063, -2507.855123, 42.203083, 0.000000, 0.000000, 0.000000 )
ship[11] = createObject ( 9818, 533.328865, -2508.044811, 43.003025, 0.000000, 0.000000, 0.000000 )
ship[12] = createObject ( 9819, 533.565224, -2501.948847, 42.212730, 0.000000, 0.000000, 0.000000 )
ship[13] = createObject ( 1215, 528.850662, -2504.785474, 63.687782, 0.000000, 0.000000, 0.000000 )
ship[14] = createObject ( 1215, 528.831230, -2512.129888, 63.678757, 0.000000, 0.000000, 0.000000 )
ship[15] = createObject ( 1215, 535.183273, -2492.588416, 42.097248, 0.000000, 0.000000, 0.000000 )
ship[16] = createObject ( 1215, 528.183350, -2492.613416, 42.097248, 0.000000, 0.000000, 0.000000 )
ship[17] = createObject ( 1215, 535.143707, -2524.527042, 42.097248, 0.000000, 0.000000, 0.000000 )
ship[18] = createObject ( 1215, 528.293762, -2524.577042, 42.097248, 0.000000, 0.000000, 0.000000 )
ship[19] = createObject ( 1215, 535.307335, -2524.785160, 34.588375, 0.000000, 0.000000, 0.000000 )
ship[20] = createObject ( 1215, 535.336227, -2592.647525, 34.588486, 0.000000, 0.000000, 0.000000 )
ship[21] = createObject ( 1215, 509.676369, -2514.116117, 36.259785, 0.000000, 0.000000, 0.000000 )
ship[22] = createObject ( 1215, 509.676369, -2501.816118, 36.259785, 0.000000, 0.000000, 0.000000 )
ship[23] = createObject ( 1215, 481.725655, -2507.948462, 27.232681, 0.000000, 0.000000, 0.000000 )
ship[24] = createObject ( 1215, 496.538727, -2507.996759, 28.309702, 0.000000, 0.000000, 0.000000 )
ship[25] = createObject ( 2780, 515.756454, -2511.287848, 47.607914, 0.000000, 0.000000, 0.000000 )
ship[26] = createObject ( 2780, 515.756454, -2504.787860, 47.607914, 0.000000, 0.000000, 0.000000 )
ship[27] = createObject ( 2780, 524.303802, -2503.224801, 29.735508, 0.000000, 0.000000, 0.000000 )
ship[28] = createObject ( 2780, 560.012344, -2498.232987, 10.054436, 0.000000, 0.000000, 0.000000 )
ship[29] = createObject ( 2780, 640.127350, -2496.485858, 10.376801, 0.000000, 0.000000, 0.000000 )

attachElements ( ship[1], dummy, -6.024994, -7.973343, 16.240688+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[2], dummy, -8.341562, -7.970338, 26.287117+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[3], dummy, -81.213539, -7.960570, 35.307964+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[4], dummy, -7.563006, -7.960257, 36.307343+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[5], dummy, 0.276580, -7.975836, 17.972404+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[6], dummy, -0.416384, -7.992563, 16.842083+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[7], dummy, 2.710941, -7.997527, 32.860355+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[8], dummy, -69.703178, -9.137287, 38.210091+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[9], dummy, -70.456947, -5.668294, 33.931679+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[10], dummy, -70.690063, -7.855123, 42.203083+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[11], dummy, -66.328865, -8.044811, 43.003025+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[12], dummy, -66.565224, -1.948847, 42.212730+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[13], dummy, -72.850662, -4.785474, 63.687782+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[14], dummy, -72.831230, -12.129888, 63.678757+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[15], dummy, -65.183273, 8.588416, 42.097248+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[16], dummy, -72.183350, 8.613416, 42.097248+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[17], dummy, -65.143707, -24.527042, 42.097248+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[18], dummy, -72.293762, -24.577042, 42.097248+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[19], dummy, -65.307335, -24.785160, 34.588375+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[20], dummy, -65.336227, 8.647525, 34.588486+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[21], dummy, -91.676369, -14.116117, 36.259785+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[22], dummy, -91.676369, -1.816118, 36.259785+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[23], dummy, -119.725655, -7.948462, 27.232681+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[24], dummy, 104.538727, -7.996759, 28.309702+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[25], dummy, -85.756454, -11.287848, 47.607914+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[26], dummy, -85.756454, -4.787860, 47.607914+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[27], dummy, -76.303802, -3.224801, 29.735508+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[28], dummy, -40.012344, 2.232987, 10.054436+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[29], dummy, 40.127350, 4.485858, 10.376801+height, 0.000000, 0.000000, 0.000000 )

for k,v in pairs(ship) do -- Make all the objects child of 'dummy'
	setElementParent ( v, dummy )
end

function mapLoad (  )
	setWaveHeight ( 0.7 )
end
addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()),mapLoad )

function sinkit (  )
	local x,y,z = getElementPosition ( dummy )
	moveObject ( dummy, 5000, x, y, z-5, 0, 0, 0 )
	setTimer ( startTiltA, 5000, 1 )
end
addCommandHandler ( "sink", sinkit )

function startTiltA (  )
	local x,y,z = getElementPosition ( dummy )
	moveObject ( dummy, 10000, x, y, z-10, 0, 10, 0 )
	setTimer ( startTiltB, 10000, 1 )
end

function startTiltB (  )
	local x,y,z = getElementPosition ( dummy )
	moveObject ( dummy, 10000, x, y, z-5, 0, 20, 0 )
	setTimer ( startTiltC, 10000, 1 )
end

function startTiltC (  )
	local x,y,z = getElementPosition ( dummy )
	moveObject ( dummy, 15000, x, y, z, 0, 20, 0 )
	setTimer ( startTiltD, 15000, 1 )
end

function startTiltD (  )
	local x,y,z = getElementPosition ( dummy )
	moveObject ( dummy, 5000, x, y, z-10, 0, 15, 0 )
	setTimer ( startTiltE, 5000, 1 )
end

function startTiltE (  )
	local x,y,z = getElementPosition ( dummy )
	moveObject ( dummy, 10000, x, y, z-50, 0, 15, 0 )
	setTimer ( startTiltF, 10000, 1 )
end

function startTiltF (  )
	local x,y,z = getElementPosition ( dummy )
	moveObject ( dummy, 5000, x, y, z-40, 0, 10, 0 )
end
Reply
#2

blahblah, Made it in a filterscript. ( Not fully done yet, tbh not even half done. )

pawn Код:
#include <a_samp>

#define PI 3.14159265

public OnFilterScriptInit( )
{
    new ship[ 30 ];

    SetWeather( 8 );

    ship[ 1  ] = CreateObject ( 9585, 594.024994, -2507.973343, 16.240688, 0.000000, 0.000000, 0.000000 );
    ship[ 2  ] = CreateObject ( 9586, 592.341562, -2507.970338, 26.287117, 0.000000, 0.000000, 0.000000 );
    ship[ 3  ] = CreateObject ( 9584, 519.213539, -2507.960570, 35.307964, 0.000000, 0.000000, 0.000000 );
    ship[ 4  ] = CreateObject ( 9761, 593.563006, -2507.960257, 36.307343, 0.000000, 0.000000, 0.000000 );
    ship[ 5  ] = CreateObject ( 9590, 600.276580, -2507.975836, 17.972404, 0.000000, 0.000000, 0.000000 );
    ship[ 6  ] = CreateObject ( 9588, 599.583616, -2507.992563, 16.842083, 0.000000, 0.000000, 0.000000 );
    ship[ 7  ] = CreateObject ( 9587, 602.710941, -2507.997527, 32.860355, 0.000000, 0.000000, 0.000000 );
    ship[ 8  ] = CreateObject ( 9698, 531.703178, -2509.137287, 38.210091, 0.000000, 0.000000, 0.000000 );
    ship[ 9  ] = CreateObject ( 9821, 530.456947, -2505.668294, 33.931679, 0.000000, 0.000000, 0.000000 );
    ship[ 10 ] = CreateObject ( 9820, 530.690063, -2507.855123, 42.203083, 0.000000, 0.000000, 0.000000 );
    ship[ 11 ] = CreateObject ( 9818, 533.328865, -2508.044811, 43.003025, 0.000000, 0.000000, 0.000000 );
    ship[ 12 ] = CreateObject ( 9819, 533.565224, -2501.948847, 42.212730, 0.000000, 0.000000, 0.000000 );
    ship[ 13 ] = CreateObject ( 1215, 528.850662, -2504.785474, 63.687782, 0.000000, 0.000000, 0.000000 );
    ship[ 14 ] = CreateObject ( 1215, 528.831230, -2512.129888, 63.678757, 0.000000, 0.000000, 0.000000 );
    ship[ 15 ] = CreateObject ( 1215, 535.183273, -2492.588416, 42.097248, 0.000000, 0.000000, 0.000000 );
    ship[ 16 ] = CreateObject ( 1215, 528.183350, -2492.613416, 42.097248, 0.000000, 0.000000, 0.000000 );
    ship[ 17 ] = CreateObject ( 1215, 535.143707, -2524.527042, 42.097248, 0.000000, 0.000000, 0.000000 );
    ship[ 18 ] = CreateObject ( 1215, 528.293762, -2524.577042, 42.097248, 0.000000, 0.000000, 0.000000 );
    ship[ 19 ] = CreateObject ( 1215, 535.307335, -2524.785160, 34.588375, 0.000000, 0.000000, 0.000000 );
    ship[ 20 ] = CreateObject ( 1215, 535.336227, -2592.647525, 34.588486, 0.000000, 0.000000, 0.000000 );
    ship[ 21 ] = CreateObject ( 1215, 509.676369, -2514.116117, 36.259785, 0.000000, 0.000000, 0.000000 );
    ship[ 22 ] = CreateObject ( 1215, 509.676369, -2501.816118, 36.259785, 0.000000, 0.000000, 0.000000 );
    ship[ 23 ] = CreateObject ( 1215, 481.725655, -2507.948462, 27.232681, 0.000000, 0.000000, 0.000000 );
    ship[ 24 ] = CreateObject ( 1215, 496.538727, -2507.996759, 28.309702, 0.000000, 0.000000, 0.000000 );
    ship[ 25 ] = CreateObject ( 2780, 515.756454, -2511.287848, 47.607914, 0.000000, 0.000000, 0.000000 );
    ship[ 26 ] = CreateObject ( 2780, 515.756454, -2504.787860, 47.607914, 0.000000, 0.000000, 0.000000 );
    ship[ 27 ] = CreateObject ( 2780, 524.303802, -2503.224801, 29.735508, 0.000000, 0.000000, 0.000000 );
    ship[ 28 ] = CreateObject ( 2780, 560.012344, -2498.232987, 10.054436, 0.000000, 0.000000, 0.000000 );
    ship[ 29 ] = CreateObject ( 2780, 640.127350, -2496.485858, 10.376801, 0.000000, 0.000000, 0.000000 );

    return 1;
}

public OnPlayerSpawn( playerid )
{
    new
        rand_Angle,
        Float:spawnX,
        Float:spawnY
    ;

    rand_Angle = random( 360 );

    spawnX = 10 * floatcos( rand_Angle ) +     515;
    spawnY = 10 * floatsin( rand_Angle ) + -2466.5;

    SetPlayerPos( playerid, spawnX, spawnY, 1  );
    SetPlayerFacingAngle( playerid, rand_Angle );
}
If anyone else wants to do this they could use mine and add in the moving objects and fix the spawn angle.
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#3

Quote:
Originally Posted by Retardedwolf
Посмотреть сообщение
blahblah, Made it in a filterscript. ( Not fully done yet, tbh not even half done. )

pawn Код:
#include <a_samp>

#define PI 3.14159265

public OnFilterScriptInit( )
{
    new ship[ 30 ];

    SetWeather( 8 );

    ship[ 1  ] = CreateObject ( 9585, 594.024994, -2507.973343, 16.240688, 0.000000, 0.000000, 0.000000 );
    ship[ 2  ] = CreateObject ( 9586, 592.341562, -2507.970338, 26.287117, 0.000000, 0.000000, 0.000000 );
    ship[ 3  ] = CreateObject ( 9584, 519.213539, -2507.960570, 35.307964, 0.000000, 0.000000, 0.000000 );
    ship[ 4  ] = CreateObject ( 9761, 593.563006, -2507.960257, 36.307343, 0.000000, 0.000000, 0.000000 );
    ship[ 5  ] = CreateObject ( 9590, 600.276580, -2507.975836, 17.972404, 0.000000, 0.000000, 0.000000 );
    ship[ 6  ] = CreateObject ( 9588, 599.583616, -2507.992563, 16.842083, 0.000000, 0.000000, 0.000000 );
    ship[ 7  ] = CreateObject ( 9587, 602.710941, -2507.997527, 32.860355, 0.000000, 0.000000, 0.000000 );
    ship[ 8  ] = CreateObject ( 9698, 531.703178, -2509.137287, 38.210091, 0.000000, 0.000000, 0.000000 );
    ship[ 9  ] = CreateObject ( 9821, 530.456947, -2505.668294, 33.931679, 0.000000, 0.000000, 0.000000 );
    ship[ 10 ] = CreateObject ( 9820, 530.690063, -2507.855123, 42.203083, 0.000000, 0.000000, 0.000000 );
    ship[ 11 ] = CreateObject ( 9818, 533.328865, -2508.044811, 43.003025, 0.000000, 0.000000, 0.000000 );
    ship[ 12 ] = CreateObject ( 9819, 533.565224, -2501.948847, 42.212730, 0.000000, 0.000000, 0.000000 );
    ship[ 13 ] = CreateObject ( 1215, 528.850662, -2504.785474, 63.687782, 0.000000, 0.000000, 0.000000 );
    ship[ 14 ] = CreateObject ( 1215, 528.831230, -2512.129888, 63.678757, 0.000000, 0.000000, 0.000000 );
    ship[ 15 ] = CreateObject ( 1215, 535.183273, -2492.588416, 42.097248, 0.000000, 0.000000, 0.000000 );
    ship[ 16 ] = CreateObject ( 1215, 528.183350, -2492.613416, 42.097248, 0.000000, 0.000000, 0.000000 );
    ship[ 17 ] = CreateObject ( 1215, 535.143707, -2524.527042, 42.097248, 0.000000, 0.000000, 0.000000 );
    ship[ 18 ] = CreateObject ( 1215, 528.293762, -2524.577042, 42.097248, 0.000000, 0.000000, 0.000000 );
    ship[ 19 ] = CreateObject ( 1215, 535.307335, -2524.785160, 34.588375, 0.000000, 0.000000, 0.000000 );
    ship[ 20 ] = CreateObject ( 1215, 535.336227, -2592.647525, 34.588486, 0.000000, 0.000000, 0.000000 );
    ship[ 21 ] = CreateObject ( 1215, 509.676369, -2514.116117, 36.259785, 0.000000, 0.000000, 0.000000 );
    ship[ 22 ] = CreateObject ( 1215, 509.676369, -2501.816118, 36.259785, 0.000000, 0.000000, 0.000000 );
    ship[ 23 ] = CreateObject ( 1215, 481.725655, -2507.948462, 27.232681, 0.000000, 0.000000, 0.000000 );
    ship[ 24 ] = CreateObject ( 1215, 496.538727, -2507.996759, 28.309702, 0.000000, 0.000000, 0.000000 );
    ship[ 25 ] = CreateObject ( 2780, 515.756454, -2511.287848, 47.607914, 0.000000, 0.000000, 0.000000 );
    ship[ 26 ] = CreateObject ( 2780, 515.756454, -2504.787860, 47.607914, 0.000000, 0.000000, 0.000000 );
    ship[ 27 ] = CreateObject ( 2780, 524.303802, -2503.224801, 29.735508, 0.000000, 0.000000, 0.000000 );
    ship[ 28 ] = CreateObject ( 2780, 560.012344, -2498.232987, 10.054436, 0.000000, 0.000000, 0.000000 );
    ship[ 29 ] = CreateObject ( 2780, 640.127350, -2496.485858, 10.376801, 0.000000, 0.000000, 0.000000 );

    return 1;
}

public OnPlayerSpawn( playerid )
{
    new
        rand_Angle,
        Float:spawnX,
        Float:spawnY
    ;

    rand_Angle = random( 360 );

    spawnX = 10 * floatcos( rand_Angle ) +     515;
    spawnY = 10 * floatsin( rand_Angle ) + -2466.5;

    SetPlayerPos( playerid, spawnX, spawnY, 1  );
    SetPlayerFacingAngle( playerid, rand_Angle );
}
If anyone else wants to do this they could use mine and add in the moving objects and fix the spawn angle.
Who Looks good !
Reply
#4

i think this part:

Код:
attachElements ( ship[1], dummy, -6.024994, -7.973343, 16.240688+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[2], dummy, -8.341562, -7.970338, 26.287117+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[3], dummy, -81.213539, -7.960570, 35.307964+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[4], dummy, -7.563006, -7.960257, 36.307343+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[5], dummy, 0.276580, -7.975836, 17.972404+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[6], dummy, -0.416384, -7.992563, 16.842083+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[7], dummy, 2.710941, -7.997527, 32.860355+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[8], dummy, -69.703178, -9.137287, 38.210091+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[9], dummy, -70.456947, -5.668294, 33.931679+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[10], dummy, -70.690063, -7.855123, 42.203083+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[11], dummy, -66.328865, -8.044811, 43.003025+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[12], dummy, -66.565224, -1.948847, 42.212730+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[13], dummy, -72.850662, -4.785474, 63.687782+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[14], dummy, -72.831230, -12.129888, 63.678757+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[15], dummy, -65.183273, 8.588416, 42.097248+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[16], dummy, -72.183350, 8.613416, 42.097248+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[17], dummy, -65.143707, -24.527042, 42.097248+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[18], dummy, -72.293762, -24.577042, 42.097248+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[19], dummy, -65.307335, -24.785160, 34.588375+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[20], dummy, -65.336227, 8.647525, 34.588486+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[21], dummy, -91.676369, -14.116117, 36.259785+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[22], dummy, -91.676369, -1.816118, 36.259785+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[23], dummy, -119.725655, -7.948462, 27.232681+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[24], dummy, 104.538727, -7.996759, 28.309702+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[25], dummy, -85.756454, -11.287848, 47.607914+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[26], dummy, -85.756454, -4.787860, 47.607914+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[27], dummy, -76.303802, -3.224801, 29.735508+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[28], dummy, -40.012344, 2.232987, 10.054436+height, 0.000000, 0.000000, 0.000000 )
attachElements ( ship[29], dummy, 40.127350, 4.485858, 10.376801+height, 0.000000, 0.000000, 0.000000 )
Must be like a cmd ..
Reply
#5

Why would anyone script a GM in Visual Basic
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#6

Quote:
Originally Posted by Sinner
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Why would anyone script a GM in Visual Basic
how you know it's made in Visual Basic ?!
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#7

Quote:
Originally Posted by Sinner
Посмотреть сообщение
Why would anyone script a GM in Visual Basic
I believe it's created with LUA, which is the language MTA is run on.
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#8

Quote:
Originally Posted by Michael@Belgium
Посмотреть сообщение
how you know it's made in Visual Basic ?!
Oops my bad, but it seemed like VB syntax to me. I think LUA is derived from VB though.
I don't think you can fully convert it to pawn, since MTA servers can do things SAMP servers just can't.
Reply
#9

Quote:
Originally Posted by Sinner
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Oops my bad, but it seemed like VB syntax to me. I think LUA is derived from VB though.
I don't think you can fully convert it to pawn, since MTA servers can do things SAMP servers just can't.
Yeah, MTA servers can do much more then SAMP servers and this script is going about a sinking ship like the titanic ...
The ship IS just moving 90° X or Y idk ... and then it sinks to the bottup of the water
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#10

LOOK this is the script IG xD

[ame]http://www.youtube.com/watch?v=HMBUmDlUE5Y[/ame]
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