Keitboor

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Tout ce qui a été posté par Keitboor

  1. Keitboor

    Partie V.I.P !!

    Après concertation, pour rentrer dans la partie VIP vous devrez prétendre :   - Avoir plus de 3 mois d'ancienneté - Aucun avertissement - Un minimum de 200/300 Messages   Ensuite envoyez moi un MP, je déciderai alors si vous etes prêt à entrer dans la zone VIP Pour me rendre la tache plus facile, veuillez titrer votre MP comme ceci :       Sur ce bon surf sur nos forums.
  2. Keitboor

    Partie V.I.P !!

    Les demandes d'accès à la zone VIP sont FERMEES jusqu'à nouvel ordre sauf cas exceptionnel.
  3. Keitboor

    [MAJ] VCS PS2 : Images et infos !

      Merci j'ai ajouté dans la news j'essaye de trouver le dernier en grande taille
  4. Rockstar Games a enfin annoncé la sortie de GTA Vice City Stories sur PS2 : Voir l'article sur TakeTwo (Anglais) Il sera donc disponible le 6 mars en Amérique et le 9 mars en Europe ! Aucun prix officiel n'a été transmis. Restez informé sur GTAViceCityStories-fr.net
  5. Keitboor

    The NoLimit™

    http://www.dailymotion.com/tag/daylimotion...6ka_bebe-kungfu   mattez moi cette video
  6. Tu va dans le panneau de configuration, ajout suppression de programme puis tu cherche Lost Angelz Multiplayerz
  7. Keitboor

    Jaquette + Prix de Vice City Stories sur PS2

      Rien ne t'empeche d'acheter le jeu en import mais faut voir les fraix de port aussi...
  8. Keitboor

    Aide configuration fichier mtaserver.conf

    Légende : Description en rouge Exemple en vert Indication en bleu Ligne à modifier  
  9. Keitboor

    sauvegarde 100%

      ENvoi un message privé à LOS Santos il t'aidera surement
  10. Keitboor

    Vos séries favorites

    Prison Break Lost Heroes 24h Chrono Desperate housewives
  11. Keitboor

    Nouveaux véhicules pour San Andreas

      Si tu compte ditribuer le "mod" sur internet ou par tout autre moyen oui.
  12. Keitboor

    Nouveaux véhicules pour San Andreas

    Bien joué El Patron
  13. Keitboor

    Nouveaux Détails pour VCS sur PS2

    Rockstar Games va bientôt être obligé de faire le communiqué officiel
  14. Keitboor

    End of the Line : TROP DÛR

    Salut !   commence par lire la solution complète disponible ici :   http://www.sanandreas-fr.net/index.php?pag...s%20santos2#end   PS : Evite les majuscules la prochaine fois...
  15. Keitboor

    GTA VCS sur PS2 ça se précise !

    Tout d'abord, je vous annonce que le prix de GTA : Vice City Stories est passé de 49.99 $ à 29.99 $ !   Ensuite, j'ai pu trouver la fiche de Vice City Stories version PS2 sur le célèbre site de vente en ligne, alapage ! En effet, on peut pré-commander le jeu au prix de 28.50 € ! Ce qui laisserai penser à une sortie quasi certaine du jeu sur la plate-forme PS2 le 9 Mars 2007 d'après eux !   Fiche de GTA Vice City Stories   En voilà une bonne nouvelle pour ceux qui possèdent une PS2 !   Bon surf sur GTANF.com.
  16. Keitboor

    GTA VCS sur PS2 ça se précise !

    Nouvelles INFOS :   Sur de nombreux sites de ventes en ligne GTA VCS pour PS2 apparait au prix d'environ 30€. Pour ce qui est de la date elle varie entre 7 mars et 9 mars 2007 !   Toujours pas de nouvelle de la part de RockstarGames...
  17. Keitboor

    GTA VCS sur PS2 ça se précise !

    S'ils le font c'est que ca se rentabilise derrière sinon il le fera pas... Avant tout rockstar est une entreprise qui cherche à faire du benef.
  18. Keitboor

    Comment installer Cheat Device?

      Suis ce tutorial déjà pour mettre ta psp en 1.5 puis un firmware 3.03 OEC
  19. Keitboor

    Tutorial #3 - Crazy Clothes

          Vidéo :       Le script complet est accessible à cette adresse : Script3.lua Sujet traitant de ce script sur le site officiel : Cliquez ici Counting the clothes   First, we are going to count how many items there are in each category, and store the counts in this table:     CODElocal count = {} We have 18 clothing types to check (these will be documented along with the rest of IDs on release) :     CODEfor type = 0, 17 do --initialize a counter local clothes = 0   --we increase the counter until it's an invalid clothing ID while getClothesByTypeIndex ( type, clothes ) ~= false do clothes = clothes + 1 end   --remember the last one didn't exist: we've got to remove it --from the count when storing it count[type] = clothes - 1 end Note : This step may be replaced by declaring a hardcoded table with fixed clothes counts, as all unmodded games have the same number of clothes in each category.   Creating the clothes change function   Now we'll create the clothes changing function itself. It will have to take a few things into account, which will be described in a moment. The declaration starts here :     CODEfunction doChangeClothes () Now, we're going to run it for every connected player. This is done by first retrieving a table of every player in the server, then looping through that table and changing their clothes. First we retrieve a table of our players:     CODElocal players = getElementsByType ( "player" ) Next we use Lua's generic for loop to go through every player in that table.     CODEfor i, player in players do First, we have to choose a random type using Lua's math.random. We'll leave tattoos (type IDs 4-12) out because they're not visible with clothes on anyways :     CODE local accessory = math.random ( 0, 1 ) if accessory == 1 then   --pick an accessory type type = math.random ( 13, 17 )   else --pick hairstyles/shirts/trousers/shoes type type = math.random ( 0, 3 )   end Complete suits (type ID 17) are applied on top of shirts and trousers, so we'll want to remove them if any of these two are selected:     CODE if type == 0 or type == 2 then  removePlayerClothes ( player, 17 ) end Now that we've got our type, we have to select a random piece of clothing within it:     CODE local clothing = math.random ( 0, count[type] ) Only adding these clothes to the player is left to do.     CODE --we get the texture and model via getClothesByTypeIndex texture, model = getClothesByTypeIndex ( type, clothing ) --and we add that piece of clothing to the player. addPlayerClothes ( player, texture, model, type ) We mustn't forget to close the "for" loop, and the function declaration.     CODE end end Starting the function   Lastly, we'll trigger our function repeatedly when this script "resource" (these will be explained later) is started.     CODEaddEventHandler("onResourceStart", getRootElement(), "clothesStart") function clothesStart ( resourcename ) Our clothesStart function should only be triggered when this script loads. The following line makes the script ignore any resource loads other than its own :     CODEif resourcename ~= getThisResource() then return end Finally, we'll employ the setTimer function, as in the last tutorial, to trigger the function every two seconds.     CODE--0 means infinite times, until the timer is killed setTimer ( "doChangeClothes", 2000, 0 ) end
  20.       Vidéo :       En construction  
  21.       Vidéo :     En construction     Turning on our script   MTA scripting is completely event based. Events are truly dynamic and you can actually implement your own within your scripts, but in this example we'll be using built in events, of which MTA has around 40. Events get "triggered" when all kinds of things happen in the game. We can tie our own functions to any event (by calling a function called addEventHandler). Each event can have any number of event handlers or none!   We'll create our first function called Script_onResourceLoad, that we will set up to be called when the server loads the resource that contains the map using the onResourceLoad event. We'll look at how MTA's 'resources' work exactly in a future post.   Then we will create a new global key that toggles our script off and on. We call bindKey to assign the I-key to the function "modeIO" we have yet to create. Of course, we want this key for every player that is currently in our server, so we set up a small for-loop:     CODEaddEventHandler ( "onResourceLoad", getRootElement(), "Script_onResourceLoad" ) function Script_onResourceLoad ( resource )   if ( resource == getThisResource() ) then -- for each player already in the server for index, player in getElementsByType ( "player" ) do   -- binds the "i"-key to our function "modeIO" bindKey ( player, "i", "down", "modeIO" ) end   end end   Notice that we have now ended the function with the end keyword. We're forgetting something though: the above function only gets called once (on map load), so any players that join afterwards will need the I-key available as well. We can use the onPlayerJoin event for this, which gets called for every player that joins:     CODEaddEventHandler ( "onPlayerJoin", getRootElement(), "Script_onPlayerJoin" ) function Script_onPlayerJoin ()   -- binds the "i"-key to our function "modeIO" bindKey ( source, "i", "down", "modeIO" ) end   Our global key is needed, so any other binds we will use below will not interfere with any of the original controls and vice versa (such as the mouse buttons for fire and aim) when the script it turned on.   Getting our cursor to work   Specifying a warp point with keys can be hard to use (and to script). And ideally, we would want to use a mouse cursor. Fortunately, MTA has some nice mouse cursor functions available, including the showCursor which we will use now. Let's create the "modeIO"-function we mentioned above:     CODEfunction modeIO ( source, key, keyState ) -- function toggles the cursor if isCursorShowing ( source ) then -- if cursor was already showing:   showCursor ( source, false ) -- hide it else -- if it wasn't showing: showCursor ( source, true ) -- show it   end end   Now since we have three functions and a mouse cursor available, the easiest would be to assign every function to a different mouse button. That's exactly what we're going to do.   MTA has an event called onPlayerClick that allows scripters to get the xyz-coordinates at the exact world position of the cursor when the user clicks. This event is, of course, only possible when the cursor is visible. Let's start our main function Script_onPlayerClick, which we bind to the onPlayerClick-event:     CODEaddEventHandler ( "onPlayerClick", getRootElement(), "Script_onPlayerClick" ) function Script_onPlayerClick ( key, keyState, element, x, y, z )   if keyState == "up" then return -- ignore if the button was released end     Creating our markers   Before we do this, you need a little understanding of how MTA's element hierachy works (identical to "entities" in other games).   MTA uses elements for everything. Markers, objects, vehicles, players etc - They're all elements. This is easy, because it means you don't have to check the elements's type each time before calling a function. For example: if you want to destroy or set the position of a marker, a vehicle or an object, just call destroyElement or setElementPosition.   We only want 2 markers (per player), a "teleport"-marker, and a "destination"-marker. This will keep the script easy, while still providing enough functionality. To allow 2 markers per player, we will store the ID of the marker we create for each player using setElementData.   If a user presses the left mouse button, we create a marker called "teleport" which is going to be our portal that will teleport us. If a user presses the right mouse button, we create a "destination"-marker that will be the portal's destination. Let's implement the left and right mouse button functionality:     CODEif key == "left" then -- on a left mousebutton -- destroy his teleport point, if any destroyElement ( getElementData ( source, "teleport" ) )   -- create a normal cylinder marker local marker = createMarker ( x, y, z, "cylinder", 2, 0, 255, 0, 50 )   -- mark the cylinder as our "teleport" type setElementData ( marker, "type", "teleport" ) -- link the creator (player) to the marker, and vice versa   setElementData ( source, "teleport", marker ) setElementData ( marker, "owner", source )   elseif key == "right" then -- on a right mousebutton -- destroy his destination point, if any destroyElement ( getElementData ( source, "destination" ) )   -- create a glowing corona local marker = createMarker ( x, y, z+1, "corona", 1, 0, 255, 255, 50 )   -- mark the corona as our "destination" type setElementData ( marker, "type", "destination" ) -- link the creator (player) to the marker, and vice versa   setElementData ( source, "destination", marker ) setElementData ( marker, "owner", source )   We use setElementData to store some data for the marker. Later on you will see that this is trivial to retrieve the owner and type of the marker.   setElementData and it's partner function getElementData both interact with the element data a function has. This data acts as a useful data store that stays attached to an element. You can put values into this store with a key using setElementData and access them later using getElementData. Besides creating the markers, it is also useful to have a warp function so a player can teleport (and make markers) anywhere he wants.     CODEelseif key == "middle" then -- on a middle mousebutton -- teleport the player to whereever he clicked setElementPosition ( source, x, y, z+1 )   end   If you're wondering what the source keyword is: it refers to the element that issued the event, in this case the player. The source keyword is available or all events, though in some cases is irrelevant.   Teleporting our player   The markers we just created have their own events. To let a script know a marker has been "hit" (touched) by a player, we can use the onMarkerHit event. The source keyword will be set to the marker that issued the event:     CODEaddEventHandler ( "onMarkerHit", getRootElement(), "Script_onMarkerHit" ) function Script_onMarkerHit ( player )   We now use the data we set in the Script_onPlayerClick function above, to see what kind of marker this is. This can be either "teleport" or "destination". Of course, we only have actually do something if the player hits a "teleport" marker.     CODE -- if the marker is a teleport point, proceed if getElementData ( source, "type" ) == "teleport" then   -- get the owner linked to the "teleport" type marker local owner = getElementData ( source, "owner" ) -- get the destination point linked to the owner   local destination = getElementData ( owner, "destination" ) -- if the destination point exists, proceed if destination then   -- get the "destination" marker's position local x, y, z = getElementPosition ( destination ) -- finally, warp the player there setElementPosition ( player, x, y, z )   end end end   Cleaning up   Finally, we will do some cleaning up for each player. After all, we do not want any markers to stick around after a player has left the server. Like the onPlayerJoin event, there is also a onPlayerQuit event that gets called whenever a player leaves:     CODEaddEventHandler ( "onPlayerQuit", getRootElement(), "Script_onPlayerQuit" ) function Script_onPlayerQuit ( reason )   --destroy his teleport point, if any destroyElement ( getElementData ( source, "teleport" ) )   -- destroy his destination point, if any destroyElement ( getElementData ( source, "destination" ) )   end
  22. Keitboor

    6 Nouveaux Téléchargements !!!

      Poste pas un message inutile qui n'a aucun rapport, surtout sur un sujet qui date de 6 mois !
  23. Keitboor

    Erreur au lancement

    Désinstalle ton jeu, supprime le dossier Rockstar Games dans program files, redemarre ton pc et réinstalle
  24. Keitboor

    Aide pour téléchargement

    La version 3.03 n'est pas compatible avec le cheat device...