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Topics - MEGAMIND
1
Off-Topic General / DEVKORR
« on October 3rd, 2021, 10:32 AM »


We design & develop in such a way that you wont regret it. Our work is unique, responsive & innovative.You will find the product UI visually attractive and user friendly.
Get in Touch

Graphics Designing

We create business cards, Brochures, Pamphlets, Flyers, Logo's, Package Designs.

Software Development
We create smooth and responsive softwares.

Android App Development

We create smooth and responsive Android Apps.

Web App Development
We create web app in such a way that its easier for user to access and get interacted with products.

Website Development
We create website responsive frontend design. With multiple pages and according to user needs and requirements.

Hosting
We provide Game & Website Hosting.Along with Remote-Mysql & Discord-Bot Hosting.
2
Off-Topic General / Burki Flash Fiber net
« on August 9th, 2021, 12:33 PM »
Burki Flash Fiber net internet the best ping and stable internet service provider they also provide ip TV, currently located in Rawalpindi, Gamers in RWP u guys better remove ptcl or anyother internet and use this one as they provide 30% from switching from an old internet service to this one, fast internet download and upload speed stable ping no jitter at all visit them here
3
Off-Topic General / Server_log.txt
« on October 16th, 2020, 09:50 PM »
Ive noticed alot that server_log.txt only gets filled up when pressed ctrl+c other then this if u close it via close button or x button the logs arent created why?
4
Off-Topic General / Grand Theft Auto Vice-City (New Game-Mode) Mission
« on September 15th, 2020, 02:55 PM »
As Npcs are Back does someone had an idea about this i would love to recreate all those missions back as i did without npcs and cutscenes but if anyone wana retry creating missions would be awsome
5
Off-Topic General / Plugin Development
« on May 13th, 2020, 12:41 PM »
Hello, im creating a plugin just learned few stuff from @habi  hello world plugin so i had a question how would we print helloworld inside game?
6
General Discussion / WebNet-Official Hosting
« on May 28th, 2019, 07:01 AM »
                             
                           We are offering Free & Paid Services.

Low Latency:
We provide several locations to ensure the lowest latency for you and your players on the server.

Custom Control Panel
We provide a custom control panel with a lot of features to manage your server fast and easy!

Fully Protected Servers
You will never have to worry about any kind of (D)DoS attacks! Our services are equipped with full protection against such attacks.

No Downtime
Our powerful hardware will stay online at all times. You will never have to worry about your server going offline ever again!

Payment Methods
We are consistently trying to accept as many methods as possible. You can buy a service using PayPal(coming soon), Western Union & Easy Paisa!

Support
Do you need help with your service, having a problem or do you have a question? We offer full Support for our services and we are always available for any question.

FTP Access
All our services come with a full FTP access to make managing your plugins and files easier! You may access it with your favorite FTP client or with a provided file manager.

MySQL Database
Have a plugin or mod that requires MySQL database? All of our services come with a MySQL database. You can create databases with a click of a button!

Automatic backups
You do not have to worry about losing any of your files. We provide free automatic backups with our services. You can toggle feature in our control panel and download backups in zip format.

For more information regarding our services and to get a free or paid hosting service now, please visit our official website: 
WebNet Official

Regards,
MEGAMIND
WebNet Official founder

Note: Topic will remain locked & will be updated when required
Contact us on: Discord, Facebook
7
Script and Content Requests / Drift Counter
« on October 7th, 2018, 07:25 PM »
Hello everyone, can anyone make a drift counter?
Like samp + when a drift reaches to a specific drift score so an event happens to a car like if drift score reaches to 500 then car color changes..
Ty
8
Skin Showroom / New Tommy Model (CJ Styled)
« on October 3rd, 2018, 08:33 AM »
Content Type: Skin
Original Author: Megamind
Source Link: My own hands
Modifications:: A small replica near to CJ body layout for vcmp
Modified By: Megamind
Authorized By Original Author?: Megamind
Content Screenshots:


I was damn tired of Cj wearing a west and black color all the time, today i decided to do some major/minor updates to cj body with current tommy skin, used a dff editor to give a proper look to tommy outlooks, although some textures were not possible while desining this model as u can see his arms have sharp edges along with pants (legs), which i couldnt make it squeezed as like cj has

so below are the images, showing my work on it
CJS head tried my best to squeeze


side by side comparison


here u can see as i couldnt convert arms properly they have sharp edges but still looks better



Download:
9
Weapon Showroom / Wrench
« on October 3rd, 2018, 05:42 AM »
Content Type: Weapon
Original Author: Simba
Source Link: https://www.gtaall.com/gta-san-andreas/weapons/51490-wrench.html
Modifications:: Changed Textures/Converted To VC & Created XML Files
Modified By: Megamind
Authorized By Original Author?: (Couldn't get in touch with him!)
Content Screenshots:


Download:
10
Object Showroom / Stunt Tubes
« on October 2nd, 2018, 11:20 AM »
Content Type: Object
Original Author: therainycat (SA-MP)
Source Link: https://dev.prineside.com/en/gtasa_samp_model_id/category/stunt-tubes/
Modifications:: Changed Textures/Converted To VCMP & Created XML Files
Modified By: Megamind
Authorized By Original Author?: (Couldn't get in touch with him!)
Content Screenshots




store/objects/objects.xml
Code: [Select]
<?xml version="1.0" encoding="ASCII"?>
<objectlist>
<object id="12">
<model path="Tube50m90Bend1.dff" distance="300" />
<texture path="MatTextures.txd" />
<collision type="autogenerate" />
<flags value="0" />
</object>
<object id="13">
<model path="Tube100m2.dff" distance="300" />
<texture path="MatTextures.txd" />
<collision type="autogenerate" />
<flags value="0" />
</object>
<object id="14">
<model path="RB50mBend90Tube.dff" distance="300" />
<texture path="MickyTextures.txd" />
<collision type="autogenerate" />
<flags value="0" />
</object>
<object id="15">
<model path="RBFunnel.dff" distance="300" />
<texture path="MickyTextures.txd" />
<collision type="autogenerate" />
<flags value="0" />
</object>
<object id="16">
<model path="RT50mBend180Tube1.dff" distance="300" />
<texture path="MickyTextures.txd" />
<collision type="autogenerate" />
<flags value="0" />
</object>
<object id="17">
<model path="Tube50mGlassBulge1.dff" distance="300" />
<texture path="MatTextures.txd" />
<collision type="autogenerate" />
<flags value="0" />
</object>
</objectlist>


server/scripts/main.nut
Code: [Select]
function onScriptLoad()
{
    dofile("scripts/tubes.nut");
}


server/scripts/tubes.nut
Code: [Select]
//============================ Crazy tube ===================================
CreateObject(6013,1,Vector(-1736.63, -771.474, 18.868),255).RotateToEuler(Vector(0, 0, 0),1);
CreateObject(6013,1,Vector(-1736.7, -871.13, 21.2782),255).RotateToEuler(Vector(-0.00339236, -0.0498846, 8.46159e-05),1);
CreateObject(6013,1,Vector(-1736.62, -970.173, 28.7132),255).RotateToEuler(Vector(0.000867779, -0.0997809, 0.000120437),1);
CreateObject(6013,1,Vector(-1736.79, -1064.31, 52.5367),255).RotateToEuler(Vector(-0.0258391, -0.399074, 0.00522566),1);
CreateObject(6012,1,Vector(-1727.97, -1131.81, 72.1844),255).RotateToEuler(Vector(0.881488, 1.24671, 0.507345),1);
CreateObject(6012,1,Vector(-1692.31, -1156.65, 64.2484),255).RotateToEuler(Vector(-1.73378, -0.399427, 0.0750025),1);
CreateObject(6014,1,Vector(-1656.17, -1163.19, 90.8956),255).RotateToEuler(Vector(1.89521, -1.08779, 1.05909),1);
CreateObject(6013,1,Vector(-1622.74, -1099.13, 99.5885),255).RotateToEuler(Vector(0, 0, -0.4),1);
CreateObject(6016,1,Vector(-1586.55, -1040.94, 99.2485),255).RotateToEuler(Vector(2.62117, 0.975284, -1.44568),1);
CreateObject(6017,1,Vector(-1572.37, -1079.63, 104.805),255).RotateToEuler(Vector(0.00808995, 1.25003, 0.00621665),1);
CreateObject(6013,1,Vector(-1572.2, -1150.92, 127.314),255).RotateToEuler(Vector(0.00233752, -0.29999, -0.000353269),1);
CreateObject(6014,1,Vector(-1564.94, -1220.38, 147.552),255).RotateToEuler(Vector(0.288838, 1.21894, 0.641443),1);
CreateObject(6015,1,Vector(-1501.64, -1238.56, 132.177),255).RotateToEuler(Vector(0, 0, 0),1);
CreateObject(6014,1,Vector(-1493.2, -1239.17, 98.3727),255).RotateToEuler(Vector(-0.749423, -0.0249137, 0.00979856),1);
CreateObject(6013,1,Vector(-1421.34, -1238.71, 88.2757),255).RotateToEuler(Vector(0, 0, -1.55),1);
CreateObject(6017,1,Vector(-1347.46, -1236.9, 83.8218),255).RotateToEuler(Vector(-1.39895, 0.0337192, -0.0283715),1);
CreateObject(6016,1,Vector(-1309.85, -1236.09, 77.6991),255).RotateToEuler(Vector(2.44814, -0.00746748, -0.0352396),1);
CreateObject(6017,1,Vector(-1333.84, -1236.38, 55.9735),255).RotateToEuler(Vector(1.54996, 0.00658971, 0.00645413),1);
CreateObject(6017,1,Vector(-1382.77, -1234.78, 49.6675),255).RotateToEuler(Vector(-1.79273, -0.0585342, 0.128975),1);
CreateObject(6016,1,Vector(-1423.29, -1246.4, 45.9716),255).RotateToEuler(Vector(0.191935, -1.46532, -0.172786),1);
CreateObject(6013,1,Vector(-1365.21, -1277.91, 42.102),255).RotateToEuler(Vector(3.14159, 3.14159, -1.29159),1);
CreateObject(6013,1,Vector(-1268.86, -1302.35, 36.963),255).RotateToEuler(Vector(0.0132791, 0.0870008, 1.35013),1);
CreateObject(6017,1,Vector(-1197.15, -1310.46, 31.3525),255).RotateToEuler(Vector(1.58583, -0.0973558, -0.0901966),1);
CreateObject(6013,1,Vector(-1123.65, -1304.52, 23.1159),255).RotateToEuler(Vector(0.0820606, -0.0680322, -1.5002),1);
CreateObject(6014,1,Vector(-1056.47, -1300.32, 29.1329),255).RotateToEuler(Vector(-2.54095, -3.1267, -0.0538024),1);
CreateObject(6012,1,Vector(-1070.38, -1303.94, 63.5125),255).RotateToEuler(Vector(1.87052, -0.185655, -0.104672),1);
CreateObject(6017,1,Vector(-1115.05, -1310.08, 64.1291),255).RotateToEuler(Vector(-1.65225, 0.0811583, -0.0492312),1);
CreateObject(6013,1,Vector(-1188.56, -1318.05, 61.9588),255).RotateToEuler(Vector(0, 0, -1.45),1);
CreateObject(6013,1,Vector(-1287.15, -1322.51, 61.8223),255).RotateToEuler(Vector(3.14159, 3.14159, -1.5416),1);
CreateObject(6012,1,Vector(-1354.79, -1308.26, 62.1545),255).RotateToEuler(Vector(-0.217251, -1.36477, 0.733058),1);
CreateObject(6017,1,Vector(-1366, -1263.77, 64.6008),255).RotateToEuler(Vector(0.007288, -1.5499, -0.00854527),1);
CreateObject(6013,1,Vector(-1365.7, -1189.14, 65.0555),255).RotateToEuler(Vector(0, 0, 0),1);
CreateObject(6013,1,Vector(-1365.61, -1090.6, 72.4774),255).RotateToEuler(Vector(0.0133786, 0.149393, 0.00100122),1);
CreateObject(6012,1,Vector(-1352.69, -1019.91, 85.4313),255).RotateToEuler(Vector(0.226591, -1.27598, -0.511771),1);
CreateObject(310,1,Vector(-1363.73, -1041.58, 75.0483),255).RotateToEuler(Vector(-1.53366, 0.129359, -0.124654),1);
CreateObject(310,1,Vector(-1375.19, -1041.23, 84.6394),255).RotateToEuler(Vector(1.59822, 0.0111175, 0.161289),1);
CreateObject(310,1,Vector(-1370.71, -1040.69, 75.4237),255).RotateToEuler(Vector(-1.52034, -0.214482, -0.101798),1);
CreateObject(310,1,Vector(-1355.22, -1039.21, 76.5612),255).RotateToEuler(Vector(-1.57943, 0.143588, -0.144829),1);
CreateObject(310,1,Vector(-1357.77, -1039.42, 75.6242),255).RotateToEuler(Vector(-1.54592, 0.390481, -0.137614),1);
CreateObject(6016,1,Vector(-1324.41, -984.508, 86.4134),255).RotateToEuler(Vector(-3.06592, -1.51221, -0.230613),1);
CreateObject(6016,1,Vector(-1415.43, -992.753, 87.3116),255).RotateToEuler(Vector(0.00126956, 1.6, 0.00130744),1);
CreateObject(6015,1,Vector(-1372.86, -974.95, 66.3932),255).RotateToEuler(Vector(0, 0, 0),1);
CreateObject(6014,1,Vector(-1381.13, -974.176, 33.2354),255).RotateToEuler(Vector(-2.37784, 3.04972, 0.131483),1);
CreateObject(6013,1,Vector(-1450.49, -964.945, 27.9704),255).RotateToEuler(Vector(3.09031, 2.99096, -1.44109),1);
CreateObject(6013,1,Vector(-1548.92, -946.943, 33.0642),255).RotateToEuler(Vector(3.14159, 3.14159, -1.34159),1);
CreateObject(6015,1,Vector(-1588.1, -938.062, 32.7163),255).RotateToEuler(Vector(1.52896, 0.269308, 0.263501),1);
CreateObject(6015,1,Vector(-1611.25, -931.69, 33.1052),255).RotateToEuler(Vector(1.6688, -2.83994, -0.251683),1);
CreateObject(6014,1,Vector(-1622.67, -922.865, 33.5135),255).RotateToEuler(Vector(0.0214364, -1.56102, 0.673423),1);
CreateObject(6013,1,Vector(-1629.31, -848.649, 31.2349),255).RotateToEuler(Vector(-0.0042261, -0.0498208, 0.000105288),1);
CreateObject(6013,1,Vector(-1629.29, -748.946, 26.2102),255).RotateToEuler(Vector(0.00233275, -0.0499455, -5.82636e-05),1);
CreateObject(6012,1,Vector(-1380.12, -1021.14, 83.8079),255).RotateToEuler(Vector(2.66119, 1.17715, -0.54691),1);
CreateObject(310,1,Vector(-1370.76, -1039.42, 74.3962),255).RotateToEuler(Vector(-1.49415, 0.300391, -0.241268),1);
CreateObject(310,1,Vector(-1378.12, -1040.46, 73.7759),255).RotateToEuler(Vector(0, 0, 0),1);
CreateObject(310,1,Vector(-1399.74, -1008.04, 81.5586),255).RotateToEuler(Vector(0.350515, -1.06228, -0.0386513),1);
CreateObject(310,1,Vector(-1396.03, -1001.23, 78.7681),255).RotateToEuler(Vector(-1.55905, 1.48579, -0.035627),1);
CreateObject(310,1,Vector(-1396.53, -1004.48, 81.7681),255).RotateToEuler(Vector(-1.50521, -0.0530895, 0.0174186),1);
CreateObject(310,1,Vector(-1399.44, -1005.93, 82.8063),255).RotateToEuler(Vector(0.381509, -0.956245, -0.0411209),1);
CreateObject(310,1,Vector(-1396.32, -1006.2, 78.2348),255).RotateToEuler(Vector(0, 0, 1.55),1);
CreateObject(310,1,Vector(-1396.33, -1006.55, 77.3269),255).RotateToEuler(Vector(-1.86721, -0.993057, -0.766526),1);
CreateObject(310,1,Vector(-1399.48, -1010.91, 82.6097),255).RotateToEuler(Vector(-1.47616, 1.31438, 0.00190103),1);


Download:

Goto airport and enjoy, or even create your own stunt / funland..!

Video: Clicky
11
Snippet Showroom / swim system
« on October 2nd, 2018, 04:08 AM »
A bit updated and better swim system then previous version

Code: [Select]
function onScriptLoad()
{
swimming <- array(100,false)
I <- BindKey(true, 0x49,0,0); // forward
J <- BindKey(true, 0x4A,0,0); // left
K <- BindKey(true, 0x4B,0,0); // back
L <- BindKey(true, 0x4C,0,0); //right
O <- BindKey(true, 0x4F,0,0); //jump
}

function onPlayerHealthChange( player, lastHP, newHP )
{
if ( (player.Pos.z <= GetWaterLevel()) && (swimming[player.ID] == false))
{
MessagePlayer( "[#ff00ff]=======(Jump in Water)=======", player );
MessagePlayer( "[#ffffff]USE I, J, K, L, O for movement in water", player );
swimming[player.ID] = true
return true;
}
player.Health = 100;
player.SetAnim(0,149);
local vector1 = Vector ( player.Pos.x+10, player.Pos.y, player.Pos.z+5 ), vector2 = Vector ( player.Pos.x, player.Pos.y, player.Pos.z );
player.SetCameraPos( vector1, vector2 );
}

function onKeyDown( player, key )
{
if( key == I )
{
if ( player.Pos.z <= GetWaterLevel() ) {
 player.Pos.x++;
       }
}
if( key == J )
{
if ( player.Pos.z <= GetWaterLevel() ) {
     player.Pos.y++;
       }
}
if( key == K )
{
if ( player.Pos.z <= GetWaterLevel() ) {
player.Pos.x--;
 }
}
if( key == L )
{
if ( player.Pos.z <= GetWaterLevel() ) {
 player.Pos.y--;
       }
}

//==jump out of water and change directions==============
if( key == O )
{
if ( player.Pos.z <= GetWaterLevel() ) {
 player.Pos.z++;
player.RestoreCamera();
}
}
}
Features:
1.Everything is same (swimstyle , movement keys).
2.While swimming Screen camera moves like as if ur being spectated.
3.Players Glitching into falls and other stuff is fixed.

Credits: @UrbanY
Quote
To avoid the abuse of players like evade among other things (Glitching everywhere..)
12
Snippet Showroom / Vehicles Neons
« on September 30th, 2018, 09:46 AM »
Thanks to @Athanatos and @!
 
Vehicles Neons some how became possible, as i mentioned here about the details and some conversation along with few ppl
That this system is actually not that good as it looks like, we do need a proper neon system like the ones in samp (Only depends on Devs)

Dev's dont mind but ill like to have this feature like vcmp having its own custom objecs, pickups etc etc along with attach deattach stuff and proper sync btw it, IDK if its possible yet but who knows maybe one day we will have it too, so here it is how to do it

Code: [Select]
function onScriptLoad()
{
dofile("scripts/attach_sys.nut");
neon <- CreateObject( 338, 1, -426.066, 32.066, 26.5326 , 255);
neoncar <- CreateVehicle( 141, 1, -426.066, 32.066, 26.5326, 0, -1 , -1 );
}

function onPlayerCommand( player, cmd, text )
{
        if(cmd == "n") {
player.Pos =  Vector( -426.066, 32.066+5, 26.5326 );
}

else MessagePlayer( "Error - Unknown command !",player);
}


function onPlayerEnterVehicle( player, vehicle, door )
{
attachEntity( neon, neoncar, Vector(0,0,-1) );
}



you will need to have this snippet https://forum.vc-mp.org/?topic=6224.msg43116#msg43116 in order to make it work
13
General Discussion / Custom vehicle sound
« on September 30th, 2018, 08:28 AM »
As topic says sounds for custom vehicles, ive tried alot to do it like lw's the way how they did it here



but cant figure out how does it work,

i mean ic rc necessary to add cuz not bcz they just wrote it like that "rcengine", or is there specific something while adding a wav file to custom vehicles?
14
Bugs and Crashes / X2 grenades
« on September 27th, 2018, 10:04 AM »
Subject: [Bug] X2 Grenades throwing

What you were doing at the time of the crash
playing together

What you think caused the crash
IDK

Are you using the Steam version?
No.
https://streamable.com/tuwm5
15
General Discussion / help here if n else
« on September 22nd, 2018, 04:59 PM »
suppose i have a code

Code: [Select]
function onPlayerSpawn( player )
{

if ( player.World != 24) {
player.World = 1;
}
else
{
if(something == something) { player.Pos = Vector(  -1734.98,-1725.85,14.868 ); player.Colour = RGB(255, 0, 0); player.Skin = 73; }
else if (something == something) { player.Pos = Vector(-1099.68,1393.21,8.73682); player.Colour = RGB(0, 0, 255); player.Skin = 95; }
return;
}

 if ( player.World != 27 ) {
player.World = 1;
}

else {
if (something == something) { player.Pos = Vector( 605.065,-745.095,11.0712 ); player.Colour = RGB(255, 0,255);player.Skin = 90; }
else if (something == something) { player.Pos = Vector(600.586,-937.486,11.972);player.Colour = RGB(0, 255, 255);player.Skin = 145; }
return;
}
}

these both codes are same just world are different

am i using the statements correctly?
bcz they r not working as expected, for example if a player dies in world 24 he should spawn in same world and 27 world player should spawn in 27 but they dont