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Showing content with the highest reputation on 02/07/19 in all areas

  1. 7 points
    السلام عليكم ورحمة الله وبركاته اتهامات سرقة السكربتات بدون دليل ممنوعة, لاحظت في الفترة الأخيرة اتهامات بين أعضاء المنتدى بخصوص نشر سكربتات مسروقة وما شابه ولذلك اذا توفر لديك الدليل الكافي بأن السكربتات مسروقة وليست ملكاً للشخص الذي قام بنشرها قم بالتواصل معي على الخاص وسيتم التعامل مع الموضوع. * ملاحظة: ليست لدينا أي صلاحيات تجاه السيرفرات التي تستعمل سكربتات مسروقة, فقط السكربتات التي تم نشرها على هذا المنتدى. تحياتي لكم
  2. 1 point
    ياليت تنتبه للأقسام, المساعدات البرمجية هنا ينقل
  3. 1 point
    ينفك بسهوله MTA صحيح تشفير
  4. 1 point
    Ok, se der certo, não esqueça de avaliar minha resposta
  5. 1 point
    function curar_jogador(thePlayer, cmd, nick) local accName = getAccountName(getPlayerAccount(thePlayer)) if isObjectInACLGroup("user."..accName, aclGetGroup("Samu")) then --// Verificando se quem deu o comando está na ACL. local player_a_ser_curado = getPlayerFromPartialName(nick) --// Obtendo a parte do nick do player_a_ser_curado. -- local pName = getPlayerName(player_a_ser_curado) --// Obtendo o nick do player através de somente uma parte. local samux, samuy, samuz = getElementPosition(thePlayer) --// Obtendo a posição do Socorrista. local curadox, curadoy, curadoz = getElementPosition(player_a_ser_curado) local dist = getDistanceBetweenPoints3D (samux, samuy, samuz, curadox, curadoy, curadoz) --// Obtendo a distancia entre eles. if player_a_ser_curado == thePlayer then --// Se o player o player a ser curado for o médico, então retorno. return outputChatBox("Você não pode se curar!", thePlayer, 190 , 190, 190) --// Evite usar código HEX. end if (dist > 3) then --// Se a distancia entre eles for maior que 3, então: outputChatBox("Chegue mais perto do jogador!", thePlayer, 190, 190, 190) --// Evite usar código HEX. else --// Senão setPedAnimation(thePlayer, "MEDIC", "CPR", 4500, true, false, false, false) --// Seta a animação do médico. setTimer (function() setElementHealth(player_a_ser_curado, 20) exports.Scripts_Dxmessages:outputDx(player_a_ser_curado, "Você Foi Curado Va Para O Medico Ou Podera Morrer Novamente", "success") setPedAnimation(player_a_ser_curado, false) setElementFrozen(player_a_ser_curado, false) setElementData(player_a_ser_curado, "PlayerCaido", false) end, 4500, 1) --// 4500ms após setar a animação no médico, executa a função acima. setTimer (function() if hosp then setElementHealth (player_a_ser_curado, 15) exports.Scripts_Dxmessages:outputDx (player_a_ser_curado, "Você Caiu Novamente Va Para O Medico", "success") end end, 300000, 1) end end end addCommandHandler("curar", curar_jogador) --// P.S.: Estavam faltando vários "ends" fechando seus escopos. Edit1: Correção
  6. 1 point
    ايه يشطا ندمان انك صاحبتني ههههنهههه .. يالله مش مشكلة
  7. 1 point
    _Table = { } addEventHandler ( 'onPlayerWasted' , root , function ( ) _Table [ source ] = { getPlayerTeam ( source ) , getElementModel ( source ) } end ) addEventHandler ( 'onPlayerSpawn', root , function ( ) if ( _Table [ source ] ) and ( _Table [ source ] [ 1 ] == getPlayerTeam ( source ) ) then setElementModel ( source , _Table [ source ] [ 2 ] ) _Table [ source ] = nil end end ) addEventHandler ( 'onPlayerQuit' , root , function ( ) if ( _Table [ source ] ) then _Table [ source ] = nil end end )
  8. 1 point
    Check that - https://wiki.multitheftauto.com/wiki/GuiGridListSetSelectionMode and if this wouldn't work, i think you can simply unselect each other, when clicking on gridlist, with using - https://wiki.multitheftauto.com/wiki/OnClientGUIClick and https://wiki.multitheftauto.com/wiki/GuiGridListSetSelectedItem
  9. 1 point
    اذا كانت ماتقدر تسجل تأكد انك ضفت المود بـ قروب الادمن resource.resourceName
  10. 1 point
    eu peguei um codigo da net de save system, e com a ajuda do Lord ele criou um sistema melhor de salvar as armas e tambem eu tive que desativar meu painelLogin(não sei o motivo de conflito deles) Codigo: function playerLogin (thePreviousAccount, theCurrentAccount, autoLogin) if not (isGuestAccount (getPlayerAccount (source))) then local accountData = getAccountData (theCurrentAccount, "funmodev2-money") if (accountData) then local playerMoney = getAccountData (theCurrentAccount, "funmodev2-money") local playerSkin = getAccountData (theCurrentAccount, "funmodev2-skin") local playerHealth = getAccountData (theCurrentAccount, "funmodev2-health") local playerArmor = getAccountData (theCurrentAccount, "funmodev2-armor") local playerX = getAccountData (theCurrentAccount, "funmodev2-x") local playerY = getAccountData (theCurrentAccount, "funmodev2-y") local playerZ = getAccountData (theCurrentAccount, "funmodev2-z") local playerInt = getAccountData (theCurrentAccount, "funmodev2-int") local playerDim = getAccountData (theCurrentAccount, "funmodev2-dim") local playerWanted = getAccountData (theCurrentAccount, "funmodev2-wantedlevel") local playerTeam = getAccountData (theCurrentAccount, "funmodev2-Team") spawnPlayer (source, playerX, playerY, playerZ +1, 0, playerSkin, playerInt, playerDim) setPlayerMoney (source, playerMoney) setTimer (setElementHealth, 500, 1, source, playerHealth) setTimer (setPedArmor, 500, 1, source, playerArmor) setTimer (setPlayerWantedLevel, 500, 1, source, playerWanted) if getAccountData (theCurrentAccount, "funmodev2-weapons") then local weaponData = fromJSON (getAccountData (account, "funmodev2-weapons")) -- Converte a string JSON em uma table. for i=1, 46 do -- Para cada ID de arma, faça: (seria do 0 ao 46, mas não precisa obter a mão do jogador) if weaponData[tostring(i)] then -- Se existe o ID "i" de arma na table, então: giveWeapon (source, i, weaponData[tostring(i)]) -- Os índices da table JSON sempre são em string. end end end setCameraTarget (source) fadeCamera (source, true, 2.0) else spawnPlayer (source, 1481.0855712891, -1771.2996826172, 18.795753479004, 0, 78, 0, 0) setPlayerMoney (source, 200) setCameraTarget (source) fadeCamera (source, true, 2.0) end end end addEventHandler ("onPlayerLogin", root, playerLogin) function onLogout () kickPlayer (source, nil, "Logging out is disallowed.") end addEventHandler ("onPlayerLogout", root, onLogout) function onQuit (quitType, reason, responsibleElement) if not (isGuestAccount (getPlayerAccount (source))) then account = getPlayerAccount (source) if (account) then local x, y, z = getElementPosition (source) setAccountData (account, "funmodev2-money", tostring (getPlayerMoney (source))) setAccountData (account, "funmodev2-skin", tostring (getPedSkin (source))) setAccountData (account, "funmodev2-health", tostring (getElementHealth (source))) setAccountData (account, "funmodev2-armor", tostring (getPedArmor (source))) setAccountData (account, "funmodev2-R", r) setAccountData (account, "funmodev2-G", g) setAccountData (account, "funmodev2-B", b) setAccountData (account, "funmodev2-x", x) setAccountData (account, "funmodev2-y", y) setAccountData (account, "funmodev2-z", z) setAccountData (account, "funmodev2-int", getElementInterior (source)) setAccountData (account, "funmodev2-dim", getElementDimension (source)) setAccountData (account, "funmodev2-wantedlevel", getPlayerWantedLevel (source)) local ammo = {} for i=0,12 do --Weapon Slots for k=1,46 do --Weapon IDs (seria do 0 ao 46, mas não precisa obter a mão do jogador, arma 0.) if getPedWeapon (source, i) == k then ammo[k] = getPedTotalAmmo (source, i) end end end setAccountData (account, "funmodev2-weapons", toJSON ( { ammo[1], ammo[2], ammo[3], ammo[4], ammo[5], ammo[6], ammo[7], ammo[8], ammo[9], ammo[10], ammo[11], ammo[12], ammo[13], ammo[14], ammo[15], ammo[16], ammo[17], ammo[18], ammo[19], ammo[20], ammo[21], ammo[22], ammo[23], ammo[24], ammo[25], ammo[26], ammo[27], ammo[28], ammo[29], ammo[30], ammo[31], ammo[32], ammo[33], ammo[34], ammo[35], ammo[36], ammo[37], ammo[38], ammo[39], ammo[40], ammo[41], ammo[42], ammo[43], ammo[44], ammo[45], ammo[46] } )) end end end addEventHandler ("onPlayerQuit", root, onQuit) function onWasted (totalAmmo, killer, killerWeapon, bodypart, stealth) if not (isGuestAccount (getPlayerAccount(source))) then local theWeapon = getPedWeapon (source) local weaponAmmo = getPedTotalAmmo (source) fadeCamera (source, false) setTimer (spawnPlayer, 1000, 1, source, 2036.1735839844, -1413.0563964844, 16.9921875, 0, getPedSkin (source), 0, 0, getPlayerTeam(source)) setTimer (setCameraTarget, 1250, 1, source) setTimer (fadeCamera, 2000, 1, source, true) setTimer (giveWeapon, 2000, 1, source, theWeapon, weaponAmmo, true) end end addEventHandler ("onPlayerWasted", root, onWasted) function setTeam () local account = getPlayerAccount (source) -- gets players account local team = getAccountData (account, "team") -- gets players team if (team) and getTeamFromName (team) then setPlayerTeam (source, getTeamFromName (team)) -- sets players team end end addEventHandler ("onPlayerLogin", root, setTeam) -- sets players team on login function save() local team = getPlayerTeam (source) -- Gets the players team local account = getPlayerAccount (source) if (team) and not isGuestAccount (account) then -- Checks to see if the player is a guest or not setAccountData (account, "team", getTeamName (team)) --saves team end end addEventHandler ("onPlayerQuit", root, save) -- saves team on quit EDIT:Se o Lord permitir eu posso criar um winrar do script para te mandar.
  11. 1 point
    function test (arg1, arg2, ...) local restOf = table.concat({...}, " ") end ... < dynamic arguments. function test2 (...) setElementPosition(...) end test2(element, 1220, 100, 100)
  12. 1 point
    O código funciona, é que você criou a marker na posição z por baixo do chão, e o GTA não aceita isso e teleporta de novo pro chão. Fora isso, lembre-se sempre do comando /debugscript 3 para ver se mostra erros.
  13. 1 point
    Vc está colocando o alpha dos markers em 0. Por isso eles não aparecem. entrada = createMarker (1172.6, -1323.34, 14.4, "cylinder", 10, 255, 255, 255, 255) -- Esse último 255 é o Alpha. function entrar (hitElement, matchingDimension) if getElementType (hitElement) == "player" and not isPedInVehicle (hitElement) then setElementPosition (hitElement, 1114.91, -1336.26, -37.64) -- Saida da entrada end end addEventHandler ("onMarkerHit", entrada , entrar) saida = createMarker (1112.6, -1336.15, -37.65, "cylinder", 10, 255, 255, 255, 255) function sair (hitElement, matchingDimension) if getElementType (hitElement) == "player" and not isPedInVehicle (hitElement) then setElementPosition (hitElement, 1172.51, -1323.34, 14.39) -- Saida Da Saida end end addEventHandler ("onMarkerHit", saida , sair)
  14. 1 point
    Utilize o botão <> para postar códigos.
  15. 1 point
    it is very userful! I calculated a little differently, but the result is definitely the same! Thank you for at least someone created a textbook on this topic.
  16. 1 point
    Foi o que pensei. Está faltando o resource dxmessages instalado e ligado no seu servidor.
  17. 1 point
    اتفق معك مشفر كل شئ حتي البرنامج مايمدينا نشوف اكوادة
  18. 1 point
    السلام عليكم الفكرة حلوة جدا، لكن كيف تجعلني أوثق فيك انو لما ادخل الفتب بالبرنامج ما يرسلك المعلومات حقت السيرفر و تنسرق المودات؟ شكرا
  19. 1 point
    أتفق مع الي فوق .. كـ برمجة شيء ممتاز لكن التصميم (زفت) بتوفيقق ..
  20. 1 point
  21. 1 point
    ممتاز , لكن الشكل ماعجبني
  22. 1 point
    The first question basically depends on whether your players will tolerate lag (hint: GUI is supposed to be responsive). If it's something like GUI, it's best to update it on the client as if it was received by the server but set a timer to revert the GUI to server-state unless you hear back an acknowledgement event from the server (i.e. that the operation was executed without error) (don't unconditionally accept any sync event, in addition to any procedural checks (making sure the data is in valid format, etc) and so on, always safeguard and send back a kind of not-acceptable acknowledgement event when the event isn't accepted by the server for, among other, anti-cheat purposes). For stuff which could give an unfair advantage or other bonuses/cheats like godmode, it would definitely be better to run the request by the server and back before any client changes are actually shown. Instead of instant change, you could show a spinning progress icon until you hear an acknowledgement event from the server (i.e. that the operation was executed without error) Higher ping will make GUIs seem less responsive if you run it by the server before actually making changes visible. Additionally, make sure to saveguard the server from accepting illegitimate sync events, so clients can't change their--or others'--data on a whim. Refreshing GUI for players in same colshape would be best done on client receive sync packet, individually per player if possible, or refresh the whole list when one player's data changes.
  23. 0 points
    This is not a MTA Ban, please contact the following server administration. and from the point i'm seeing it, the reason is ("سجن ادمین") which i'm pretty sure means flaming-cursing admin. So just wait for the ban to expire.