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Sam Fisher

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Everything posted by Sam Fisher

  1. I've tried to replace both in one function but this way none of them worked. I'm sure it's possible to do it but I'm not a good scripter yet. I'll try the model replacing with different resources. Thanx for the help!
  2. That's great. It functions well now. But the projectile still useless. If I use simple rocket (19) it can be fired different directions by changing the 0's. But these rockets can't do anything with the intruders. If I change the projectile to heatseeker (20) than it will be fired and immediately disapperars if I'm right. Maybe we are close now but still need help. I would be glad to see a clientside script by Ace_Gambit to help us out.
  3. That's great. It functions well now. But the projectile still useless. If I use simple rocket (19) it can be fired different directions by changing the 0's. But these rockets can't do anything with the intruders. If I change the projectile to heatseeker (20) than it will be fired and immediately disapperars if I'm right. Maybe we are close now but still need help. I would be glad to see a clientside script by Ace_Gambit to help us out.
  4. They are in the same resource. Just different lua file. Both are running. If I remove the seasparrow from the resource the hydra is functioning. But the 2 together not.
  5. They are in the same resource. Just different lua file. Both are running. If I remove the seasparrow from the resource the hydra is functioning. But the 2 together not.
  6. Is it possible to replace more than one vehicle models in the game? I replaced the hydra and it worked perfectly. But when I made another lua to replace the seasparrow the original hydra got back to the game and only the new seasparrow works well now. Any ideas?
  7. Is it possible to replace more than one vehicle models in the game? I replaced the hydra and it worked perfectly. But when I made another lua to replace the seasparrow the original hydra got back to the game and only the new seasparrow works well now. Any ideas?
  8. Would you be so kind to post your script when you finished? I'm will be happy if I can try this out with my friends! Thx
  9. Would you be so kind to post your script when you finished? I'm will be happy if I can try this out with my friends! Thx
  10. function fireMiniGun () if guiColorProgressBarGetProgress ( miniAmmoBar ) < 0 then return end for player,v in pairs(shootingPlayers) do if isPlayerInVehicle ( player ) then if player == getLocalPlayer() then if guiColorProgressBarGetProgress ( miniAmmoBar ) == 0 then triggerServerEvent ( "stopFire", getLocalPlayer() ) else local ammo = guiColorProgressBarGetProgress ( miniAmmoBar ) - 0.2 guiColorProgressBarSetProgress ( miniAmmoBar, ammo ) ammo = ammo * 5 guiSetText ( miniAmmoText, " - Ammo: "..math.ceil(ammo).."" ) guiSetVisible ( miniAmmoText, true ) guiSetVisible ( miniAmmoBar, true ) guiColorProgressBarSetColorAlpha ( miniAmmoBar, 0.5 ) end end local vehicle = getPlayerOccupiedVehicle ( player ) local distance = 100 if getVehicleID (vehicle) == 431 then sX, sY, sZ = getElementPosition ( getLocalPlayer() ) else sX, sY, sZ = getElementPosition ( vehicle ) end local fX, fY, fZ = sX, sY, sZ local rX, rY, rZ = getVehicleRotation (vehicle) --local rX = 360 - rX local rZ = 360 - rZ local rY = 360 - rY --local rZ = 360 - rZ local offset = math.sqrt ( ( distance ^ 2 ) * 2 ) sX = sX + math.sin ( math.rad ( rZ ) ) * 1.5 sY = sY + math.cos ( math.rad ( rZ ) ) * 1.5 fX = fX + math.sin ( math.rad ( rZ ) ) * offset fY = fY + math.cos ( math.rad ( rZ ) ) * offset fZ = fZ - math.tan ( math.rad ( rX ) ) * offset local col, x, y, z, element = processLineOfSight ( sX, sY, sZ + 0.5, fX, fY, fZ - 0.5, true,true ) if ( col ) then bulletz = createObject ( 3106, sX, sY, sZ + 0.6, 0, 0, 0 ) moveObject ( bulletz, 200, x, y, z - 0.3 ) setTimer ( destroyElement, 1000, 1, bulletz ) if ( element ) then if ( getElementType ( element ) == "vehicle" ) then driver = getVehicleOccupant ( element ) if ( driver == getLocalPlayer() and driver ~= player ) then daHealth = getElementHealth ( element ) - 50 if daHealth < 0 then daHealth = 0 end setElementHealth ( element, daHealth ) end end end else bulletz = createObject ( 3106, sX, sY, sZ + 0.6, 0, 0, 0 ) moveObject ( bulletz, 100, fX, fY, fZ + 0.5 ) setTimer ( destroyElement, 500, 1, bulletz ) end end end end This is a complicated way to fire a minigun... I took this from the interstate client script. I don't know if it helps a bit or not. Maybe it's good to help create bullets with objectID 3106. Not a projectile but this way the minigun won't fire rockets I think.
  11. function fireMiniGun ()if guiColorProgressBarGetProgress ( miniAmmoBar ) < 0 then return endfor player,v in pairs(shootingPlayers) do if isPlayerInVehicle ( player ) then if player == getLocalPlayer() then if guiColorProgressBarGetProgress ( miniAmmoBar ) == 0 then triggerServerEvent ( "stopFire", getLocalPlayer() ) else local ammo = guiColorProgressBarGetProgress ( miniAmmoBar ) - 0.2 guiColorProgressBarSetProgress ( miniAmmoBar, ammo ) ammo = ammo * 5 guiSetText ( miniAmmoText, " - Ammo: "..math.ceil(ammo).."" ) guiSetVisible ( miniAmmoText, true ) guiSetVisible ( miniAmmoBar, true ) guiColorProgressBarSetColorAlpha ( miniAmmoBar, 0.5 ) end end local vehicle = getPlayerOccupiedVehicle ( player ) local distance = 100 if getVehicleID (vehicle) == 431 then sX, sY, sZ = getElementPosition ( getLocalPlayer() ) else sX, sY, sZ = getElementPosition ( vehicle ) end local fX, fY, fZ = sX, sY, sZ local rX, rY, rZ = getVehicleRotation (vehicle) --local rX = 360 - rX local rZ = 360 - rZ local rY = 360 - rY --local rZ = 360 - rZ local offset = math.sqrt ( ( distance ^ 2 ) * 2 ) sX = sX + math.sin ( math.rad ( rZ ) ) * 1.5 sY = sY + math.cos ( math.rad ( rZ ) ) * 1.5 fX = fX + math.sin ( math.rad ( rZ ) ) * offset fY = fY + math.cos ( math.rad ( rZ ) ) * offset fZ = fZ - math.tan ( math.rad ( rX ) ) * offset local col, x, y, z, element = processLineOfSight ( sX, sY, sZ + 0.5, fX, fY, fZ - 0.5, true,true ) if ( col ) then bulletz = createObject ( 3106, sX, sY, sZ + 0.6, 0, 0, 0 ) moveObject ( bulletz, 200, x, y, z - 0.3 ) setTimer ( destroyElement, 1000, 1, bulletz ) if ( element ) then if ( getElementType ( element ) == "vehicle" ) then driver = getVehicleOccupant ( element ) if ( driver == getLocalPlayer() and driver ~= player ) then daHealth = getElementHealth ( element ) - 50 if daHealth < 0 then daHealth = 0 end setElementHealth ( element, daHealth ) end end end else bulletz = createObject ( 3106, sX, sY, sZ + 0.6, 0, 0, 0 ) moveObject ( bulletz, 100, fX, fY, fZ + 0.5 ) setTimer ( destroyElement, 500, 1, bulletz ) end endendend This is a complicated way to fire a minigun... I took this from the interstate client script. I don't know if it helps a bit or not. Maybe it's good to help create bullets with objectID 3106. Not a projectile but this way the minigun won't fire rockets I think.
  12. Thanx! And is there a way to attach an input-key controlled chainsaw in front of a sandking? It would be nice to remake Carmageddon's Twister here
  13. Thanx! And is there a way to attach an input-key controlled chainsaw in front of a sandking? It would be nice to remake Carmageddon's Twister here
  14. I've just wandering if someone with great scripting skills and enough free time can do us a very great script with a vehicle upgrades shop. The GUI can be similar to the one used in the vehicle bombshop script by SkunkPops. You should bring the vehicle you want to a marker where you can place weapons on it and even buy nitro, neon, and others from the single player. For example it will be nice if we can drive in-game customized bikes with miniguns in front of it Is there a chance to some great scripter will try to make this script for us?
  15. I've just wandering if someone with great scripting skills and enough free time can do us a very great script with a vehicle upgrades shop. The GUI can be similar to the one used in the vehicle bombshop script by SkunkPops. You should bring the vehicle you want to a marker where you can place weapons on it and even buy nitro, neon, and others from the single player. For example it will be nice if we can drive in-game customized bikes with miniguns in front of it Is there a chance to some great scripter will try to make this script for us?
  16. tried it and died immediately in the middle of Venturas after the text "Surface to air rockets..." I saw a video of the Carrier script what I can't get working yet... but in the video the player is running from the rockets. It must be done here too somehow.
  17. tried it and died immediately in the middle of Venturas after the text "Surface to air rockets..." I saw a video of the Carrier script what I can't get working yet... but in the video the player is running from the rockets. It must be done here too somehow.
  18. Thank you very much! It's working now. Is there a way to make it like in the single player? Just give a little chance to the players to evade the heatseekers Any idea?
  19. Thank you very much! It's working now. Is there a way to make it like in the single player? Just give a little chance to the players to evade the heatseekers Any idea?
  20. Would u please post your edited script with working SAM rockets at area 61? I've tried to edit your script but I couldn't get it working. I'm not perfect in English maybe I missunderstood something in the description. Please help
  21. Would u please post your edited script with working SAM rockets at area 61? I've tried to edit your script but I couldn't get it working. I'm not perfect in English maybe I missunderstood something in the description. Please help
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