-
Posts
459 -
Joined
-
Last visited
Everything posted by FuriouZ
-
Do you used shaders or .txd files ?
-
https://nightly.multitheftauto.com/files/shaders/ ... _names.zip
-
Then You should fix interiors system aswell..
-
I'm afraid that it doesn't work with mapped objects, but I'll try
-
Hello! Is there way to set mapped objects draw distance same as original world have ? Without converting .map to .lua.
-
Error: attempt to call global 'isPilotingCompatibleVehicle' (a nil value)
-
Damn, I just love the way how speerometer & steering wheel works
-
Yeah, its not that hard, i wrote that code just now. This should draw a simulation rectangle and a blip going arround with your ped rotation. EDIT: My bad, i did some miscalculations and errors while writing down the code fully working example now. (Also fixed the function wich makes the magic, so please check. local x,y = guiGetScreenSize() local sx,sy = x*0.1,y*0.8 local cx,cy = x*0.15,y*0.85 local enx,eny = x*0.2,y*0.9 local bpwidth = x*0.01 local bpheight = y*0.01 function onMyRender() local a,b,rot = getElementRotation(getLocalPlayer()) local dx,dy = GetPositionOnRec(rot,sx,sy,cx,cy,enx,eny) dxDrawRectangle(sx,sy,enx-sx,eny-sy,tocolor(150,150,150,100)) -- Radar simulation dxDrawRectangle(dx-(bpwidth/2),dy-(bpheight/2),bpwidth,bpheight,tocolor(255,0,0,255),true) -- random blip end addEventHandler("onClientRender",root, onMyRender) function GetPositionOnRec(rot,sx,sy,cx,cy,enx,eny) local start = {sx, sy} -- Start corner of map drawn local endp = {enx,eny} -- end corner of map drawn local center = {cx, cy} -- Center of map if rot < 360 and rot > 315 then local progress = (rot - 315) / 45 sy,sx = start[2],interpolateBetween(start[1],0,0,center[1],0,0,progress,"Linear") elseif rot > 0 and rot < 45 then local progress = (rot) / 45 sy,sx = start[2],interpolateBetween(center[1],0,0,endp[1],0,0,progress,"Linear") elseif rot > 45 and rot < 90 then local progress = (rot-45) / 45 sx,sy = endp[1],interpolateBetween(start[2],0,0,center[2],0,0,progress,"Linear") elseif rot > 90 and rot < 135 then local progress = (rot-90) / 45 sx,sy = endp[1],interpolateBetween(center[2],0,0,endp[2],0,0,progress,"Linear") elseif rot > 135 and rot < 180 then local progress = (rot-135) / 45 sy,sx = endp[2],interpolateBetween(endp[1],0,0,center[1],0,0,progress,"Linear") elseif rot > 180 and rot < 225 then local progress = (rot-180) / 45 sy,sx = endp[2],interpolateBetween(center[1],0,0,start[1],0,0,progress,"Linear") elseif rot > 225 and rot < 270 then local progress = (rot-225) / 45 sx,sy = start[1],interpolateBetween(endp[2],0,0,center[2],0,0,progress,"Linear") elseif rot > 270 and rot < 315 then local progress = (rot-270) / 45 sx,sy = start[1],interpolateBetween(center[2],0,0,start[2],0,0,progress,"Linear") end local Dx,Dy = sx,sy return Dx,Dy end Thank you ALOT ! One big step done I really appreciate your help but now, how to do the real blips ? I mean, not like the North blip, like the blips should be I hope you understand
-
This is quite complicated, can you give a an example, how i should draw blips ? Thanks!
-
Please talk in english I used google translate and answer is : Everything is still the same, blips aren't working
-
This is so wrong Look https://www.youtube.com/watch?v=cQ13WW1 ... e=youtu.be Sorry for the lag, too lazy to make a new video
-
Thanks, but now they are all in the same pos whole map size is 3072x3072, but i have there local blip_x = (3000/6000)*MimgW local blip_y = (3000-py)/6000*MimgH It can be too one problem maybe ?
-
Hello! To be honest, I am this kind person who doesn't reallylike ask help. I'm trying to do as much as I can myself, but still.. Yes, I know there's already a thread about this, but I don't understand this. I even tryed to ask help from this thread author WASSIm, but he didn't respond.. Anyways, probably a lot of people knows my GTA V Style radar ( here ) ,it has over 2000 downloads and people, who uses it, told me a lot of times that this radar need's blips support, Yes i know too that whidout blips there's actually no point of this resource.. So finally I decided to ask help here. I hope that we can fix this problem together. I found some lines from the internet, but there's a problem with the position Screenshot: Here's the full code: local screenW,screenH = guiGetScreenSize() local g_ScreenSize = {guiGetScreenSize()} local resW,resH = 1280,720 local sW,sH = (screenW/resW), (screenH/resH) --local g_ScreenSize = {(screenW/resW), (screenH/resH)} local icons = {} for k = 1,65 do icons[k] = dxCreateTexture("blips/"..k..".png") end local blips = {} local turn = true local alpha = 255 addEventHandler( "onClientResourceStart", resourceRoot, function() --setPlayerHudComponentVisible ( "radar", false ) --# Create Textures hudMaskFX = dxCreateShader("mask.fx") radarTexture = dxCreateTexture("img/radar_map.jpg") maskTexture = dxCreateTexture("img/radar_mask.png") checkTextures = ( hudMaskFX and radarTexture and maskTexture ) if not ( checkTextures ) then outputChatBox( "[GTA V Radar]: Could not create textures. Please use debugscript 3" ) else dxSetShaderValue( hudMaskFX, "sPicTexture", radarTexture ) dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) end end ) function drawRadar() if not ( checkTextures ) then return end dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) local x,y = getElementPosition( localPlayer ) local zoom = 13 x = ( x ) / 6000 y = ( y ) / -6000 dxSetShaderValue( hudMaskFX, "gUVPosition", x,y ) dxSetShaderValue( hudMaskFX, "gUVScale", 1/zoom, 1/zoom ) --# Get rotations local _, _, c_Rot = getElementRotation( getCamera()); local _, _, p_Rot = getElementRotation( localPlayer ) dxSetShaderValue( hudMaskFX, "gUVRotAngle", math.rad( -c_Rot )) local playerHealth = math.floor( getElementHealth( localPlayer )) local playerArmor = math.floor( getPedArmor( localPlayer )) local playerOxygen = math.floor( getPedOxygenLevel( localPlayer )) if ( playerHealth <= 50) then HP_Colour = tocolor(200, 0, 0, 190) HP_Alpha = tocolor(200, 0, 0, 100) else HP_Colour = tocolor(102, 204, 102, 190) HP_Alpha = tocolor(102, 204, 102, 100) end if ( playerHealth >= 101 ) then maxHealth = 200 else maxHealth = 100 end --# Alpha dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW, 9.2*sH, HP_Alpha) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW, 9.2*sH, tocolor(0, 102, 255, 100)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW, 9.2*sH, tocolor(255, 255, 0, 100)) --# Bars dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW/maxHealth*playerHealth, 9.2*sH, HP_Colour) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW/100*playerArmor, 9.2*sH, tocolor(0, 102, 255, 190)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW/1000*playerOxygen, 9.2*sH, tocolor(255, 255, 0, 190)) --# Minimap dxDrawImage(18*sW, 530*sH, 275*sW, 160*sH, "img/radar_cover.png", 0, 0, 0, tocolor(255, 255, 255, 255)) dxDrawImage(23*sW, 536*sH, 265*sW, 135*sH, hudMaskFX, 0,0,0, tocolor(255,255,255, 200)) dxDrawImage(144*sW, 595*sH, 20*sW, 20*sH, "img/radar_player.png", -p_Rot+c_Rot, 0, 0, tocolor(255, 255, 255, 255)) --# Blips --local MimgW,MimgH = dxGetMaterialSize(hudMaskFX) local MimgW,MimgH = 265*sW, 135*sH setTimer(function () blips = {} for i, v in ipairs( getElementsByType('blip') ) do local icon = getBlipIcon(v) if icon > 3 then local px,py = getElementPosition(v) local blip_x = (3000+px)/6000*MimgW local blip_y = (3000-py)/6000*MimgH local rot = getPedCameraRotation( localPlayer ) table.insert(blips,{x = blip_x, y = blip_y,icon = icon}) end end end,1000,0) local rot = getPedCameraRotation( localPlayer ) for i, v in ipairs( blips ) do dxDrawImage(v.x-20/2, v.y-20/2, 20 , 20 ,icons[v.icon],rot) end --# Wanted local g_wl = getPlayerWantedLevel( localPlayer ) if ( g_wl > 0 ) then if ( turn == true ) then alpha = alpha + 5 if ( alpha > 180 ) then alpha = 180 turn = false end elseif ( turn == false ) then alpha = alpha - 5 if ( alpha < 0 ) then alpha = 0 turn = true end end dxDrawRectangle(23*sW, 536*sH, 265*sW, 135*sH, tocolor(0, 102, 255, alpha)) else return end end addEventHandler( "onClientRender", root, drawRadar) function findRotation(x1,y1,x2,y2) local t = -math.deg(math.atan2(x2-x1,y2-y1)) if t < 0 then t = t + 360 end return t end addEventHandler( "onClientResourceStop", resourceRoot, function() setPlayerHudComponentVisible ( "radar", true ) end) Blips part: --# Blips --local MimgW,MimgH = dxGetMaterialSize(hudMaskFX) local MimgW,MimgH = 265*sW, 135*sH setTimer(function () blips = {} for i, v in ipairs( getElementsByType('blip') ) do local icon = getBlipIcon(v) if icon > 3 then local px,py = getElementPosition(v) local blip_x = (3000+px)/6000*MimgW local blip_y = (3000-py)/6000*MimgH local rot = getPedCameraRotation( localPlayer ) table.insert(blips,{x = blip_x, y = blip_y,icon = icon}) end end end,1000,0) local rot = getPedCameraRotation( localPlayer ) for i, v in ipairs( blips ) do dxDrawImage(v.x-20/2, v.y-20/2, 20 , 20 ,icons[v.icon],rot) end I really hope, that we can bring first fully working, UNCOMPLIED radar FOR FREE to EVERY PLAYER
-
Will you do only lensfares too? Widhout any shadows etc ? I would like to see it
-
Hello! I uploaded my resource twice, please delete this version : https://community.multitheftauto.com/index.php?p= ... s&id=10224 Thanks! DONE
-
Nicee, I've waited this Keep it up!
-
Massive Cash Reward (200 gbp) MTA Dev's read please.
FuriouZ replied to codeluaeveryday's topic in Suggestions
Already suggested a lots of times... -
You can't remove objects which don't have any collision by E.. Anyways I found a solution week ago
-
No, It's in default world, if you know what I mean. I started a new map, removed the building and only windows/lights are still there...
-
Hello again. I have problem with some objects which are hard/impossible to remove. So, the first object is this : Location: Why I need to remove ? (To show, that I am not asking those objects just for fun) Another one: And the reason: I really hope that someone can help me and finally fix this problem
-
I tryed it, damn awesome !