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About NIKO_19997
- Birthday 13/09/1997
Details
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Gang
[GGC]
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Location
Santa Cruz, Chile
NIKO_19997's Achievements
Sucka (13/54)
0
Reputation
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Verificas primero de que el jugador se encuentre en la dimensión usando getElementDimension. así: addEventHandler("onPlayerWasted", root, function() if ( getElementDimension( source ) == 1 ) then -- si el source esta en la dimension 1 local x,y,z = getElementPosition( source ); -- las coordenadas del jugador setTimer( spawnPlayer, 2000, 1, x, y, z, 0, math.random( 0, 288 ) ); -- el jugador es spawneado despues de 2 segundos else -- si el jugador no se encuentra en la dimension 1 la funcion regresará a end. return; end end) disculpa, pero creo que no explique bien, lo que quiero es poner el spawn de 50p por ejemplo en la dimension 1
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y si por ejemplo quiero que otro script funcione en la dimension 1 por ejemplo un spawn?
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hola, alguien me podria decir como puedo hacer que un script me funcione en la dimension 1? a lo que me refiero es a que por ejemplo el script "Blips" funcione solo en la dimension 1 Saludos
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sorry xDD, aqui esta: c_gui: local selectedRow = -1; local selectedGroup = -1; previousClass = -1; local weaponIcons = { }; local weaponLabels = { }; local weaponAmmoLabels = { }; function createGroupSelectionWnd( ) local selectionPos = { gridList:Position( false ) }; groupsGridList = GridList:Create( screenSize[ 1 ] - gridList:Size( false ) - 1053, screenSize[ 2 ] - 231, 279, 182, false ); groupsGridList: Alpha( .80 ); groupsGridList: AddColumn( "Categoria", .9 ); groupsGridList: SortingEnabled( false ); for _, group in ipairs( classGroups ) do groupsGridList:AddRow( false, group.name ); end groupsGridList:AddOnClick( groupSelected ); groupsGridList:Visible( false ); end function groupSelected( ) descrGridList:Visible( false ); weaponsGrid:Visible( false ); selectedGroup = groupsGridList:SelectedItem( ); playSound("click.wav") if selectedGroup ~= -1 then populateClassesGrid( classGroups[ selectedGroup + 1 ].classes ); else gridList:Clear( ); end previousClass = -1; end function createClassSelectionWnd( ) gridList = GridList:Create( screenSize[ 1 ] - 185, screenSize[ 2 ] - screenSize[ 2 ] / 3, 180, screenSize[ 2 ] / 3 - 5, false ); gridList:AddColumn( "Class:", .85 ); gridList:Alpha( .8 ); gridList:SortingEnabled( false ); gridList:AddOnClick( classSelected ); gridList:Visible( false ); local gridSize = { gridList:Size( false ) }; spawnBtn = Button:Create( screenSize[ 1 ] - gridList:Size( false ) - 1073, screenSize[ 1 ] - 665, 236, 53, "SPAWN", false ); spawnBtn:Font( "default-bold-small" ); spawnBtn:ColorOnHover( "FF5500FF" ); spawnBtn:AddOnClick( requestSpawn ); spawnBtn:Visible( false ); end function populateClassesGrid( classes ) gridList:Clear( ); for classIndex, class in pairs( classes ) do gridList:AddRow( true, class.name ); for skinIndex, skin in ipairs( class.skinMngr:GetSkins( ) ) do local row = gridList:AddRow( false, skin.name ); gridList:ItemData( row, 1, tostring( classIndex ) .."," .. tostring( skinIndex ) ); end end end function createPasswordWnd( ) passwordWnd = Window:Create( screenSize[ 1 ] / 2 - 200, screenSize[ 2 ] / 2 - 30, 400, 80, "" ); passwordWnd:AddLabel( 20, 35, "Password:" ); passTextBox = passwordWnd:AddTextBox( 80, 33, 150, 20, "" ); passTextBox:Masked( true ); passSpawnBtn = passwordWnd:AddButton( 315, 31, 70, 25, "Spawn" ); passSpawnBtn:AddOnClick( requestSpawn ); passCancelBtn = passwordWnd:AddButton( 235, 31, 70, 25, "Cancel" ); passCancelBtn:AddOnClick( function() passwordWnd:Visible( false ); fadeCamera( true ); showSpawnMenu( true, false ); end ); passwordWnd:Movable( false ); passwordWnd:Sizable( false ); passwordWnd:Visible( false ); end function classSelected ( ) selectedRow = gridList:SelectedItem( ); if selectedRow ~= -1 then playSound("click.wav") local data = split( gridList:ItemData( selectedRow, 1 ), string.byte(',') ); local classIndex = tonumber( data[ 1 ] ); local skinIndex = tonumber( data[ 2 ] ); local class = classGroups[ selectedGroup + 1 ].classes[ classIndex ]; local skin = classGroups[ selectedGroup + 1 ].classes[ classIndex ].skinMngr.skins[ skinIndex ]; enableSpawn( false ); if previousClass ~= classIndex then resizeWeaponsWnd( class.weaponMngr ); fadeCamera( false ); --setTimer( fadeCamera, 1000, 1 ); setTimer( moveCameraTo, 1000, 1, class, skin ); else teleportTempPed( skin ); end previousClass = classIndex; local classDescr = class.info; if classDescr then descrLabel:Text( classDescr ); descrGridList:Visible( true ); else descrGridList:Visible( false ); weaponsGrid:Visible( false ); end else descrGridList:Visible( false ); weaponsGrid:Visible( false ); end end function requestSpawn( pass ) selectedRow = gridList:SelectedItem(); if ( selectedGroup ~= -1 ) and ( selectedRow ~= -1 ) then local data = split( gridList:ItemData( selectedRow, 1 ), string.byte(',') ); local classIndex = tonumber( data[ 1 ] ); local skinIndex = tonumber( data[ 2 ] ); local class = classGroups[ selectedGroup + 1 ].classes[ classIndex ]; local skin = classGroups[ selectedGroup + 1 ].classes[ classIndex ].skinMngr.skins[ skinIndex ]; fadeCamera( false ); playSound("click.wav") if pass == spawnBtn then setTimer( triggerServerEvent, 1000, 1, "spawn_clientRequestSpawn", g_root, selectedGroup + 1, classIndex, skinIndex ); return; end setTimer( triggerServerEvent, 1000, 1, "spawn_clientRequestSpawn", g_root, selectedGroup + 1, classIndex, skinIndex, passTextBox:Text( ) ); end end function moveCameraTo( class, skin ) local camX, camY, camZ = class.cameraMngr.pos.x, class.cameraMngr.pos.y, class.cameraMngr.pos.z; local lookAtX, lookAtY, lookAtZ = class.cameraMngr.lookAt.x, class.cameraMngr.lookAt.y, class.cameraMngr.lookAt.z; fadeCamera( true ); --outputDebugString( "fading camera in" ); setCameraMatrix( camX, camY, camZ, lookAtX, lookAtY, lookAtZ ); setTimer( teleportTempPed, 500, 1, skin ); end local losTests = 0; -- line of sight function teleportTempPed( skin ) local x, y, z = getWorldFromScreenPosition( screenSize[ 1 ] - gridList:Size(false) / 2 - 70, ( screenSize[ 2 ] / 1.6 ) * .8, 10 ) local cX, cY, cZ; cX, cY, cZ = getCameraMatrix(); if not tempPed then createTempPed( skin.modelId ); else setElementPosition( g_ground, x, y, z - 1.02 ); setElementPosition( tempPed, x, y, z ); setElementModel( tempPed, skin.modelId ); x, y, z = getWorldFromScreenPosition( screenSize[ 1 ] - gridList:Size(false) / 2 - 70, ( screenSize[ 2 ] / 1.6 ) * .8, 11 ) end if not processLineOfSight( cX, cY, cZ, x, y, z ) then losTests = losTests + 1; if losTests < 3 then setTimer( teleportTempPed, 300, 1, skin ); return else destroyElement( g_ground ); destroyElement( tempPed ); tempPed = nil; createTempPed( skin.modelId ); enableSpawn( true ); losTests = 0; end else enableSpawn( true ); end end function createClassDescriptionWnd( ) descrGridList = GridList:Create( screenSize[ 1 ] - 305, 5, 300, 125, false ); descrTitleLbl = Label:Create( 8, 5, 100, 30, "Informacion:", false, descrGridList.gui ); descrTitleLbl:Font( "default-bold-small" ); descrTitleLbl:Color( 255, 150, 0 ); descrLabel = Memo:Create( 10, 25, 280, 90, "", false, descrGridList.gui ); descrLabel:ReadOnly( true ); descrGridList:Alpha( 0.8 ); descrGridList:Visible( false ); end function createClassWeaponWnd( ) local descrSize = { descrGridList:Size( false ) }; weaponsGrid = GridList:Create( screenSize[ 1 ] - 120, descrSize[ 2 ] + 4, 115, 40, false ); weaponsGrid:Alpha( .8 ); weaponsGrid:Visible( false ); end function enableSpawn( enable ) bringSpawnMenuToFront( ); gridList:Enabled( enable ); spawnBtn:Enabled( enable ); descrGridList:Visible( enable ); if enable == true then local data = split( gridList:ItemData( selectedRow, 1 ), string.byte(',') ); local classIndex = tonumber( data[ 1 ] ); local skinIndex = tonumber( data[ 2 ] ); local class = classGroups[ selectedGroup + 1 ].classes[ classIndex ]; if class.weaponMngr:WeaponCount( ) > 0 then weaponsGrid:Visible( enable ); else weaponsGrid:Visible( false ); end end end function resizeWeaponsWnd( weaponManager ) local minHeight = 18; local weapCount = weaponManager:WeaponCount( ); local weapons = weaponManager:GetWeapons( ); weaponsGrid:Size( 115, minHeight + ( weapCount * 40 ), false ); if weapCount > 0 then for i, icon in pairs( weaponIcons ) do if icon and icon.gui then destroyElement( icon.gui ); end end weaponIcons =
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ps, aparte de quedarme todo desordenado, en algunas cosas nose donde van
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hola, tengo una duda....modifique la GUI del spawn de 50P con el recurso "guieditor", pero eh intentado editar el c_gui del script y no puedo aparte de modificarlo, le agrege una ventana, algun consejo o algo para poder modificarlo? Saludos!
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Funciona perfecto!! Muchas gracias a ambos
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funciona, pero al sacarlo y intentar ponerlo denuevo no lo vuelve a poner
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hola, como puedo hacer que cuando vuelva a poner el comando /muro se desaparesca el objeto? lo unico que creo que me puede server es la funcion destroyElement, aqui el script: function tankHat ( source, commandName ) local x, y, z = getElementPosition ( source ) local tank = createObject ( 10828, x, y, z+5 ) attachElements ( tank, source, 0, 10, -2 ) setElementCollisionsEnabled (tank, true) else destroyElement (tank, true) end end addCommandHandler ( "muro", tankHat ) Saludos y espero me puedan ayudar!
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hola, que funciones debo usar para que en la pantalla aparesca algo asi como: Cuenta: NIKO_19997 Team: [GGC] o algo parecido a eso? Saludos!
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Funciona!!! mil gracias solid
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ando modificandolo, te aviso si funciona
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....... Gracias Solid.
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nose por que no me funciona el script, las ruedas se ven pero solo carga el .dff y nose por que el .txd no aqui el script function onResourceStart() end addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), onResourceStart) --- NIKO_19997 ---Wheels------------------------------------------------------------------------------------------- dff = engineLoadDFF("wheel_gn1.dff", 1097 ) engineReplaceModel(dff, 1097) txd = engineLoadTXD("wheel_gn1.txd", 1097 ) engineImportTXD(txd, 1097) dff = engineLoadDFF("wheel_gn2.dff", 1085 ) engineReplaceModel(dff, 1085) txd = engineLoadTXD("wheel_gn2.txd", 1085 ) engineImportTXD(txd, 1085) dff = engineLoadDFF("wheel_gn3.dff", 1096 ) engineReplaceModel(dff, 1096) txd = engineLoadTXD("wheel_gn3.txd", 1096 ) engineImportTXD(txd, 1096) dff = engineLoadDFF("wheel_gn4.dff", 1025 ) engineReplaceModel(dff, 1025) txd = engineLoadTXD("wheel_gn4.txd", 1025 ) engineImportTXD(txd, 1025) dff = engineLoadDFF("wheel_gn5.dff", 1098 ) engineReplaceModel(dff, 1098) txd = engineLoadTXD("wheel_gn5.txd", 1098 ) engineImportTXD(txd, 1098) dff = engineLoadDFF("wheel_sr1.dff", 1079 ) engineReplaceModel(dff, 1079) txd = engineLoadTXD("wheel_sr1.txd", 1079 ) engineImportTXD(txd, 1079) dff = engineLoadDFF("wheel_sr2.dff", 1075 ) engineReplaceModel(dff, 1075) txd = engineLoadTXD("wheel_sr2.txd", 1075 ) engineImportTXD(txd, 1075) dff = engineLoadDFF("wheel_sr3.dff", 1074 ) engineReplaceModel(dff, 1074) txd = engineLoadTXD("wheel_sr3.txd", 1074 ) engineImportTXD(txd, 1074) dff = engineLoadDFF("wheel_sr4.dff", 1081 ) engineReplaceModel(dff, 1081) txd = engineLoadTXD("wheel_sr4.txd", 1081 ) engineImportTXD(txd, 1081) dff = engineLoadDFF("wheel_sr5.txd", 1080 ) engineReplaceModel(dff, 1080) txd = engineLoadTXD("wheel_sr5.txd", 1080 ) engineImportTXD(txd, 1080) dff = engineLoadDFF("wheel_sr6.dff", 1073 ) engineReplaceModel(dff, 1073) txd = engineLoadTXD("wheel_sr6.txd", 1073 ) engineImportTXD(txd, 1073) dff = engineLoadDFF("wheel_lr1.dff", 1082 ) engineReplaceModel(dff, 1082) txd = engineLoadTXD("wheel_lr1.txd", 1082 ) engineImportTXD(txd, 1082) dff = engineLoadDFF("wheel_lr2.dff", 1078 ) engineReplaceModel(dff, 1078) txd = engineLoadTXD("wheel_lr2.txd", 1078 ) engineImportTXD(txd, 1078) dff = engineLoadDFF("wheel_lr3.dff", 1077 ) engineReplaceModel(dff, 1077) txd = engineLoadTXD("wheel_lr3.txd", 1077 ) engineImportTXD(txd, 1077) dff = engineLoadDFF("wheel_lr4.dff", 1076 ) engineReplaceModel(dff, 1076) txd = engineLoadTXD("wheel_lr4.txd", 1076 ) engineImportTXD(txd, 1076) dff = engineLoadDFF("wheel_lr5.dff", 1083 ) engineReplaceModel(dff, 1083) txd = engineLoadTXD("wheel_lr5.txd", 1083 ) engineImportTXD(txd, 1083) dff = engineLoadDFF("wheel_or1.dff", 1084 ) engineReplaceModel(dff, 1084) txd = engineLoadTXD("wheel_or1.txd", 1084 ) engineImportTXD(txd, 1084) Saludos!.