barikat

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About barikat

  • Rank
    Poot-butt
  • Birthday 18/02/1975

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  • Occupation
    Multigamemode mtasa://84.54.13.12:22003
  • Interests
    Multigamemode mtasa://84.54.13.12:22003

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  1. web resource browser How can I prevent everyone from connecting? does not ask for username and password.
  2. 'dbConnect' [SSL connection error: unknown error number] Server: Debian Linux local host = "127.0.0.1" local username = "root" local password = "" local db = "any" con = dbConnect("mysql", "dbname=" .. db .. ";host=" .. host, username, password, "share=1") if con then outputDebugString("connected") else outputDebugString("connected fail") end
  3. barikat

    Help for json

    result is "no data" I can't find any errors. I did not share all the codes. It works well. login.dataJson = "[{ \"money\": 0, \"point\": 0, \"wins\" }]" if ( type ( result ) == "table" and #result > 0 or not result ) then for i,v in ipairs( result ) do if v.username == tostring(username) then outputChatBox("account name = "..tostring(v.username)) local json = v.data or {} if json == false or json == nil then outputChatBox("no json") return false end local data = fromJSON(json) if data == nil then outputChatBox("no data") return false end outputChatBox(tostring(v.money)) -- nil end end end
  4. we will making a multilanguage system.
  5. Server ismi : MTA-TR Multigamemode DD/DM/RACE/SHOOTER/FREEROAM Sunucu IP : 84.54.13.12:22003 Yetkililer: virtue (Ortak aranıyor) Ek özellik: Ayriyetten sunucuya rekabetçi sistemi kodlanmaktadır. 1V1,2V2,3V3 vs'ler atılabilecektir. Her oyuncu için rekabetçi puanları hesaplanıp lig sıralaması yapılacak. Sunucu Fotoğrafları : Login Lobby : Radar,Toptimes,Arayüz: Scoreboard: Userpanel resimleri;
  6. That's my problem ; getPlayerSerial [Expected player at argument ..] local function createLocalTopTable(player,map) if isElement(player) then local table = {false} local pSerial = getPlayerSerial(player) outputChatBox(tostring(pSerial)) -- nil local query = dbQuery(DBConnection,"SELECT * FROM '??' WHERE serial = ? LIMIT 1", map, pSerial) local result, row, err = dbPoll(query,-1) if ( type ( result ) == "table" and #result > 0 or not result ) then outputChatBox("buraya kadar geldin") if getElementData(player,"map").type == "Cross" or getElementData(player,"map").type == "Shooter" then outputChatBox("burası dd") local mark if getTopWins(result[1].wins,map) > 8 then mark = true outputChatBox("toptimes pozisyonun 8 den büyük") else outputChatBox("toptimes pozisyonun 8 den küçük") mark = false end table = {result[1].wins,result[1].name,result[1].date,result[1].flag,getTopWins(result[1].wins,map),mark} else outputChatBox("burası dm") local mark if getTopPos(result[1].timeMS,map) > 8 then mark = true outputChatBox("toptimes pozisyonun 8 den büyük") else outputChatBox("toptimes pozisyonun 8 den küçük") mark = false end table = {result[1].time,result[1].name,result[1].date,result[1].flag,getTopPos(result[1].timeMS,map),mark} end end return table end end
  7. #include "mta-helper.fx" float2 resolution = float2(1, 1); float intensity = 1; float opacity = 1; float3 color = float3(1.0, 1.0, 1.0); float rate = 1.0; struct vsin { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct vsout { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; vsout vs(vsin input) { vsout output; output.Position = mul(input.Position, gWorldViewProjection); output.TexCoord = input.TexCoord; return output; } float4 ps(vsout input) : COLOR0 { float time = gTime * 0.5 + gTime * rate; float2 p = (input.TexCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y); float f = 0.0; for(float i = 0.0; i < 10.0; i++){ float s = sin(time + i * 0.628318) * 0.5; float c = cos(time + i * 0.628318) * 0.5; f += 0.0025 / abs(length(p + float2(c, s)) - 0.5); } float outFX = saturate(opacity * f); return float4(color * intensity, outFX); } float countDepthBias(float minBias, float maxBias, float closeBias) { float4 viewPos = mul(float4(gWorld[3].xyz, 1), gView); float4 projPos = mul(viewPos, gProjection); float depthImpact = minBias + ((maxBias - minBias) * (1 - saturate(projPos.z / projPos.w))); depthImpact += closeBias * saturate(0.5 - (viewPos.z / viewPos.w)); return depthImpact; } technique tec { pass Pass0 { SlopeScaleDepthBias = -0.5; DepthBias = countDepthBias(-0.000002, -0.0004, -0.001); AlphaBlendEnable = true; AlphaRef = 1; VertexShader = compile vs_3_0 vs(); PixelShader = compile ps_3_0 ps(); } } you can this? same problem
  8. vehicle components hided. I'm using this fx file; #include "mta-helper.fx" float size = 30.0; float speed= .75; float2 resolution = float2(1, 1); float intensity = 1; float opacity = 1; float3 color = float3(1.0, 1.0, 1.0); float rate = 1.0; struct vsin { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct vsout { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; vsout vs(vsin input) { vsout output; output.Position = mul(input.Position, gWorldViewProjection); output.TexCoord = input.TexCoord; return output; } float random(float2 co){ return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); } float3 random_color(float2 coords){ float a = floor(random(coords.xy*6.896)*7.); //(2^3)-1 // { return float3(0.,0.,0.); } //BLACK if (a == 0.) { return float3(1.,0.,0.); } //RED if (a == 1.) { return float3(0.,1.,0.); } //GREEN if (a == 2.) { return float3(1.,1.,0.); } //YELLOW if (a == 3.) { return float3(0.,0.,1.); } //BLUE if (a == 4.) { return float3(1.,0.,1.); } //MAGENTA if (a == 5.) { return float3(0.,1.,1.); } //CYAN else { return float3(1.,1.,1.); } //WHITE } float tri(float x){ x = (x%2.0); if (x > 1.0) x = -x+2.0; return x; } float chess_dist(float2 uv) { return max(abs(uv.x),abs(uv.y)); } float4 ps(vsout input) : COLOR0 { float time = gTime * (0.5 + rate * 2.); float2 uv = -1.0 + 2.0 * input.TexCoord.xy / resolution.xy; uv.y *= resolution.y/resolution.x; float3 colors = color * random_color(floor(uv*size))*step(chess_dist((frac(uv*size)-.5)*2.),tri((((time*speed)+((random(floor(uv*size)))*2.))))); float outFX = saturate(opacity * colors); return float4(colors * intensity, outFX); } float countDepthBias(float minBias, float maxBias, float closeBias) { float4 viewPos = mul(float4(gWorld[3].xyz, 1), gView); float4 projPos = mul(viewPos, gProjection); float depthImpact = minBias + ((maxBias - minBias) * (1 - saturate(projPos.z / projPos.w))); depthImpact += closeBias * saturate(0.5 - (viewPos.z / viewPos.w)); return depthImpact; } technique tec { pass Pass0 { SlopeScaleDepthBias = -0.5; DepthBias = countDepthBias(-0.000002, -0.0004, -0.001); AlphaBlendEnable = true; AlphaRef = 1; VertexShader = compile vs_3_0 vs(); PixelShader = compile ps_3_0 ps(); } } theTechnique = dxCreateShader( "type1.fx" ) dxSetShaderValue(theTechnique,"color",255,255,255,255) dxSetShaderValue(theTechnique,"opacity",1) dxSetShaderValue(theTechnique,"intensity",1) function applyShader(thePlayer, seat) local theVehicle = source if seat == 0 and thePlayer == localPlayer then engineApplyShaderToWorldTexture(theTechnique, "vehiclegrunge256", theVehicle) engineApplyShaderToWorldTexture(theTechnique, "?emap*", theVehicle) end end addEventHandler("onClientVehicleEnter", getRootElement(), applyShader) function removeShader(thePlayer, seat) local theVehicle = source if seat == 0 and thePlayer == localPlayer then engineRemoveShaderFromWorldTexture(theTechnique, "vehiclegrunge256", theVehicle) engineRemoveShaderFromWorldTexture(theTechnique, "?emap*", theVehicle) end end addEventHandler("onClientVehicleExit", getRootElement(), removeShader)
  9. WOC-DD Cross mtasa://185.153.231.211:22003 F5 - Top map wins F1 - Clan manager F3 - Server top list F2 - Donator panel Anti spawn kill for 5 second. Anti camp Podium for winner Rank logo for top players on nametag(1.2.3.) Multi language coming soon
  10. -Topwins for DD mode. -Animation open/close. Price:15€