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freudo

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Everything posted by freudo

  1. #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
  2. 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)
  3. 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
  4. -Topwins for DD mode. -Animation open/close. Price:15€
  5. function endGame(id, winner) if isElement(winner) then outputChatBox(getPlayerName(winner).." has won the game!", root, 255,255,255,true) end end function onPlayerWasted(totalAmmo, killer, killerWeapon) local playerGame = getElementData(source, "player:game") or false if playerGame and playerGame[1] then local gameID = playerGame[1] for k,v in ipairs(game[gameID].players) do if v == source then table.remove(game[gameID].players, k) end end if getElementData(source,"gang") then for k,v in ipairs(getElementsByType ( "player" )) do if getElementData(v,"gang") == getElementData(source, "gang") then endGame(gameID, game[gameID].players[v]) end end else if #game[gameID].players <= 1 then endGame(gameID, game[gameID].players[1]) end end end end I wrote this, but it does not work.
  6. local playerGame = getElementData(source, "player:game") or false if playerGame and playerGame[1] then local gameID = playerGame[1] for k,v in ipairs(game[gameID].players) do if v == source then table.remove(game[gameID].players, k) end end if #game[gameID].players <= 1 then endGame(gameID, game[gameID].players[1]) end end full code, anyone help me?
  7. If the remaining players have the same team, I want to end the game. Can you help me? This code only one player send to winner element. if #game[gameID].players <= 1 then endGame(gameID, game[gameID].players[1]) end I wrote this code, but I'm not sure. if game[gameID].players and getElementData(game[gameID].players, "gang") then endGame(gameID, game[gameID].players) end Thanks.
  8. its working, just I cant show all codes.
  9. No have any errors. just no removing player when quit. function leav() lobbyInstance:exitLobby() end addCommandHandler("leav", leav) -- this is working function leav() lobbyInstance:exitLobby() end addEventHandler("onClientPlayerQuit", localPlayer, leav) -- no working..
  10. Hey, I have a problem this code working player in server. But no working when player quit. exitLobby = function(self) local previousLobby = getElementData(localPlayer, "player:selectedLobby") if previousLobby then if self.lobbies[previousLobby] then for k,v in ipairs(self.lobbies[previousLobby].players) do if v == localPlayer then table.remove(self.lobbies[previousLobby].players, k) end end end end setElementData(resourceRoot, "root:lobbies", self.lobbies) setElementData(localPlayer, "player:selectedLobby", false) exports["br_notifications"]:addNotification(localization:getText(localPlayer, "lobby-leftInRoom"), "success") end
  11. #UPDATE - Login panel realesed. - Added new group system - Lobby system developed. - Added group manager NPC. - Added language manager NPC
  12. I think distance delay, how I can fix it?
  13. Hello friends, I have a problem. I have a little delay when I watch the player. Code: function randomSpectatePlayer() local playerGroup = getElementData(localPlayer, "player:group") or false if playerGroup then local inGame = getElementData(localPlayer, "player:game") or false for k,v in ipairs(playerGroup) do if isElement(v) and getElementData(v, "player:game") and getElementData(localPlayer, "player:onSpawn") then if v ~= localPlayer then setElementFrozen ( localPlayer, true ) oldDim = getElementInterior(localPlayer) oldInt = getElementDimension(localPlayer) setElementInterior(localPlayer, getElementInterior(v)) setElementDimension(localPlayer, getElementDimension(v)) setCameraInterior(localPlayer, getCameraInterior(v)) spectating = v setCameraTarget ( v ) outputChatBox("[SPECTATE] #ffffffYou spectating now "..getPlayerName(v), 255,100,100,true) outputChatBox("[SPECTATE] #ffffffIf you want back to lobby use #ff0000/back #ffffffcommand.", 255,100,100,true) addCommandHandler("back", onStopSpectating) end end end end end
  14. SERVER NAME : [EUROPE] BATTLE ROYALE SERVER SERVER IP : mtasa://164.132.9.26:22003 Features : - Inventory system with quick slots - Lobby system - Basic game system - Group system - Level system - Login & auth system based on MySQL - Toxic gas with sweet effect - Multilanguage system (Turkish, English) This script made by Brzysiu I fixed the errors. I was add new features.
  15. How to add joinarena command? Ex: /cross
  16. NOS Styles not working nfs/hybrid
  17. No, no İts no problem. Just, map starting not showing player camera. I can use onClientMapStarting event but Don't work.Just map starting camera..
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