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Flower ☠ Power

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About Flower ☠ Power

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  1. I am so sorry for making you waste your time I figured it out right now and by right now I mean right now at this moment. local x, y = getElementPosition(v[1]) local blipX, blipY = (x + 3000) * (dxD_fullMapRT[3] * fullMapZoom/6000), (y - 3000) * ((-dxD_fullMapRT[4]*fullMapZoom)/6000) local blipX = blipX + (dxD_fullMapRT[3]/2) - (dxD_fullMapRT[3]/2 * fullMapZoom) + xfullMapOffset local blipY = blipY + (dxD_fullMapRT[4]/2) - (dxD_fullMapRT[4]/2 * fullMapZoom) + yfullMapOffset dxDrawImage(blipX - radar_icons[1][2], blipY - radar_icons[1][3], radar_icons[1][4], radar_icons[1][5], r
  2. I guess sometimes you just need to do a better research , thanks buddy.
  3. dxD_fullMapRT = {screenW * 0.2677, screenH * 0.0870, screenW * 0.4646, screenH * 0.8259} This are just numbers the first two are x, y positions of where the render target must be in the the screen, then the other two are the size of the render target width and height respectively, all in relative numbers, if u want the exact number well just do the math: 1920 * 0.4646 ~= 892
  4. I think the title is self explainatory but here is a picture of what 'triangle' I am referring to Is it even possible?
  5. That really doesn't matter but here it is local zoomSensitivity = 0.05 function zoomFullMap(button, press) if (button == 'mouse_wheel_up') and (press == true) then fullMapZoom = fullMapZoom + zoomSensitivity elseif (button == 'mouse_wheel_down') and (press == true) then fullMapZoom = fullMapZoom - zoomSensitivity end end addEventHandler("onClientKey", root, zoomFullMap) It just adds or subtracks 0.05 to the fullMapZoom variable depending you scroll down/up, if you want the formula used to zoom in/out the map look at this: dxDrawImage((dxD_fullMapRT[3]/2) - (dxD_fullMapRT[3]/
  6. I'm trying to make a custom F11 map but when I zoom in my blips get screwed up because I cannot guess the right formula to calculate their position in the screen when zoomed in. local fullMapZoom = 1 local xfullMapOffset = 0 local yfullMapOffset = 0 function renderFullMap() dxSetRenderTarget(fullMapRender, true) dxDrawImage((dxD_fullMapRT[3]/2) - (dxD_fullMapRT[3]/2) * fullMapZoom + xfullMapOffset, (dxD_fullMapRT[4]/2) - (dxD_fullMapRT[4]/2) * fullMapZoom + yfullMapOffset, dxD_fullMapRT[3] * fullMapZoom, dxD_fullMapRT[4] * fullMapZoom, radar_full, 0, 0, 0, -1, false) --Render the big ma
  7. Wow, thanks Noki, I thought u left MTA long ago, I did not expect you would even remember me buddy...
  8. Moderator note: he stopped providing his services, topic locked I've got plenty of experience in scripting and 3ds max modeling, I'm looking for a paid part time job, due to coronavirus I can't work in my real part time job (I'm spanish) so I would be looking for a paid job as: scripter, 3ds max modeler/mapper... My discord: ManeXi#9530 Payments only via PayPal
  9. Well, I haven't shown the complete code in this post, we're talking about 30+ multiplications, anyways thanks for posting that script I didn't know we had something like that, so useful
  10. So today I was making a new HUD for players in dx, due this HUD will be displayed all the time I started thinking about how I can optimize it as maximun as possible... Going from this classic code: local screenW, screenH = guiGetScreenSize() local scaleX, scaleY = screenW/1920, screenH/1080 addEventHandler("onClientRender", root, function() dxDrawText("30/", screenW * 0.7786, screenH * 0.0648, screenW * 0.8380, screenH * 0.1426, tocolor(241, 173, 11, 255), scaleX, scaleY, dxfont0_excelsior_sans, "left", "top", false, false, false, false, false) dxDrawText("9999", screenW * 0.
  11. Thanks for the replies, I guess there is no way I can remove that animation and keep players be able to shoot, I'll give a try to make a github post
  12. There are two animations in this game that I want to remove, the elbow block that you do when you're very close to a person and it doesn't let you shoot your weapon, and the animation that doesn't let you shoot when you're very close to a wall. This animations just screw the PvP combat experience and I would like to remove them from my server How can I use engineLoadIFP engineReplaceAnimation In order to remove this animations
  13. The object that loses collision it's not like the old bug where some random objects of the map lose collision because of replacing, because in theory it was fixed and the object doesn't lose the collision the first time you join, then you /reconnect and it loses collision, in order to get the collision back you need to restart your MTA Client, I know it's kinda weird and it might get fixed by replacing the collision of those objects who lost collision, but I would like to keep my scripts as optimized possible so I would like to know if anyone knows an alternative solution to replacing it's col
  14. There are some objects created in the map editor (.map files) that get collisionless after reconnecting, so basically the first time you join in they have collision but after that they get collisionless, if you're wondering what custom objects i'm using here is the table with them: local objects = { -- id, dff, col, txd {3976, "policest02_lan", "policest02_lan"}, {18023, "int_pizzaplace", "int_pizzaplace"}, {5418, "lae711block01", "lae711block01"}, {17700, "pigpenblok1_lae2", "pigpenblok1_lae2"}, {14838, "int_strip_club", "int_strip_club"}, {14785, "gen_otb", "gen_otb"}, {4683, "la
  15. Thanks for the answer and sharing your own experience, I think I might stick to triggerEvent looks like more manual but it seems that it's way cleaner than elementData.
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