pepsi18
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Everything posted by pepsi18
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How can I make the blur shader green as in the image texture ScreenTexture; float Angle = 0; float BlurAmount = 0.001; sampler ImageSampler = sampler_state { Texture = <ScreenTexture>; }; float4 main( float2 uv : TEXCOORD) : COLOR { float4 output = 0; float2 offset; int count = 24; sincos(Angle, offset.y, offset.x); offset *= BlurAmount; for(int i=0; i<count; i++) { output += tex2D(ImageSampler, uv - offset * i); } output /= count; return output; }; technique MotionBlur { pass P1 { PixelShader = compile ps_2_0 main(); } }
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how can i do so that players download the skins while playing give me some example plis
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I want to avoid that the server is very heavy for the users and some images are have10 mb and I thought it would be better to draw them by URL
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Is it better to use fetch Remote to draw dxImage to skip the download of heavy images? or it is better to save them to the server normal ?
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I already tried setPedControlstate and don't not work
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it's possible that a ped get out a player of a vehicle ?? What function should I use?
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When I play a .wav file plays full But is cut off from time to time
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Only a background sound that lasts 2 minutes But it only reproduces me 20 seconds then it cuts
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I have a problem , only played 20 seconds of audio, But the audio takes 2 minutes form the browser plays full function sound() playSound("http://216.172.184.135:21/fastdl/soundtracks/soundtrack1.mp3") end addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), sound)
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I am trying to do a mysql login but I have a problem decrypting the password. md5(md5(password).salt) give me this error login_mysql/server.lua:32: Bad argument @ 'md5' [Expected string at argument 1, got nil]
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tops = { ["guest1"] = {points = 100, money = "198232"} ["rubi1416"] = {points = 30, money = "2323"} } table.sort(tops, function(a,b) return (tonumber(a.points)or 0) > (tonumber(b.points)or 0) end) How can I sort this table by the number of points?
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HEL PLISS Is there any way to adapt the text size to all resolutions? local sx, sy = guiGetScreenSize() local font = dxCreateFont("font.ttf", 16) dxDrawText(playername, sx * 0.3130, sy * 0.3167, sx * 0.4484, sy * 0.3704, tocolor(255, 255, 255, 255), 1, font, "center", "center", false, false, false, false, false)
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You explain to me how it works I do not understand your code very well
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How can I make a progress bar composed for multiple rectangle
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hi i am trying to do some areas anti zombie every so often change positions but sometimes collide areas and I want to change positions not collide function setRadarAreaPosition(area, posx, posy) for _, radararea in ipairs(getElementsByType("radararea")) do if isInsideRadarArea( radararea, posx, posy) and radararea ~= area then setRadarAreaPosition(area, math.random(-3000, 3000), math.random(-3000, 3000)) else setElementPosition( area, posx, posy ) end end end
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Thanks helped me alot but I have a problem is possible when the mouse is rotate also rotate the camera ? function camera () local theVehicle = getPedOccupiedVehicle(localPlayer) if (not theVehicle or isPedDead(localPlayer)) then return end local eM = getElementMatrix( theVehicle ) local vx, vy, vz = getElementVelocity( theVehicle ) local speed = math.sqrt(math.pow(vx, 2) + math.pow(vy, 2) + math.pow(vz, 2)) + 0.5 local distance = 5 * speed + 10 local heightAboveVehicle = 5 local roll = math.deg(math.atan2(eM[1][3], eM[3][3])) local x = -distance * eM[2][1] + eM[4][1] local y = -distance * eM[2][2] + eM[4][2] local z = -distance * eM[2][3] + heightAboveVehicle * eM[3][3] + eM[4][3] local lx = 4 * eM[2][1] + eM[4][1] local ly = 4 * eM[2][2] + eM[4][2] local lz = 4 * eM[2][3] + eM[4][3] if getCameraViewMode ( ) == 2 then setCameraMatrix( x, y, z, lx, ly, lz, roll) end end
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Hello everyone I wonder what functions should be used to achieve an effect similar the plane cam of GTA V
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as I can achieve this effect I tried this but it does not work texture ScreenTexture; float Angle = 0; // Defines the blurring direction float BlurAmount = 0.005; // Defines the blurring magnitude sampler ImageSampler = sampler_state { Texture = ; }; float4 main( float2 uv : TEXCOORD) : COLOR { float4 output = 0; // Defines the output color of a pixel float2 offset; // Defines the blurring direction as a direction vector int count = 24; // Defines the number of blurring iterations //First compute a direction vector which defines the direction of blurring. // This is done using the sincos instruction and the Angle input parameter, // and the result is stored in the offset variable. This vector is of unit // length. Multiply this unit vector by BlurAmount to adjust its length to // reflect the blurring magnitude. sincos(Angle, offset.y, offset.x); offset *= BlurAmount; // To generate the blurred image, we // generate multiple copies of the input image, shifted // according to the blurring direction vector, and then sum // them all up to get the final image. for(int i=0; i) { output += tex2D(ImageSampler, uv - offset * i); } output /= count; // Normalize the color return output; }; technique MotionBlur { pass P1 { PixelShader = compile ps_2_0 main(); } }
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hola a todos quisiera hacerles una consulta , me recomendaron este hosting vortexservers y quisiera saver si realmente es recomendable comprar un host hay o si hay otra empresa de mejor calidad gracias
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hay alguna forma de reproducir una musica pero que la pueda escuchar todo el servidor quiero hacer un panel donde la gente compre su musica y la pueda escuchar todo el servidor
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as I can make the screen is distorted http://prntscr.com/4nj6xe
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Hola tengo un problema quiero dibujar el exp que el jugador gana al matar a un zombie todo va bien el problema es este cuando mato a 1 zombie me sale el exp que gane con la animacion todo bien pero cuando mato a otro zombie el texto desaparece sin terminar la animacion y vuelve a aparecer otro texto con la nuevo exp que e ganado . Lo que quiero es que el texto no desaparesac hasta que se termine el tiempo ose que al matar a otro zombie aparesca otro texto diferente . server addEvent ( "onZombieWasted", true ) addEventHandler ( "onZombieWasted", root, function ( theKiller ) experiencia = math.random(2, 25) exports.exp_system:addPlayerEXP ( theKiller, experiencia) givePlayerMoney(theKiller,math.random(15, 60)) triggerClientEvent ( "darwexp", root, experiencia , source, bodypart) end ) client local text = "" local x, y = "" function onClientPlayerWeaponFireFunc(experiencia, source, bodypart) local sx1, sy1, sz1 = getPedBonePosition( source,1) text = experiencia x, y = getScreenFromWorldPosition( sx1, sy1, sz1 ) start = getTickCount() addEventHandler ( "onClientRender", getRootElement(), dxDrawAnimText ) setTimer(function () removeEventHandler ( "onClientRender", getRootElement(), dxDrawAnimText ) end , 3000, 1 ) end addEvent ( "darwexp", true ) addEventHandler ( "darwexp", root, onClientPlayerWeaponFireFunc ) function dxDrawAnimText() local sx, sy, sz = getPedBonePosition( localPlayer, 1 ) local height,width = getScreenFromWorldPosition( sx, sy, sz ) local font = "default-bold" local anim = "OutQuad" local text = "+"..text btwidth = width btheight = height/20 local now = getTickCount() local elapsedTime = now - start local endTime = start + 3000 local duration = endTime - start local progress = elapsedTime / duration local x1, y1, z1 = interpolateBetween (x, y, 0,height,width, 0, progress, anim) local x2, y2, z2 = interpolateBetween ( 0, 0, 0, btwidth, btheight, btheight/11, progress, anim) posx = (x/2)-(x1/2) posy = (y/2)-(y1/2) dxDrawText ( text, x1, y1, x, y, tocolor ( 255, 255, 255, 255 ), z2,font,"center","center") end
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as I can do to draw the user name someone help plis client function draw() dxDrawText(owner, x*348, y*350, 391, 435, tocolor(255,255,255, 252), 0.87*y, "bankgothic", "left", "top", false, false, true, false, false) end server function user () local owner = getAccountName(getPlayerAccount( source ) ) end