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Animan99

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  1. addEventHandler('onClientResourceStart', resourceRoot, function() shader = dxCreateShader('shader.fx') terrain = dxCreateTexture('img/PJ_Elegy2.png') dxSetShaderValue(shader, 'gTexture', terrain) engineApplyShaderToWorldTexture(shader, 'remapelegybody128') end ) I didnt post the full code becouse i have googled much and figured out that the problem is in the engineApply function, 2nd agrument. When i tried without car mods, it worked perfectly!
  2. Hi i made my first tuneshop, working fine, now i want to apply a custom paintjob to a modded car, but it's not working. engineApplyShaderToWorldTexture( shader, "remapelegybody128") I tried this way, but not working, also tried almost everything. Can anyone help me? (I don't know what should i write on the second argument)
  3. Animan99

    Table data

    thanks, i figured out that my problem is not this, so i do not know anything anymore. i have this function to move items: function itemMoveToSlot(item, newSlot) for k, v in ipairs(Items) do if isSlotEmpty(ujSlot) then Items[k][2] = newSlot end end end this is working, when i have ONE item in the items table(this table contains all the items that the player currently have) if i have 2 or more items then the first item is not moving, just the second one, and the first one moves with the second.
  4. Animan99

    Table data

    hello. I am working on an invetory system, but i have a problem, i couldn't solve. if i hover a picture, or rectangle then get that value from table. Here is a way to do this(this will explain if you dont understand so read the comments) asd = { {"asd1", 1}, {"asd2", 2}, {"asd3", 3}, } addEventHandler("onClientRender", getRootElement(), function() local row = 0 local elem = 0 cx, cy = getCursorPosition() cx, cy = cx*sW, cy*sH for k, v in ipairs(asd) do dxDrawRectangle(X, Y + row, W, H, tocolor(0, 0, 0, 150)) -- + row - this will render 3 rectangle because 3 value is in table named "asd" if cx > X and cx < X + W and cy > Y + row and cy < Y + H + row then -- if cursor on any rendered rectangle hoveredText = v[1] -- this RETURNS ONE VALUE not the all values in table dxDrawText(hoveredText, X, Y + row, 0, 0, etc..) -- if my cursor on the first rectangle this will draw the first value from table (asd1) and this is what i need but i have to find another way to solve this. end row = row + 25 elem = elem + 1 end end) So what i want that the table return one value that i hover or click. I have to do with ANOTHER method, because i cannot do my inventory with this. So this is wrong: for k, v in ipairs(items) do if getKeyState("mouse1") and isInBox(cx, cy, X , Y, X2, Y2) then hoverText = v[1] -- this returns ALL values in table end end so i need a way to get table a data like above, not all data. I need this because when i am moving an item from my inventory sadly all item moves. i want that specific item to move, (items in table) so this is what i need this. Hope you understand, sorry for bad english.
  5. local data = { login = { hover = false, alphaMode = false, alapAlpha = 190, colors = { 255, 255, 255 } } } function renderDx() --------- This is the hover if data.login.hover then data.login.colors = {201, 0, 20} if not data.login.alphaMode then data.login.alapAlpha = data.login.alapAlpha - 5 if data.login.alapAlpha <= 40 then data.login.alphaMode = true end else data.login.alapAlpha = data.login.alapAlpha + 5 if data.login.alapAlpha >= 190 then data.login.alphaMode = false end end end end addEventHandler("onClientRender", getRootElement(), renderDx) addEventHandler("onClientCursorMove", getRootElement(), function(_, _, x, y) if x > X + 35 and x < X + 195 then --- write your pos if y > Y + 187 and y < Y + 214 then data.login.hover = true else data.login.hover = false data.login.alapAlpha = 190 data.login.colors = { 255, 255, 255 } data.login.alphaMode = false end end) } And finally you have to display the dx like this: dxDrawText("STH", X , Y, 0, 0, tocolor(data.login.colors[1], data.login.colors[2], data.login.colors[3], data.login.alapAlpha), 1, "arial", _, _, _, _, _, true) copied from my script
  6. Sry, forgot sW, sH = guiGetScreenSize() Width, Height = 324, 246 X = sW - Width Y = sH - Height function renderSpeedo() local speed = getVehicleSpeed(getPedOccupiedVehicle(localPlayer)) dxDrawImage(X, Y, Width, Height, "fajlok/alap.png", 0, 0, 0) dxDrawImage(X, Y, Width, Height, "fajlok/mutato1.png", speed*4.2 / getFormatGear() ) -- RPM needle dxDrawImage(X, Y, Width, Height, "fajlok/mutato2.png", speed/1.3 ) -- SPEED NEEDLE dxDrawText(speed, X + 150, Y + 150, 0, 0, tocolor(255, 255, 255, 150), 1.5, "arial" ) end
  7. Hi, i have started to make my own speedometer. When i speed up, the needle does not move correctly. at the start when i am not going fast, it fits right, but when my speed is higher, i goes out of my speedo "disc". Pictures: (low speed fits correctly) http://kepfeltoltes.hu/150728/mta-scree ... es.hu_.png (high speed does not) http://kepfeltoltes.hu/150728/mta-scree ... es.hu_.png anyone can help me? Thanks
  8. did that already, doesnt work. however tried with in another resource just with a label, worked... dunno why
  9. can Anybody help me, how to solve this? i know there are lots of clever people here. Please, help
  10. player B does not see the message, hovever i send it to server and back to client ( Anybody?
  11. almost. 2 mistakes. local Width, Height = 500, 150 -- dont write here your resolution. Write here the width and height of the image you want to draw with dxDrawImage function HUD() local weaponType = getPedWeapon(localPlayer) dxDrawImage(X, Y, Width, Height, "Weapons/"..tostring(weaponType).. ".png", 0, 0, 0, tocolor(255, 255, 255, 255), false) --you have to use the X, Y, Width, Height variables here to work end
  12. local sWidth, sHeight = guiGetScreenSize() local Width, Height = A, B --write the width and height here local X = sWidth - Width local Y = 0 dxDrawImage(X, Y, Width, Height, etc...)
  13. https://wiki.multitheftauto.com/wiki/DxDrawImage
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