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Everything posted by xRGamingx
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Yes i speak spanish
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Hello friends, I need a little help How can I make this height meter appear only for the jetpack ? Sorry for my bad English function height() local Vehicle = getPedOccupiedVehicle(getLocalPlayer()) if Vehicle then local Type = getVehicleType(Vehicle) if Type == "Plane" then dxDrawRectangle(40, 498, 20, 163, tocolor(0 , 0 , 0 , 100), false) local x,y,z = getElementPosition (getLocalPlayer()) local height = math.floor((z*001)) if height < 161 then dxDrawRectangle(30, 659-height, 45, 2, tocolor(255 , 255 , 255 , 115), false) elseif height < 322 then dxDrawRectangle(30, 820-height, 45, 2, tocolor(255 , 255 , 255 , 115), false) elseif height < 483 then dxDrawRectangle(30, 981-height, 45, 2, tocolor(255 , 255 , 255 , 115), false) elseif height < 644 then dxDrawRectangle(30, 1142-height, 45, 2, tocolor(255 , 255 , 255 , 115), false) elseif height < 803 then dxDrawRectangle(30, 1303-height, 45, 2, tocolor(255 , 255 , 255 , 115), false) elseif height < 962 then dxDrawRectangle(30, 1464-height, 45, 2, tocolor(255 , 255 , 255 , 115), false) end end end end addEventHandler ( "onClientRender", getRootElement(), height ) --doesPedHaveJetPack
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---example¿? function jobL() for k, v in ipairs(getElementsByType("marker")) do local info = getElementData(v, "infojob") if info then local x, y, z = getElementPosition(localPlayer) local mx, my, mz = getElementPosition(v) local a, b = 50, 30 local cx, cy, cz = getCameraMatrix() if getDistanceBetweenPoints3D(x, y, z, mx, my, mz + 0.5) < 65 and isLineOfSightClear(cx, cy, cz, mx, my, mz + 0.5, true, true, false) then local sx, sy = getScreenFromWorldPosition(mx, my, mz + 0.5) if sx and sy then sx, sy = sx - a, sy - b dxDrawText(info, (sx - 30)-1, sy-1, sx-1, sy-1, tocolor(r, g, b, alpha), 0.6, "bankgothic") dxDrawText(info, (sx - 30)+1, sy-1, sx+1, sy-1, tocolor(r, g, b, alpha), 0.6, "bankgothic") dxDrawText(info, (sx - 30)-1, sy+1, sx-1, sy+1, tocolor(r, g, b, alpha), 0.6, "bankgothic") dxDrawText(info, (sx - 30)+1, sy+1, sx+1, sy+1, tocolor(r, g, b, alpha), 0.6, "bankgothic") dxDrawText(info, sx - 30, sy, sx, sy, tocolor(243, 0, 0, alpha), 0.6, "bankgothic") end end end end end addEventHandler("onClientRender", root, jobL) ?? look broth
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How to fade this text while I'm moving away from it? ? function jobL() for k, v in ipairs(getElementsByType("marker")) do local info = getElementData(v, "infojob") if info then local x, y, z = getElementPosition(localPlayer) local mx, my, mz = getElementPosition(v) local a, b = 50, 30 local cx, cy, cz = getCameraMatrix() if getDistanceBetweenPoints3D(x, y, z, mx, my, mz + 0.5) < 65 and isLineOfSightClear(cx, cy, cz, mx, my, mz + 0.5, true, true, false) then local sx, sy = getScreenFromWorldPosition(mx, my, mz + 0.5) if sx and sy then sx, sy = sx - a, sy - b dxDrawText(info, (sx - 30)-1, sy-1, sx-1, sy-1, tocolor(0, 0, 0, 255), 0.6, "bankgothic") dxDrawText(info, (sx - 30)+1, sy-1, sx+1, sy-1, tocolor(0, 0, 0, 255), 0.6, "bankgothic") dxDrawText(info, (sx - 30)-1, sy+1, sx-1, sy+1, tocolor(0, 0, 0, 255), 0.6, "bankgothic") dxDrawText(info, (sx - 30)+1, sy+1, sx+1, sy+1, tocolor(0, 0, 0, 255), 0.6, "bankgothic") dxDrawText(info, sx - 30, sy, sx, sy, tocolor(243, 0, 0, 255), 0.6, "bankgothic") end end end end end addEventHandler("onClientRender", root, jobL)
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local screenW, screenH = guiGetScreenSize() addEventHandler("onClientRender", root, function() dxDrawRectangle(screenW * 0.3280, screenH * 0.4609, 469, 45, tocolor(0, 0, 0, 169), false) dxDrawLine(screenW * 0.3280, screenH * 0.4609, (screenW * 0.3280) + 469, ( screenH * 0.4609) + 0, tocolor(0, 0, 0, 254), 2, false) dxDrawLine(screenW * 0.3280, screenH * 0.5195, (screenW * 0.3280) + 469, ( screenH * 0.5195) + 0, tocolor(0, 0, 0, 254), 2, false) dxDrawLine(screenW * 0.6713, screenH * 0.4609, (screenW * 0.6713) + 0, ( screenH * 0.4609) + 45, tocolor(0, 0, 0, 254), 2, false) dxDrawLine((screenW * 0.3272) + 1, screenH * 0.4609, screenW * 0.3272, ( screenH * 0.4609) + 44, tocolor(0, 0, 0, 254), 2, false) dxDrawRectangle(screenW * 0.3280, screenH * 0.4609, 469, 45, tocolor(12, 251, 1, 254), false) ----dxDrawLoading - Green bar dxDrawText("Hacking the safe", 541 - 1, 370 - 1, 917 - 1, 399 - 1, tocolor(0, 0, 0, 255), 0.60, "bankgothic", "left", "top", false, false, false, false, false) dxDrawText("Hacking the safe", 541 + 1, 370 - 1, 917 + 1, 399 - 1, tocolor(0, 0, 0, 255), 0.60, "bankgothic", "left", "top", false, false, false, false, false) dxDrawText("Hacking the safe", 541 - 1, 370 + 1, 917 - 1, 399 + 1, tocolor(0, 0, 0, 255), 0.60, "bankgothic", "left", "top", false, false, false, false, false) dxDrawText("Hacking the safe", 541 + 1, 370 + 1, 917 + 1, 399 + 1, tocolor(0, 0, 0, 255), 0.60, "bankgothic", "left", "top", false, false, false, false, false) dxDrawText("Hacking the safe", screenW * 0.3960, screenH * 0.4818, (screenW * 0.3960) + 376, ( screenH * 0.4818) + 29, tocolor(255, 255, 255, 255), 0.60, "bankgothic", "left", "top", false, false, false, false, false) end ) Hello friends Someone helps me create this bar dxDrawLoading ? Plz
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Thank you very much brother I thank you very much it works perfectly Thank you so so so much
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como pongo un scrip solo para mods S.mod y adm
xRGamingx replied to THOR11WM's topic in Spanish / Español
----Corregido debes crear un team llamado , Staff o Admin ... Luego al estar en ese team podran usar /superman o saltar 2 veces y listo local Superman = {} -- Settings local ZERO_TOLERANCE = 0.00001 local MAX_ANGLE_SPEED = 6 -- In degrees per frame local MAX_SPEED = 1.3 local EXTRA_SPEED_FACTOR = 2.6 local LOW_SPEED_FACTOR = 0.40 local ACCELERATION = 0.025 local EXTRA_ACCELERATION_FACTOR = 1.8 local LOW_ACCELERATION_FACTOR = 0.85 local TAKEOFF_VELOCITY = 1.75 local TAKEOFF_FLIGHT_DELAY = 750 local SMOKING_SPEED = 1000 -- change back to 1.25 to enable smoke creation, disabled due to FPS lag concerns local GROUND_ZERO_TOLERANCE = 0.18 local LANDING_DISTANCE = 3.2 local FLIGHT_ANIMLIB = "swim" local FLIGHT_ANIMATION = "Swim_Dive_Under" local FLIGHT_ANIM_LOOP = false local IDLE_ANIMLIB = "cop_ambient" local IDLE_ANIMATION = "Coplook_loop" local IDLE_ANIM_LOOP = true local MAX_Y_ROTATION = 70 local ROTATION_Y_SPEED = 3.8 -- Static global variables local thisResource = getThisResource() local rootElement = getRootElement() local localPlayer = getLocalPlayer() local serverGravity = getGravity() -- -- Utility functions -- local function isPlayerFlying(player) local data = getElementData(player, "superman:flying") if not data or data == false then return false else return true end end local function setPlayerFlying(player, state) if state == true then state = true else state = false end setElementData(player, "superman:flying", state) end local function iterateFlyingPlayers() local current = 1 local allPlayers = getElementsByType("player") return function() local player repeat player = allPlayers[current] current = current + 1 until not player or (isPlayerFlying(player) and isElementStreamedIn(player)) return player end end function Superman:restorePlayer(player) setPlayerFlying(player, false) setPedAnimation(player, false) setElementVelocity(player, 0, 0, 0) setElementRotation(player, 0, 0, 0) --setPedRotation(player, getPedRotation(player)) setElementCollisionsEnabled(player, true) self:destroySmokeGenerators(player) self.rotations[player] = nil self.previousVelocity[player] = nil end function Superman:createSmokeGenerator(player) local generator = createObject(2780, getElementPosition(player)) setElementCollisionsEnabled(generator, false) setObjectScale(generator, 0) return generator end function Superman:createSmokeGenerators(player) if not self.smokeGenerators[player] then local smokeGenerators = {} smokeGenerators[1] = self:createSmokeGenerator(player) attachElements(smokeGenerators[1], player, 0.75, -0.2, -0.4, -40, 0, 60) smokeGenerators[2] = self:createSmokeGenerator(player) attachElements(smokeGenerators[2], player, -0.75, -0.2, -0.4, -40, 0, -60) self.smokeGenerators[player] = smokeGenerators end end function Superman:destroySmokeGenerators(player) if self.smokeGenerators[player] then for k, v in ipairs(self.smokeGenerators[player]) do destroyElement(v) end self.smokeGenerators[player] = nil end end function angleDiff(angle1, angle2) angle1, angle2 = angle1 % 360, angle2 % 360 local diff = (angle1 - angle2) % 360 if diff <= 180 then return diff else return -(360 - diff) end end local function isElementInWater(ped) local pedPosition = Vector3D:new(getElementPosition(ped)) if pedPosition.z <= 0 then return true end local waterLevel = getWaterLevel(pedPosition.x, pedPosition.y, pedPosition.z) if not isElementStreamedIn(ped) or not waterLevel or waterLevel < pedPosition.z then return false else return true end end local function isnan(x) math.inf = 1/0 if x == math.inf or x == -math.inf or x ~= x then return true end return false end local function getVector2DAngle(vec) if vec.x == 0 and vec.y == 0 then return 0 end local angle = math.deg(math.atan(vec.x / vec.y)) + 90 if vec.y < 0 then angle = angle + 180 end return angle end -- -- Initialization and shutdown functions -- function Superman.Start() local self = Superman --Initializate custom events addEvent("superman:updateRight",true) -- Register events addEventHandler("onClientResourceStop", getResourceRootElement(thisResource), Superman.Stop, false) addEventHandler("onPlayerJoin", rootElement, Superman.onJoin) addEventHandler("onPlayerQuit", rootElement, Superman.onQuit) addEventHandler("onClientRender", rootElement, Superman.processControls) addEventHandler("onClientRender", rootElement, Superman.processFlight) addEventHandler("onClientPlayerDamage", localPlayer, Superman.onDamage, false) addEventHandler("onClientPlayerVehicleEnter",localPlayer,Superman.onEnter) addEventHandler("onClientElementDataChange", rootElement, Superman.onDataChange) addEventHandler("onClientElementStreamIn", rootElement, Superman.onStreamIn) addEventHandler("onClientElementStreamOut", rootElement, Superman.onStreamOut) addEventHandler("superman:updateRight",rootElement,Superman.updateRight) -- Bind keys bindKey("jump", "down", Superman.onJump) -- Register commands addCommandHandler("superman", Superman.cmdSuperman) -- Initializate attributes self.smokeGenerators = {} self.rotations = {} self.previousVelocity = {} --Check right triggerServerEvent("superman:checkRight",localPlayer) end addEventHandler("onClientResourceStart", getResourceRootElement(thisResource), Superman.Start, false) function Superman.Stop() local self = Superman setGravity(serverGravity) -- Restore all players animations, collisions, etc for player in iterateFlyingPlayers() do self:restorePlayer(player) end end -- -- Join/Quit -- function Superman.onJoin(player) local self = Superman local player = player or source setPlayerFlying(player, false) end function Superman.onQuit(reason, player) local self = Superman local player = player or source if isPlayerFlying(player) then self:restorePlayer(player) end end -- --onEnter: superman cant enter vehicles -- Fix (in serverside) for players glitching other players' vehicles by warping into them while superman is active, causing them to flinch into air and get stuck. function showWarning() local x,y,z = getPedBonePosition(localPlayer,6) local sx,sy,dist = getScreenFromWorldPosition(x,y,z+0.3) if sx and sy and dist and dist < 100 then dxDrawText("You can not warp into a vehicle when superman is activated.",sx,sy,sx,sy,tocolor(255,0,0,255),1.1,"default-bold","center") end end function hideWarning() removeEventHandler("onClientRender",root,showWarning) end function Superman.onEnter() if (isPlayerFlying(localPlayer) or getElementData(localPlayer,"superman:takingOff")) and not isTimer(warningTimer) then addEventHandler("onClientRender",root,showWarning) warningTimer = setTimer(hideWarning,5000,1) end end -- --updateRight: Update right state of player -- function Superman.updateRight(state) IS_ALLOWED = state end -- -- onDamage: superman is invulnerable -- function Superman.onDamage() local self = Superman if isPlayerFlying(localPlayer) then cancelEvent() end end -- -- onStreamIn: Reset rotation attribute for player -- function Superman.onStreamIn() local self = Superman end function Superman.onStreamOut() local self = Superman if source and isElement(source) and getElementType(source) == "player" and isPlayerFlying(source) then self.rotations[source] = nil self.previousVelocity[source] = nil end end -- -- onDataChange: Check if somebody who is out of stream stops being superman -- function Superman.onDataChange(dataName, oldValue) local self = Superman if dataName == "superman:flying" and isElement(source) and getElementType(source) == "player" and oldValue ~= getElementData(source, dataName) and oldValue == true and getElementData(source, dataName) == false then self:restorePlayer(source) end end -- -- onJump: Combo to start flight without any command -- function Superman.onJump(key, keyState) if not getElementData(localPlayer, "class") then return end if getElementData(localPlayer, "class") ~= "Staff" and getElementData(localPlayer, "class") ~= "Admin" then return end if not getPlayerTeam(localPlayer) then return end if getTeamName(getPlayerTeam(localPlayer)) ~= "Admins" then return end local self = Superman local task = getPedSimplestTask(localPlayer) if not isPlayerFlying(localPlayer) then if task == "TASK_SIMPLE_IN_AIR" then setElementVelocity(localPlayer, 0, 0, TAKEOFF_VELOCITY) setTimer(Superman.startFlight, 100, 1) end end end -- -- Commands -- function Superman.cmdSuperman() if not getElementData(localPlayer, "class") then return end if getElementData(localPlayer, "class") ~= "Staff" and getElementData(localPlayer, "class") ~= "Admin" then return end if not getPlayerTeam(localPlayer) then return end if getTeamName(getPlayerTeam(localPlayer)) ~= "Admins" then return end local self = Superman if isPedInVehicle(localPlayer) or isPlayerFlying(localPlayer) then return end setElementVelocity(localPlayer, 0, 0, TAKEOFF_VELOCITY) setTimer(Superman.startFlight, TAKEOFF_FLIGHT_DELAY, 1) setElementData(localPlayer,"superman:takingOff",true) end function Superman.startFlight() local self = Superman setElementData(localPlayer,"superman:takingOff",false) if isPlayerFlying(localPlayer) then return end triggerServerEvent("superman:start", rootElement) setPlayerFlying(localPlayer, true) setElementVelocity(localPlayer, 0, 0, 0) self.currentSpeed = 0 self.extraVelocity = { x = 0, y = 0, z = 0 } end -- -- Controls processing -- local jump, oldJump = false, false function Superman.processControls() local self = Superman if not isPlayerFlying(localPlayer) then jump, oldJump = getPedControlState("jump"), jump if not oldJump and jump then Superman.onJump() end return end -- Calculate the requested movement direction local Direction = Vector3D:new(0, 0, 0) if getPedControlState("forwards") then Direction.y = 1 elseif getPedControlState("backwards") then Direction.y = -1 end if getPedControlState("left") then Direction.x = 1 elseif getPedControlState("right") then Direction.x = -1 end Direction:Normalize() -- Calculate the sight direction local cameraX, cameraY, cameraZ, lookX, lookY, lookZ = getCameraMatrix() local SightDirection = Vector3D:new((lookX - cameraX), (lookY - cameraY), (lookZ - cameraZ)) SightDirection:Normalize() if getPedControlState("look_behind") then SightDirection = SightDirection:Mul(-1) end -- Calculate the current max speed and acceleration values local maxSpeed = MAX_SPEED local acceleration = ACCELERATION if getPedControlState("sprint") then maxSpeed = MAX_SPEED * EXTRA_SPEED_FACTOR acceleration = acceleration * EXTRA_ACCELERATION_FACTOR elseif getPedControlState("walk") then maxSpeed = MAX_SPEED * LOW_SPEED_FACTOR acceleration = acceleration * LOW_ACCELERATION_FACTOR end local DirectionModule = Direction:Module() -- Check if we must change the gravity if DirectionModule == 0 and self.currentSpeed ~= 0 then setGravity(0) else setGravity(serverGravity) end -- Calculate the new current speed if self.currentSpeed ~= 0 and (DirectionModule == 0 or self.currentSpeed > maxSpeed) then -- deccelerate self.currentSpeed = self.currentSpeed - acceleration if self.currentSpeed < 0 then self.currentSpeed = 0 end elseif DirectionModule ~= 0 and self.currentSpeed < maxSpeed then -- accelerate self.currentSpeed = self.currentSpeed + acceleration if self.currentSpeed > maxSpeed then self.currentSpeed = maxSpeed end end -- Calculate the movement requested direction if DirectionModule ~= 0 then Direction = Vector3D:new(SightDirection.x * Direction.y - SightDirection.y * Direction.x, SightDirection.x * Direction.x + SightDirection.y * Direction.y, SightDirection.z * Direction.y) -- Save the last movement direction for when player releases all direction keys self.lastDirection = Direction else -- Player is not specifying any direction, use last known direction or the current velocity if self.lastDirection then Direction = self.lastDirection if self.currentSpeed == 0 then self.lastDirection = nil end else Direction = Vector3D:new(getElementVelocity(localPlayer)) end end Direction:Normalize() Direction = Direction:Mul(self.currentSpeed) -- Applicate a smooth direction change, if moving if self.currentSpeed > 0 then local VelocityDirection = Vector3D:new(getElementVelocity(localPlayer)) VelocityDirection:Normalize() if math.sqrt(VelocityDirection.x^2 + VelocityDirection.y^2) > 0 then local DirectionAngle = getVector2DAngle(Direction) local VelocityAngle = getVector2DAngle(VelocityDirection) local diff = angleDiff(DirectionAngle, VelocityAngle) local calculatedAngle if diff >= 0 then if diff > MAX_ANGLE_SPEED then calculatedAngle = VelocityAngle + MAX_ANGLE_SPEED else calculatedAngle = DirectionAngle end else if diff < MAX_ANGLE_SPEED then calculatedAngle = VelocityAngle - MAX_ANGLE_SPEED else calculatedAngle = DirectionAngle end end calculatedAngle = calculatedAngle % 360 local DirectionModule2D = math.sqrt(Direction.x^2 + Direction.y^2) Direction.x = -DirectionModule2D*math.cos(math.rad(calculatedAngle)) Direction.y = DirectionModule2D*math.sin(math.rad(calculatedAngle)) end end if Direction:Module() == 0 then self.extraVelocity = { x = 0, y = 0, z = 0 } end -- Set the new velocity setElementVelocity(localPlayer, Direction.x + self.extraVelocity.x, Direction.y + self.extraVelocity.y, Direction.z + self.extraVelocity.z) if self.extraVelocity.z > 0 then self.extraVelocity.z = self.extraVelocity.z - 1 if self.extraVelocity.z < 0 then self.extraVelocity.z = 0 end elseif self.extraVelocity.z < 0 then self.extraVelocity.z = self.extraVelocity.z + 1 if self.extraVelocity.z > 0 then self.extraVelocity.z = 0 end end end -- -- Players flight processing -- function Superman.processFlight() local self = Superman for player in iterateFlyingPlayers() do local Velocity = Vector3D:new(getElementVelocity(player)) local distanceToBase = getElementDistanceFromCentreOfMassToBaseOfModel(player) local playerPos = Vector3D:new(getElementPosition(player)) playerPos.z = playerPos.z - distanceToBase local distanceToGround if playerPos.z > 0 then local hit, hitX, hitY, hitZ, hitElement = processLineOfSight(playerPos.x, playerPos.y, playerPos.z, playerPos.x, playerPos.y, playerPos.z - LANDING_DISTANCE - 1, true, true, true, true, true, false, false, false) if hit then distanceToGround = playerPos.z - hitZ end end if distanceToGround and distanceToGround < GROUND_ZERO_TOLERANCE then self:restorePlayer(player) if player == localPlayer then setGravity(serverGravity) triggerServerEvent("superman:stop", getRootElement()) end elseif distanceToGround and distanceToGround < LANDING_DISTANCE then self:processLanding(player, Velocity, distanceToGround) elseif Velocity:Module() < ZERO_TOLERANCE then self:processIdleFlight(player) else self:processMovingFlight(player, Velocity) end end end function Superman:processIdleFlight(player) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= IDLE_ANIMLIB or animName ~= IDLE_ANIMATION then setPedAnimation(player, IDLE_ANIMLIB, IDLE_ANIMATION, -1, IDLE_ANIM_LOOP, false, false) end setElementCollisionsEnabled(player, false) -- If this is myself, calculate the ped rotation depending on the camera rotation if player == localPlayer then local cameraX, cameraY, cameraZ, lookX, lookY, lookZ = getCameraMatrix() local Sight = Vector3D:new(lookX - cameraX, lookY - cameraY, lookZ - cameraZ) Sight:Normalize() if getPedControlState("look_behind") then Sight = Sight:Mul(-1) end Sight.z = math.atan(Sight.x / Sight.y) if Sight.y > 0 then Sight.z = Sight.z + math.pi end Sight.z = math.deg(Sight.z) + 180 setPedRotation(localPlayer, Sight.z) setElementRotation(localPlayer, 0, 0, Sight.z) else local Zangle = getPedCameraRotation(player) setPedRotation(player, Zangle) setElementRotation(player, 0, 0, Zangle) end end function Superman:processMovingFlight(player, Velocity) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= FLIGHT_ANIMLIB or animName ~= FLIGHT_ANIMATION then setPedAnimation(player, FLIGHT_ANIMLIB, FLIGHT_ANIMATION, -1, FLIGHT_ANIM_LOOP, true, false) end if player == localPlayer then setElementCollisionsEnabled(player, true) else setElementCollisionsEnabled(player, false) end -- Calculate the player rotation depending on their velocity local Rotation = Vector3D:new(0, 0, 0) if Velocity.x == 0 and Velocity.y == 0 then Rotation.z = getPedRotation(player) else Rotation.z = math.deg(math.atan(Velocity.x / Velocity.y)) if Velocity.y > 0 then Rotation.z = Rotation.z - 180 end Rotation.z = (Rotation.z + 180) % 360 end Rotation.x = -math.deg(Velocity.z / Velocity:Module() * 1.2) -- Rotation compensation for the self animation rotation Rotation.x = Rotation.x - 40 -- Calculate the Y rotation for barrel rotations if not self.rotations[player] then self.rotations[player] = 0 end if not self.previousVelocity[player] then self.previousVelocity[player] = Vector3D:new(0, 0, 0) end local previousAngle = getVector2DAngle(self.previousVelocity[player]) local currentAngle = getVector2DAngle(Velocity) local diff = angleDiff(currentAngle, previousAngle) if isnan(diff) then diff = 0 end local calculatedYRotation = -diff * MAX_Y_ROTATION / MAX_ANGLE_SPEED if calculatedYRotation > self.rotations[player] then if calculatedYRotation - self.rotations[player] > ROTATION_Y_SPEED then self.rotations[player] = self.rotations[player] + ROTATION_Y_SPEED else self.rotations[player] = calculatedYRotation end else if self.rotations[player] - calculatedYRotation > ROTATION_Y_SPEED then self.rotations[player] = self.rotations[player] - ROTATION_Y_SPEED else self.rotations[player] = calculatedYRotation end end if self.rotations[player] > MAX_Y_ROTATION then self.rotations[player] = MAX_Y_ROTATION elseif self.rotations[player] < -MAX_Y_ROTATION then self.rotations[player] = -MAX_Y_ROTATION elseif math.abs(self.rotations[player]) < ZERO_TOLERANCE then self.rotations[player] = 0 end Rotation.y = self.rotations[player] -- Apply the calculated rotation setPedRotation(player, Rotation.z) setElementRotation(player, Rotation.x, Rotation.y, Rotation.z) -- Save the current velocity self.previousVelocity[player] = Velocity -- If the speed is over the given value, create the smoke generators if Velocity:Module() > (SMOKING_SPEED - ZERO_TOLERANCE) and not isElementInWater(player) then self:createSmokeGenerators(player) else self:destroySmokeGenerators(player) end end function Superman:processLanding(player, Velocity, distanceToGround) -- Set the proper animation on the player local animLib, animName = getPedAnimation(player) if animLib ~= FLIGHT_ANIMLIB or animName ~= FLIGHT_ANIMATION then setPedAnimation(player, FLIGHT_ANIMLIB, FLIGHT_ANIMATION, -1, FLIGHT_ANIM_LOOP, true, false) end if player == localPlayer then setElementCollisionsEnabled(player, true) else setElementCollisionsEnabled(player, false) end -- If the speed is over the given value, create the smoke generators if Velocity:Module() > (SMOKING_SPEED - ZERO_TOLERANCE) and not isElementInWater(player) then self:createSmokeGenerators(player) else self:destroySmokeGenerators(player) end -- Calculate the player rotation depending on their velocity and distance to ground local Rotation = Vector3D:new(0, 0, 0) if Velocity.x == 0 and Velocity.y == 0 then Rotation.z = getPedRotation(player) else Rotation.z = math.deg(math.atan(Velocity.x / Velocity.y)) if Velocity.y > 0 then Rotation.z = Rotation.z - 180 end Rotation.z = (Rotation.z + 180) % 360 end Rotation.x = -(85 - (distanceToGround * 85 / LANDING_DISTANCE)) -- Rotation compensation for the self animation rotation Rotation.x = Rotation.x - 40 -- Apply the calculated rotation setPedRotation(player, Rotation.z) setElementRotation(player, Rotation.x, Rotation.y, Rotation.z) end -- -- Vectors -- Vector3D = { new = function(self, _x, _y, _z) local newVector = { x = _x or 0.0, y = _y or 0.0, z = _z or 0.0 } return setmetatable(newVector, { __index = Vector3D }) end, Copy = function(self) return Vector3D:new(self.x, self.y, self.z) end, Normalize = function(self) local mod = self:Module() if mod ~= 0 then self.x = self.x / mod self.y = self.y / mod self.z = self.z / mod end end, Dot = function(self, V) return self.x * V.x + self.y * V.y + self.z * V.z end, Module = function(self) return math.sqrt(self.x * self.x + self.y * self.y + self.z * self.z) end, AddV = function(self, V) return Vector3D:new(self.x + V.x, self.y + V.y, self.z + V.z) end, SubV = function(self, V) return Vector3D:new(self.x - V.x, self.y - V.y, self.z - V.z) end, CrossV = function(self, V) return Vector3D:new(self.y * V.z - self.z * V.y, self.z * V.x - self.x * V.z, self.x * V.y - self.y * V.z) end, Mul = function(self, n) return Vector3D:new(self.x * n, self.y * n, self.z * n) end, Div = function(self, n) return Vector3D:new(self.x / n, self.y / n, self.z / n) end, MulV = function(self, V) return Vector3D:new(self.x * V.x, self.y * V.y, self.z * V.z) end, DivV = function(self, V) return Vector3D:new(self.x / V.x, self.y / V.y, self.z / V.z) end, } -
Thank you brother, I am very grateful !
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it's an information chat,. it's called guitext, example call(getResourceFromName("guitext"),"outputServerGuiText",thePlayer,"You are already working, you do not need another vehicle.",255,0,0)
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But how do I start? the chat is all good, but I do not know how to fade them
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You can edit it to me please
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Hello Friends, I need your help.. I have this random chat, and I want the chat to disappear in slow motion. interpolateBetween Help me please How to fade out DX? ---Client setElementData (localPlayer,"SXPadMensajes",true) function removeColorCoding( name ) return type(name)=='string' and string.gsub ( name, '#%x%x%x%x%x%x', '' ) or name end addCommandHandler ("chat", function () if isTimer (ReactivacionTimer) then killTimer (ReactivacionTimer) end if getElementData (localPlayer,"SXPadMensajes") == true then addGuiText ("Chat Off",255,255,255) addGuiText ("Chat of for 15min",255,255,255) setElementData (localPlayer,"SXPadMensajes",false) ReactivacionTimer = setTimer (function () setElementData (localPlayer,"SXPadMensajes",true) end, 600000, 1) else setElementData (localPlayer,"SXPadMensajes",true) addGuiText ("Chat On.",255,255,255) end end) function addGuiText(text,c1,c2,c3) if getElementData (localPlayer,"SXPadMensajes") == true then outputSGuiText(text,c1,c2,c3) if not isTimer (removeall) then removeall = setTimer (epic, 10000, 1) else killTimer (removeall) removeall = setTimer (epic, 8000, 1) end end end addEvent("callOutputGuiText",true) addEventHandler("callOutputGuiText",root, addGuiText ) x,y = guiGetScreenSize() gui1 = guiCreateLabel(x,0,0,0,"",false) gui2 = guiCreateLabel(x,0,0,0,"",false) gui3 = guiCreateLabel(x,0,0,0,"",false) gui4 = guiCreateLabel(x,0,0,0,"",false) gui5 = guiCreateLabel(x,0,0,0,"",false) guiSetVisible(gui1,false) guiSetVisible(gui2,false) guiSetVisible(gui3,false) guiSetVisible(gui4,false) guiSetVisible(gui5,false) guic1 = guiCreateLabel(x,0,0,0,"-65536",false) guic2 = guiCreateLabel(x,0,0,0,"-65536",false) guic3 = guiCreateLabel(x,0,0,0,"-65536",false) guic4 = guiCreateLabel(x,0,0,0,"-65536",false) guic5 = guiCreateLabel(x,0,0,0,"-65536",false) guiSetVisible(guic1,false) guiSetVisible(guic2,false) guiSetVisible(guic3,false) guiSetVisible(guic4,false) guiSetVisible(guic5,false) guit1 = guiCreateLabel(x,0,0,0,"10000000",false) guit2 = guiCreateLabel(x,0,0,0,"10000000",false) guit3 = guiCreateLabel(x,0,0,0,"10000000",false) guit4 = guiCreateLabel(x,0,0,0,"10000000",false) guit5 = guiCreateLabel(x,0,0,0,"10000000",false) guiSetVisible(guit1,false) guiSetVisible(guit2,false) guiSetVisible(guit3,false) guiSetVisible(guit4,false) guiSetVisible(guit5,false) function drawit() text1 = guiGetText(gui1) text2 = guiGetText(gui2) text3 = guiGetText(gui3) text4 = guiGetText(gui4) text5 = guiGetText(gui5) color1 = guiGetText(guic1) color2 = guiGetText(guic2) color3 = guiGetText(guic3) color4 = guiGetText(guic4) color5 = guiGetText(guic5) a = 0.02 dx5 = dxDrawText(removeColorCoding(text5), (x * 0.0078) - 1, (y * 0.4367) - 1, (x * 0.8930) - 1, (y * 0.4633) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx5 = dxDrawText(removeColorCoding(text5), (x * 0.0078) + 1, (y * 0.4367) - 1, (x * 0.8930) + 1, (y * 0.4633) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx5 = dxDrawText(removeColorCoding(text5), (x * 0.0078) - 1, (y * 0.4367) + 1, (x * 0.8930) - 1, (y * 0.4633) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx5 = dxDrawText(removeColorCoding(text5), (x * 0.0078) + 1, (y * 0.4367) + 1, (x * 0.8930) + 1, (y * 0.4633) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx5 = dxDrawText(text5, x * 0.0078, y * 0.4367, x * 0.8930, y * 0.4633, tonumber(color5), 1, "default-bold", "left", "top", false, false, false, true, false) dx4 = dxDrawText(removeColorCoding(text4), (x * 0.0078) - 1, (y * 0.4633) - 1, (x * 0.8930) - 1, (y * 0.4900) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx4 = dxDrawText(removeColorCoding(text4), (x * 0.0078) + 1, (y * 0.4633) - 1, (x * 0.8930) + 1, (y * 0.4900) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx4 = dxDrawText(removeColorCoding(text4), (x * 0.0078) - 1, (y * 0.4633) + 1, (x * 0.8930) - 1, (y * 0.4900) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx4 = dxDrawText(removeColorCoding(text4), (x * 0.0078) + 1, (y * 0.4633) + 1, (x * 0.8930) + 1, (y * 0.4900) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx4 = dxDrawText(text4, x * 0.0078, y * 0.4633, x * 0.8930, y * 0.4900, tonumber(color4), 1, "default-bold", "left", "top", false, false, false, true, false) dx3 = dxDrawText(removeColorCoding(text3), (x * 0.0078) - 1, (y * 0.4900) - 1, (x * 0.8930) - 1, (y * 0.5167) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx3 = dxDrawText(removeColorCoding(text3), (x * 0.0078) + 1, (y * 0.4900) - 1, (x * 0.8930) + 1, (y * 0.5167) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx3 = dxDrawText(removeColorCoding(text3), (x * 0.0078) - 1, (y * 0.4900) + 1, (x * 0.8930) - 1, (y * 0.5167) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx3 = dxDrawText(removeColorCoding(text3), (x * 0.0078) + 1, (y * 0.4900) + 1, (x * 0.8930) + 1, (y * 0.5167) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx3 = dxDrawText(text3, x * 0.0078, y * 0.4900, x * 0.8930, y * 0.5167, tonumber(color3), 1, "default-bold", "left", "top", false, false, false, true, false) dx2 = dxDrawText(removeColorCoding(text2), (x * 0.0078) - 1, (y * 0.5167) - 1, (x * 0.8930) - 1, (y * 0.5433) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx2 = dxDrawText(removeColorCoding(text2), (x * 0.0078) + 1, (y * 0.5167) - 1, (x * 0.8930) + 1, (y * 0.5433) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx2 = dxDrawText(removeColorCoding(text2), (x * 0.0078) - 1, (y * 0.5167) + 1, (x * 0.8930) - 1, (y * 0.5433) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx2 = dxDrawText(removeColorCoding(text2), (x * 0.0078) + 1, (y * 0.5167) + 1, (x * 0.8930) + 1, (y * 0.5433) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx2 = dxDrawText(text2, x * 0.0078, y * 0.5167, x * 0.8930, y * 0.5433, tonumber(color2), 1, "default-bold", "left", "top", false, false, false, true, false) dx1 = dxDrawText(removeColorCoding(text1), (x * 0.0078) - 1, (y * 0.5433) - 1, (x * 0.8930) - 1, (y * 0.5700) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx1 = dxDrawText(removeColorCoding(text1), (x * 0.0078) + 1, (y * 0.5433) - 1, (x * 0.8930) + 1, (y * 0.5700) - 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx1 = dxDrawText(removeColorCoding(text1), (x * 0.0078) - 1, (y * 0.5433) + 1, (x * 0.8930) - 1, (y * 0.5700) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx1 = dxDrawText(removeColorCoding(text1), (x * 0.0078) + 1, (y * 0.5433) + 1, (x * 0.8930) + 1, (y * 0.5700) + 1, tocolor(0, 0, 0, 255), 1, "default-bold", "left", "top", false, false, false, true, false) dx1 = dxDrawText(text1, x * 0.0078, y * 0.5433, x * 0.8930, y * 0.5700, tonumber(color1), 1, "default-bold", "left", "top", false, false, false, true, false) end addEventHandler("onClientRender",root,drawit) function outputSGuiText(text,c1,c2,c3) text1 = guiGetText(gui1) text2 = guiGetText(gui2) text3 = guiGetText(gui3) text4 = guiGetText(gui4) guiSetText(gui2,text1) guiSetText(gui3,text2) guiSetText(gui4,text3) guiSetText(gui5,text4) -- textc1 = guiGetText(guic1) textc2 = guiGetText(guic2) textc3 = guiGetText(guic3) textc4 = guiGetText(guic4) guiSetText(guic2,textc1) guiSetText(guic3,textc2) guiSetText(guic4,textc3) guiSetText(guic5,textc4) -- guiSetText(gui1,text) c1,c2,c3 = tonumber(c1),tonumber(c2),tonumber(c3) color = tocolor(c1,c2,c3) guiSetText(guic1,color) end function outputGuiText(text,c1,c2,c3) text1 = guiGetText(gui1) text2 = guiGetText(gui2) text3 = guiGetText(gui3) text4 = guiGetText(gui4) guiSetText(gui2,text1) guiSetText(gui3,text2) guiSetText(gui4,text3) guiSetText(gui5,text4) -- textt1 = guiGetText(guit1) textt2 = guiGetText(guit2) textt3 = guiGetText(guit3) textt4 = guiGetText(guit4) guiSetText(guic2,textt1) guiSetText(guic3,textt2) guiSetText(guic4,textt3) guiSetText(guic5,textt4) guiSetText(guit1,"15") -- textc1 = guiGetText(guic1) textc2 = guiGetText(guic2) textc3 = guiGetText(guic3) textc4 = guiGetText(guic4) guiSetText(guic2,textc1) guiSetText(guic3,textc2) guiSetText(guic4,textc3) guiSetText(guic5,textc4) -- c1,c2,c3 = tonumber(c1),tonumber(c2),tonumber(c3) color = tocolor(c1,c2,c3) guiSetText(guic1,color) return "true: added text '"..text.."'" end function epic() text1 = guiGetText(guic1) text2 = guiGetText(guic2) text3 = guiGetText(guic3) text4 = guiGetText(guic4) text5 = guiGetText(guic5) guiSetText(gui1,tostring(tonumber(text1)-5)) guiSetText(gui2,tostring(tonumber(text2)-4)) guiSetText(gui3,tostring(tonumber(text3)-3)) guiSetText(gui4,tostring(tonumber(text4)-2)) guiSetText(gui5,tostring(tonumber(text5)-1)) if tonumber(text1) <= 4 then guiSetText(gui1,"") end if tonumber(text2) <= 3 then guiSetText(gui2,"") end if tonumber(text3) <= 2 then guiSetText(gui3,"") end if tonumber(text4) <= 1 then guiSetText(gui4,"") end if tonumber(text5) <= 0 then guiSetText(gui5,"") end end
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addEventHandler("onClientRender", root, function() local screenW,screenH = guiGetScreenSize() -- The variables local SonR = getElementData(localPlayer, "SonidoNotiReproducido") if SonR == "Si" then playSound("files/noti.ogg") setElementData (localPlayer, "SonidoNotiReproducido", "No") end local NumNoti = getElementData(localPlayer, "CuantaNotificacion") if NumNoti == 1 then dxDrawRectangle(screenW * 0.0578, screenH * 0.9333, screenW * 0.1578, screenH * 0.0574, tocolor(1, 0, 0, 110), false) dxDrawImage(screenW * 0.0578, screenH * 0.9333, screenW * 0.0354, screenH * 0.0574, "Images/Noti.png", 0, 0, 0, tocolor(255, 255, 255, 255), false) dxDrawText(""..NumNoti.." Notificación", (screenW * 0.0932) - 1, (screenH * 0.9333) - 1, (screenW * 0.2156) - 1, (screenH * 0.9907) - 1, tocolor(0, 0, 0, 255), 1.10, "sans", "center", "center", false, false, false, false, false) dxDrawText(""..NumNoti.." Notificación", (screenW * 0.0932) + 1, (screenH * 0.9333) - 1, (screenW * 0.2156) + 1, (screenH * 0.9907) - 1, tocolor(0, 0, 0, 255), 1.10, "sans", "center", "center", false, false, false, false, false) dxDrawText(""..NumNoti.." Notificación", (screenW * 0.0932) - 1, (screenH * 0.9333) + 1, (screenW * 0.2156) - 1, (screenH * 0.9907) + 1, tocolor(0, 0, 0, 255), 1.10, "sans", "center", "center", false, false, false, false, false) dxDrawText(""..NumNoti.." Notificación", (screenW * 0.0932) + 1, (screenH * 0.9333) + 1, (screenW * 0.2156) + 1, (screenH * 0.9907) + 1, tocolor(0, 0, 0, 255), 1.10, "sans", "center", "center", false, false, false, false, false) dxDrawText(""..NumNoti.." Notificación", screenW * 0.0932, screenH * 0.9333, screenW * 0.2156, screenH * 0.9907, tocolor(255, 255, 255, 255), 1.10, "sans", "center", "center", false, false, false, false, false) end if NumNoti >= 2 and NumNoti <= 99999 then ----------------Line 647 dxDrawRectangle(screenW * 0.0578, screenH * 0.9333, screenW * 0.1578, screenH * 0.0574, tocolor(1, 0, 0, 110), false) dxDrawImage(screenW * 0.0578, screenH * 0.9333, screenW * 0.0354, screenH * 0.0574, "Images/Noti.png", 0, 0, 0, tocolor(255, 255, 255, 255), false) dxDrawText(""..NumNoti.." Notificaciones", (screenW * 0.0932) - 1, (screenH * 0.9333) - 1, (screenW * 0.2156) - 1, (screenH * 0.9907) - 1, tocolor(0, 0, 0, 255), 1.10, "sans", "center", "center", false, false, false, false, false) dxDrawText(""..NumNoti.." Notificaciones", (screenW * 0.0932) + 1, (screenH * 0.9333) - 1, (screenW * 0.2156) + 1, (screenH * 0.9907) - 1, tocolor(0, 0, 0, 255), 1.10, "sans", "center", "center", false, false, false, false, false) dxDrawText(""..NumNoti.." Notificaciones", (screenW * 0.0932) - 1, (screenH * 0.9333) + 1, (screenW * 0.2156) - 1, (screenH * 0.9907) + 1, tocolor(0, 0, 0, 255), 1.10, "sans", "center", "center", false, false, false, false, false) dxDrawText(""..NumNoti.." Notificaciones", (screenW * 0.0932) + 1, (screenH * 0.9333) + 1, (screenW * 0.2156) + 1, (screenH * 0.9907) + 1, tocolor(0, 0, 0, 255), 1.10, "sans", "center", "center", false, false, false, false, false) dxDrawText(""..NumNoti.." Notificaciones", screenW * 0.0932, screenH * 0.9333, screenW * 0.2156, screenH * 0.9907, tocolor(255, 255, 255, 255), 1.10, "sans", "center", "center", false, false, false, false, false) end local cantidadnew = getElementData(localPlayer, "NotificacionNews") if cantidadnew == 0 then guiSetVisible(notificacion1, false) end if cantidadnew >= 1 and cantidadnew <= 100 then guiSetVisible(notificacion1, true) end end ) ERROR: PANEL\C_Panel.lua:647 attemp to compare number with bolean ----Helps Please
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Hi Friends! Help me plz.. Help me solve this error [2017-12-18 23:28:42] WARNING: [ServerNG]\NGTeam\kill.lua:518: Bad argument @ 'getPlayerTeam' [Expected player at argument 1, got nil] function isPlayerInTeam(src, TeamName) local team = getPlayerTeam(src) ----Line 518 if team then if getTeamName(team) == TeamName then return true else return false end end end
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Hello! Any friend who can operate the yacht of gta V in mta sa? Let him contact me and I can pay him I want to make it appear in an area and that it can not be use thanks
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Hello friends who help me? I need to put the GTA V yate for the mta: sa and I have these 7 Files .. What is my errors? Help please Friends --Client function replaceModel() col = engineLoadCOL("models/Barandas_sx.col") engineReplaceCOL(col, Barandas_sx,493) col = engineLoadCOL( "models/Yate.col" ) engineReplaceCOL(col, Yate,493) txd_floors = engineLoadTXD('Yate_0.txd',493) engineImportTXD(txd_floors,493) ---- txd_floors = engineLoadTXD ( "models/Barandas_sx.txd" ) engineImportTXD ( txd_floors, 493 ) --- txd_floors = engineLoadTXD ( "modelsYate.txd" ) engineImportTXD ( txd_floors, 493 ) ----- dff_floors = engineLoadDFF ( "modelsYate.dff" ) engineReplaceModel ( dff_floors, 493 ) ---- dff_floors = engineLoadDFF ( "models/Barandas_sx.dff" ) engineReplaceModel ( dff_floors, 493 ) end addEventHandler ( 'onClientResourceStart', getResourceRootElement(getThisResource()), replaceModel) addCommandHandler ( 'reloadcar', replaceModel --Meta <meta> <info author="Gaming" description="Yate" version="1.5" type="script" /> <script src="client.lua" type="client"/> <script src="server.lua" type="server"/> <file src="models/Yate.txd" type="client"/> <file src="models/Yate.dff" type="client"/> <file src="models/Yate_0.txd" type="client"/> <file src='models/Yate.col' /> <file src="models/Barandas_sx.dff" type="client"/> <file src="models/Barandas_sx.txd" type="client"/> <file src='models/Barandas_sx.col' /> </meta> --Files Look
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Hola, Miguel para que tipo de sv es ? RPG
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Hello guys, I would like to know how I can get position in the HUD interface is that I want to make a dxDrawRectangle apart a resistance script would help me?
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Hi ,I do not walk, you know why? The script found it in the community but does not walk The first picture shows how the script is local w, h = guiGetScreenSize() local resx local resy function resY(value) if h <= 600 then resy = 600 elseif h <= 768 then resy = 768 elseif h <= 720 then resy = 720 elseif h <=900 then resy = 900 elseif h <=1000 then resy = 1000 else resy = 1080 end return (value/resy) * h end function resX(value) if w <= 800 then resx = 800 elseif w <= 1024 then resx = 1024 elseif w <= 1280 then resx = 1280 elseif w <=1400 then resx = 1400 elseif w <= 1650 then resx = 1650 else resx = 1920 end return (value/resx) * w end local MainX = (w/2-resX(190))/w local MainY = (h/2-resY(320))/h local progress = 0 local activo = false local ancho = 5 local timer local tiempo = 0 function _dxDrawRectangle(x,y,w,h,r,g,b,a) dxDrawRectangle(x,y,w,h,tocolor(r,g,b,80*a)) dxDrawRectangle(x+resY(2),y+resY(2),w-resY(4),h-resY(4),tocolor(r,g,b,170*a)) end function principal (thePlayer) local theVehicle = getPedOccupiedVehicle(thePlayer) if ( getElementModel ( theVehicle ) == 520 ) then setElementData(thePlayer,"on",true) addEventHandler("onClientRender",getRootElement(),start) end end addEventHandler ( "onClientVehicleEnter", getRootElement(), principal ) function salida (player) setElementData(player,"on",false) toggleControl ( "vehicle_secondary_fire", true ) removeEventHandler("onClientRender",getRootElement(),start) activo = false progress= 0 ancho = 0 tiempo = 0 end addEventHandler ( "onClientVehicleExit", getRootElement(), salida ) function start () if not getElementData(getLocalPlayer(),"on") then return end init() if activo then progress = progress+0.00010 ancho,tiempo = interpolateBetween(ancho,tiempo,0,299,100,0,progress,"Linear") end _dxDrawRectangle(MainX+resX(680),MainY+resY(850),resX(300),resY(40),0,0,0,180) _dxDrawRectangle(MainX+resX(681),MainY+resY(850),resX(ancho),resY(40),0,0,255,255) dxDrawImage(MainX+resX(620),MainY+resY(850),resX(40),resY(40),"img.png",0,0,0,tocolor(0,0,180,255)) dxDrawText("Misil:"..math.ceil(tiempo).."%",MainX+resX(775),MainY+resY(860),w,h,tocolor(255,255,255,255),1.5,"default-bold") end function active() toggleControl ( "vehicle_secondary_fire", true ) activo = false progress= 0 end function init() if not getElementData(getLocalPlayer(),"on") then return end local control = getControlState ("vehicle_secondary_fire") if control == true then toggleControl ( "vehicle_secondary_fire", false ) activo = true progress= 0 ancho = 0 tiempo = 0 if isTimer(timer) then killTimer(timer) end timer = setTimer(active,9000,1) else end end <meta> <script src = "script.lua" type="client" /> <file src="img.png" /> </meta> img
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Cody Friend this is an example of what I want.
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Hello friends, I need you to help me, How can I make the name Squad appear in Blue . function PonerGruposCreados(tab) guiGridListClear(listatodoslosgrupos) local migrupo = getElementData(localPlayer, "Group") for i, grupo in pairs(tab) do local row = guiGridListAddRow(listatodoslosgrupos) guiGridListSetItemText(listatodoslosgrupos, row, 1, "["..tostring(grupo.TagGrupo).."] - "..tostring(grupo.GrupoNombre).."", false, true) guiGridListSetItemText(listatodoslosgrupos, row, 2, tostring(grupo.NombreLider), false, true) guiGridListSetItemText(listatodoslosgrupos, row, 3, tostring(grupo.Miembros), false, true) guiGridListSetItemText(listatodoslosgrupos, row, 4, tostring(grupo.TipoGrupo), false, true) guiGridListSetItemText(listatodoslosgrupos, row, 5, tostring(grupo.DineroGrupo), false, true) guiGridListSetItemText(listatodoslosgrupos, row, 6, tostring(grupo.GrupoAliado), false, true) guiGridListSetItemText(listatodoslosgrupos, row, 7, tostring(grupo.FechaCreacion), false, true) local cantidaddemiembrostotal = 1---SLOT local cantidadmiembro = tostring(grupo.Miembros) if ( tonumber (cantidadmiembro) >= tonumber(cantidaddemiembrostotal) ) then for i = 1, 7 do guiGridListSetItemColor(listatodoslosgrupos, row, i, 255, 0, 0) end end if grupo.GangNamea == migrupo then local player = getPlayerFromName(grupo.GangNamea) if player and getElementData(player, "Group") == migrupo then end end end guiSetText(PanelTodoGrupo, "Group - "..guiGridListGetRowCount ( listatodoslosgrupos ).." Group)") end addEvent("PonerGruposCreados", true) addEventHandler("PonerGruposCreados", root, PonerGruposCreados)
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Oh my friend, if you look at the image the celestial circles are my members,. Since my server has the panel of recruits, I just need to add that when they enter a group is marked the blip That's what I try to do on my server,
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Hello friends, how can I make all members of my group have the same blip? That when a user enters my gang a blip is added to recognize them