TRtam

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About TRtam

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  1. TRtam

    Dx Rotation

    Cada dxDraw function tiene este argumento "postGUI" y la wiki dice que:
  2. TRtam

    Dx Rotation

    Probaste usando postGUI en la imagen que rota?
  3. This is the first idea that came to my mind, maybe is there more useful ways to do it. function someFunction() passwordVerify( password, hashedPassword, {}, function(matched) passVerificationComplete(matched, someOtherParam) end ) end function passVerificationComplete(matched, someOtherParam) if matched then outputDebugString(someOtherParam) -- passwords matched else -- passwords mismatch end end
  4. Maybe i misunderstood your problem, your problem is that you want to make the camera stay where the player died or not? If is it then the example i gave you above should work
  5. This should fix your problem, but you will need to reset the camera target to localPlayer when you spawn again. addEventHandler("onClientPreRender", root, function() if isPedDead(localPlayer) then setCameraMatrix(getCameraMatrix()); end end );
  6. https://wiki.multitheftauto.com/wiki/DxDrawCircle this function have a example to draw a rounded rectangle
  7. First draw the blur and then draw the UI
  8. Maybe this (Just change the intensity to whatever you want): // // blackwhite.fx // texture screenSource; float intensity = 0.5; sampler TextureSampler = sampler_state { Texture = <screenSource>; }; float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0 { float4 color = tex2D(TextureSampler, TextureCoordinate); float value = (color.r + color.g + color.b) / 3 * intensity; color.r = value; color.g = value; color.b = value; return color; } technique BlackAndWhite { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } } Or this: // // blackwhite.fx // texture screenSource; float intensity = 0; sampler TextureSampler = sampler_state { Texture = <screenSource>; }; float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0 { float4 color = tex2D(TextureSampler, TextureCoordinate); float value = (color.r + color.g + color.b) / 3; color.r = value; color.g = value; color.b = value; return color * intensity; } technique BlackAndWhite { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }
  9. TRtam

    Atraer Jugador

    usando onClientRender con interpolateBetween deberias poder hacerlo
  10. TRtam

    Get fighting style

    Hmm creo que no, podrias usar setElementData para asignar el estilo de pelea a un jugador y usar getElementData para obtener ese estilo
  11. JAJAJ, usa playSound3D y setSoundMaxDistance
  12. TRtam

    PED Collision

    Probe usando las 2 funciones y setElementCollidableWith si me permite moverme pero la otra funcion no
  13. TRtam

    PED Collision

    Puedes probar usando setElementCollidableWith