NastaseValy
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Posts
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Posts posted by NastaseValy
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I want a resource similar but more complex, better
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It can help myself and someone with a similar but more complex resource? A basic resource for the crefting
CLIENT:
]]--
baseCPanel = {
edit = {},
button = {},
window = {},
label = {},
column = {},
gridlist = {},
tabpanel = {},
tab = {},
}
objectTable = {
-- Hatchet is a dummy item, in case you need less parts than expected
-- DIY (Wood) or DIY (Metal) must always be the first item that is needed
{"Wooden Base", 3260, 30, "Wood", "DIY (Wood)","Log","Stone","Hatchet",1,1,2,0},
{"Wood Fence", 1460, 30, "Wood", "DIY (Wood)", "Log","Stone","Hatchet",1,1,1,0},
{"Wooden Door", 3093, 30, "Wood", "DIY (Wood)", "Log", "Stone","Hatchet",1,1,1,0},
{"Wood Structure", 16404, 30, "Wood", "DIY (Wood)", "Log", "Plank", "Nails",1,1,3,5},
{"Metal Fence", 1412, 100, "Metal", "DIY (Metal)","RSJ","Stone","Hatchet",1,1,2,0},
{"Metal Door", 3029, 100, "Metal", "DIY (Metal)","RSJ","Nails","Hatchet",1,2,2,0},
{"Shack", 1457, 100, "Metal", "DIY (Metal)","Metal Sheet (Rusted)","Plank","Hatchet",1,2,2,0}
}
function render()
baseCPanel.window[1] = guiCreateWindow(0.00, 0.37, 0.57, 0.61, "", true)
guiWindowSetSizable(baseCPanel.window[1], false)
guiSetVisible(baseCPanel.window[1], false)
baseCPanel.tabpanel[1] = guiCreateTabPanel(0.03, 0.07, 0.95, 0.90, true, baseCPanel.window[1])
baseCPanel.tab[1] = guiCreateTab("Wood", baseCPanel.tabpanel[1])
baseCPanel.gridlist[1] = guiCreateGridList(0.01, 0.03, 0.36, 0.94, true, baseCPanel.tab[1])
baseCPanel.column[1] = guiGridListAddColumn(baseCPanel.gridlist[1], "Item", 0.9)
baseCPanel.label[1] = guiCreateLabel(0.39, 0.04, 0.25, 0.06, "Item:", true, baseCPanel.tab[1])
baseCPanel.label[2] = guiCreateLabel(0.39, 0.10, 0.25, 0.06, "Durability:", true, baseCPanel.tab[1])
baseCPanel.label[3] = guiCreateLabel(0.59, 0.04, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.label[4] = guiCreateLabel(0.59, 0.10, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.label[5] = guiCreateLabel(0.39, 0.16, 0.25, 0.06, "Requires:", true, baseCPanel.tab[1])
baseCPanel.label[6] = guiCreateLabel(0.39, 0.22, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.label[7] = guiCreateLabel(0.39, 0.28, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.label[8] = guiCreateLabel(0.39, 0.34, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.label[9] = guiCreateLabel(0.39, 0.40, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.label[10] = guiCreateLabel(0.39, 0.46, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.label[11] = guiCreateLabel(0.39, 0.52, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.label[12] = guiCreateLabel(0.39, 0.68, 0.25, 0.06, "", true, baseCPanel.tab[1])
baseCPanel.button[1] = guiCreateButton(0.86, 0.88, 0.12, 0.08, "Place", true, baseCPanel.tab[1])
baseCPanel.tab[2] = guiCreateTab("Metal", baseCPanel.tabpanel[1])
baseCPanel.gridlist[2] = guiCreateGridList(0.01, 0.03, 0.36, 0.94, true, baseCPanel.tab[2])
baseCPanel.column[2] = guiGridListAddColumn(baseCPanel.gridlist[2], "Item", 0.9)
baseCPanel.label[13] = guiCreateLabel(0.39, 0.04, 0.25, 0.06, "Item:", true, baseCPanel.tab[2])
baseCPanel.label[14] = guiCreateLabel(0.39, 0.10, 0.25, 0.06, "Durability:", true, baseCPanel.tab[2])
baseCPanel.label[15] = guiCreateLabel(0.59, 0.04, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.label[16] = guiCreateLabel(0.59, 0.10, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.label[17] = guiCreateLabel(0.39, 0.16, 0.25, 0.06, "Requires:", true, baseCPanel.tab[2])
baseCPanel.label[18] = guiCreateLabel(0.39, 0.22, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.label[19] = guiCreateLabel(0.39, 0.29, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.label[20] = guiCreateLabel(0.39, 0.35, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.label[21] = guiCreateLabel(0.39, 0.41, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.label[22] = guiCreateLabel(0.39, 0.48, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.label[23] = guiCreateLabel(0.39, 0.54, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.label[25] = guiCreateLabel(0.39, 0.60, 0.25, 0.06, "", true, baseCPanel.tab[2])
baseCPanel.button[2] = guiCreateButton(0.86, 0.88, 0.12, 0.08, "Place", true, baseCPanel.tab[2])
baseCPanel.tab[3] = guiCreateTab("Help", baseCPanel.tabpanel[1])
local row = 0
local row2 = 0
local name = ""
local name2 = ""
for i, item in ipairs(objectTable) do
if item[4] == "Wood" then
name = item[1]
row = guiGridListAddRow (baseCPanel.gridlist[1])
end
if item[4] == "Metal" then
name2 = item[1]
row2 = guiGridListAddRow(baseCPanel.gridlist[2])
end
guiGridListSetItemText ( baseCPanel.gridlist[1], row, baseCPanel.column[1], name, false, false )
guiGridListSetItemText ( baseCPanel.gridlist[2], row2, baseCPanel.column[2], name2, false, false )
end
addEventHandler("onClientGUIClick", baseCPanel.gridlist[1], function() getRequiredItems(1) end, false)
addEventHandler("onClientGUIClick", baseCPanel.gridlist[2], function() getRequiredItems(2) end, false)
end
render()
active = false
function togPanel()
if active then return end
if isPedInVehicle(localPlayer) then return end
guiSetVisible(baseCPanel.window[1], not guiGetVisible ( baseCPanel.window[1] ))
showCursor(not isCursorShowing())
end
bindKey ("F6", "down", togPanel)
tempOb = {}
dep = 5
multip = 1
local health = 0
--[[
function updatePos()
local ob = tempOb[localPlayer]
if ob then
local x, y = getCursorPosition()
local cX, cY, cZ = getCameraMatrix()
if getKeyState("lshift") then
multip = 4
else
multip = 1
end
if getKeyState("arrow_u") then
dep = dep + .1 * multip
outputChatBox("Dep = "..tostring(dep))
elseif getKeyState("arrow_d") then
dep = dep - .1 * multip
end
local nX, nY, nZ = getWorldFromScreenPosition(x*cX, y*cY, dep)
local aX, aY, aZ = getElementPosition(ob)
if (aX ~= nX) or (aY ~= nY) or (aZ ~= nZ) then
setElementPosition(ob, nX, nY, nZ)
end
end
end
]]
function updatePos()
local object = tempOb[localPlayer]
if object then
local screenX, screenY = guiGetScreenSize()
local x,y = getCursorPosition()
local x,y = x*screenX,y*screenY
local sX,sY,sZ = getWorldFromScreenPosition(x,y,0)
local sX2,sY2,sZ2 = getWorldFromScreenPosition(x,y,20)
local hit,oX,oY,oZ = processLineOfSight(sX,sY,sZ,sX2,sY2,sZ2,true,false,false,true,false,true,false,false,object)
if not hit then return end
setElementPosition(object,oX,oY,oZ + getElementDistanceFromCentreOfMassToBaseOfModel(object))
end
end
local rotationAxis = "z"
function setRotationOfObject(button,state)
local object = tempOb[localPlayer]
if button == "arrow_u" or button == "arrow_d" then
if state then
rotationAxis="y"
else
rotationAxis="z"
end
elseif button == "arrow_r" or button == "arrow_l" then
if state then
rotationAxis="x"
else
rotationAxis="z"
end
end
if not state then return end
if button == "mouse_wheel_up" or button == "pgup" then
if rotationAxis == "z" then
local x,y,z = getElementRotation(object)
setElementRotation(object,x,y,z+5)
elseif rotationAxis == "y" then
local x,y,z = getElementRotation(object)
setElementRotation(object,x,y+5,z)
elseif rotationAxis == "x" then
local x,y,z = getElementRotation(object)
setElementRotation(object,x+5,y,z)
end
elseif button == "mouse_wheel_down" or button == "pgdn" then
if rotationAxis == "z" then
local x,y,z = getElementRotation(object)
setElementRotation(object,x,y,z-5)
elseif rotationAxis == "y" then
local x,y,z = getElementRotation(object)
setElementRotation(object,x,y-5,z)
elseif rotationAxis == "x" then
local x,y,z = getElementRotation(object)
setElementRotation(object,x-5,y,z)
end
end
end
isGui = false
addEventHandler( "onClientMouseEnter", root,
function ()
isGui = true
end)
addEventHandler( "onClientMouseLeave", root,
function ()
isGui = false
end)
function checkClick(bt, state)
if bt == "left" and state == "down" and tempOb[localPlayer] and not isGui then
local x, y, z = getElementPosition(tempOb[localPlayer])
local rx, ry, rz = getElementRotation(tempOb[localPlayer])
local model = getElementModel(tempOb[localPlayer])
removeEventHandler("onClientRender", root, updatePos)
destroyElement(tempOb[localPlayer])
tempOb[localPlayer] = nil
triggerServerEvent("addon.basecreator:newObject", localPlayer, model, x, y, z, rx, ry, rz, health )
active = false
removeEventHandler("onClientClick", root, checkClick)
removeEventHandler("onClientKey",root,setRotationOfObject)
removeEventHandler("onClientClick", root, handleObDelete)
takeItemsFromPlayer(model)
end
end
local gridlistnumber = 0
function handleObSpawn(_, state, x, y)
if state == "up" and not tempOb[localPlayer] then
local theObjectName = guiGridListGetItemText ( baseCPanel.gridlist[gridlistnumber], guiGridListGetSelectedItem ( baseCPanel.gridlist[gridlistnumber] ), 1 )
if theObjectName then
for i, item in ipairs(objectTable) do
if item[1] == theObjectName then
if getElementData(localPlayer,item[5]) and getElementData(localPlayer,item[5]) >= item[9] then
if getElementData(localPlayer,item[6]) and getElementData(localPlayer,item[6]) >= item[10] then
if getElementData(localPlayer,item[7]) and getElementData(localPlayer,item[7]) >= item[11] then
if getElementData(localPlayer,item[8]) and getElementData(localPlayer,item[8]) >= item[12] then
local id = item[2]
local pX,pY,pZ = getElementPosition(localPlayer)
tempOb[localPlayer] = createObject(id, pX+2, pY+2, pZ, 0, 0, 0)
health = item[3]
if tempOb[localPlayer] then
addEventHandler("onClientRender", root, updatePos)
addEventHandler("onClientClick", root, checkClick)
addEventHandler("onClientKey",root,setRotationOfObject)
addEventHandler("onClientClick", root, handleObDelete)
active = true
setElementCollisionsEnabled(tempOb[localPlayer], false)
setElementAlpha(tempOb[localPlayer],150)
end
else
outputChatBox("You need "..item[8].." to build this!",255,0,0)
return
end
else
outputChatBox("You need "..item[7].." to build this!",255,0,0)
return
end
else
outputChatBox("You need "..item[6].." to build this!",255,0,0)
return
end
else
outputChatBox("You need "..item[5].." to build this!",255,0,0)
return
end
end
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elementWeaponRaplace = {} function weaponReplace ( previousWeaponID, currentWeaponID ) --local source = getRootElement() local weapon1 = getElementData(source,"currentweapon_1") if not weapon1 then return end local ammoData1,weapID1 = getWeaponAmmoType(weapon1) local x,y,z = getElementPosition(source) local rx,ry,rz = getElementRotation(source) if currentWeaponID == weapID1 then if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end if weapon1 == "DMR" then elementWeaponRaplace[source] = createObject(1671,x,y,z) elseif weapon1 == "SVD Camo" then elementWeaponRaplace[source] = createObject(1755,x,y,z) end if elementBackpack[source] then attachElementToBone(elementWeaponRaplace[source],source,12,0,0,0,180,90,180) else attachElementToBone(elementWeaponRaplace[source],source,12,0,0,0,180,90,180) end elseif previousWeaponID == weapID1 then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end end addEventHandler ( "onPlayerWeaponSwitch", getRootElement(), weaponReplace ) function removeBackWeaponOnDrop() if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end function removeAttachedOnDeath() if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end function backpackRemoveQuit() if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end local weapon = getElementData(source,"currentweapon_1") if weapon then local ammoData,weapID = getWeaponAmmoType (weapon) giveWeapon(source,weapID,getElementData(source,ammoData), false ) end function weaponSwitchBack ( previousWeaponID, currentWeaponID ) local weapon1 = getElementData(source,"currentweapon_1") if not weapon1 then return end local ammoData1,weapID1 = getWeaponAmmoType(weapon1) local x,y,z = getElementPosition(source) local rx,ry,rz = getElementRotation(source) if previousWeaponID == weapID1 then if elementWeaponBack[source] then detachElementFromBone(elementWeaponBack[source]) destroyElement(elementWeaponBack[source]) elementWeaponBack[source] = false end if weapon1 == "DMR" then elementWeaponBack[source] = createObject(1671,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "SVD" then elementWeaponBack[source] = createObject(1755,x,y,z) setObjectScale(elementWeaponBack[source],0.875) else elementWeaponBack[source] = createObject(getWeaponObjectID(weapID1),x,y,z) setObjectScale(elementWeaponBack[source],0.875) end if elementBackpack[source] then attachElementToBone(elementWeaponBack[source],source,3,0.19,-0.31,-0.1,0,270,-90) else attachElementToBone(elementWeaponBack[source],source,3,0.19,-0.11,-0.1,0,270,10) end elseif currentWeaponID == weapID1 then detachElementFromBone(elementWeaponBack[source]) destroyElement(elementWeaponBack[source]) elementWeaponBack[source] = false end end end
ERROR: Loading script failed: dayz/final.lua:105:'end' expected (to close 'function' at line 43) near ''
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Can you help me??
elementWeaponRaplace = {} function weaponReplace ( previousWeaponID, currentWeaponID ) --local source = getRootElement() local weapon1 = getElementData(source,"currentweapon_1") if not weapon1 then return end local ammoData1,weapID1 = getWeaponAmmoType(weapon1) local x,y,z = getElementPosition(source) local rx,ry,rz = getElementRotation(source) if currentWeaponID == weapID1 then if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end if weapon1 == "DMR" then elementWeaponRaplace[source] = createObject(1671,x,y,z) elseif weapon1 == "SVD Camo" then elementWeaponRaplace[source] = createObject(1755,x,y,z) end if elementBackpack[source] then attachElementToBone(elementWeaponRaplace[source],source,12,0,0,0,180,90,180) else attachElementToBone(elementWeaponRaplace[source],source,12,0,0,0,180,90,180) end elseif previousWeaponID == weapID1 then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end end addEventHandler ( "onPlayerWeaponSwitch", getRootElement(), weaponReplace ) function removeBackWeaponOnDrop() if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end function removeAttachedOnDeath() if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end function backpackRemoveQuit() if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end local weapon = getElementData(source,"currentweapon_1") if weapon then local ammoData,weapID = getWeaponAmmoType (weapon) giveWeapon(source,weapID,getElementData(source,ammoData), false ) end function weaponSwitchBack ( previousWeaponID, currentWeaponID ) local weapon1 = getElementData(source,"currentweapon_1") if not weapon1 then return end local ammoData1,weapID1 = getWeaponAmmoType(weapon1) local x,y,z = getElementPosition(source) local rx,ry,rz = getElementRotation(source) if previousWeaponID == weapID1 then if elementWeaponBack[source] then detachElementFromBone(elementWeaponBack[source]) destroyElement(elementWeaponBack[source]) elementWeaponBack[source] = false end if weapon1 == "DMR" then elementWeaponBack[source] = createObject(1671,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "SVD" then elementWeaponBack[source] = createObject(1755,x,y,z) setObjectScale(elementWeaponBack[source],0.875) else elementWeaponBack[source] = createObject(getWeaponObjectID(weapID1),x,y,z) setObjectScale(elementWeaponBack[source],0.875) end if elementBackpack[source] then attachElementToBone(elementWeaponBack[source],source,3,0.19,-0.31,-0.1,0,270,-90) else attachElementToBone(elementWeaponBack[source],source,3,0.19,-0.11,-0.1,0,270,10) end elseif currentWeaponID == weapID1 then detachElementFromBone(elementWeaponBack[source]) destroyElement(elementWeaponBack[source]) elementWeaponBack[source] = false end end
ERROR: Loading script failed: dayz/final.lua:106:'end' expected (to close 'function' at line 53) near ''
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No problem It's good?
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I have added some new weapons and SVD DMR. We solved all their bugs, but when I load a weapon skin (CZ, DMR, SVD) put the same skin on all three weapons. What is the problem?
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Thanks a lot, no error, but why do I load the weapon skins?
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THX! And here?
weaponSkinTable = { {"dmr",1,"DMR"}, {"svdcamo",1,"SVD Camo"}, } weaponTXD = {} weaponDFF = {} function loadTheSkins() for i, skin in ipairs(weaponSkinTable) do weaponTXD[i] = engineLoadTXD(":DayZ/models/weapons/txd/"..skin[1]..".txd") weaponDFF[i] = engineLoadDFF(":DayZ/models/weapons/dff/"..skin[1]..".dff", 0) end end end addEventHandler("onClientResourceStart",getResourceRootElement(getThisResource()),loadTheSkins)
ERROR: Loading script failed: [DayZ-Mod]/dayz/loadskin.lua:15: '' expected near 'end'
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Thank you for Loadskin.
but I still give me error replacemodel, i also added an end as you said
local loaded = false function onClientPlayerSkinChange(prevSlot,newSlot) local getSlot = getPedWeaponSlot(localPlayer) if newSlot == 0 then loaded = false elseif newSlot == 3 then if getElementData(localPlayer,"currentweapon_1") == "DMR" then if not loaded then engineImportTXD(weaponTXD[1], 358) engineReplaceModel(weaponDFF[1],358) loaded = true else return end elseif getElementData(localPlayer,"currentweapon_1") == "SVD Camo" then if not loaded then engineImportTXD(weaponTXD[2], 358) engineReplaceModel(weaponDFF[2],358) loaded = true else return end else engineRestoreModel(358) loaded = false end addEventHandler("onClientPlayerWeaponSwitch",localPlayer,onClientPlayerSkinChange)
ERROR: Loading script falied: [DayZ-Mod]/dayz/replacemodel.lua:28: 'end' expected (to close 'if' at line 5) near ''
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Load skin:
weaponTXD = {} weaponDFF = {} function loadTheSkins() for i, skin in ipairs(weaponSkinTable) do weaponTXD[i] = engineLoadTXD(":DayZ/models/weapons/txd/"..skin[1]..".txd") weaponDFF[i] = engineLoadDFF(":DayZ/models/weapons/dff/"..skin[1]..".dff", 0) end end addEventHandler("onClientResourceStart",getResourceRootElement(getThisResource()),loadTheSkins)
ERROR: [DayZ-Mod]/dayz/loadskin.lua:5: bad argument #1 to 'ipairs' (table expected, got nil)
Replace model:
local loaded = false function onClientPlayerSkinChange(prevSlot,newSlot) local getSlot = getPedWeaponSlot(localPlayer) if newSlot == 0 then loaded = false elseif newSlot == 3 then if getElementData(localPlayer,"currentweapon_1") == "DMR" then if not loaded then engineImportTXD(weaponTXD[1], 358) engineReplaceModel(weaponDFF[1],358) loaded = true else return end elseif getElementData(localPlayer,"currentweapon_1") == "SVD Camo" then if not loaded then engineImportTXD(weaponTXD[2], 358) engineReplaceModel(weaponDFF[2],358) loaded = true else return end else engineRestoreModel(358) loaded = false addEventHandler("onClientPlayerWeaponSwitch",localPlayer,onClientPlayerSkinChange)
ERROR: Loading script falied: [DayZ-Mod]/dayz/replacemodel.lua:27: 'end' expected (to close 'if' at line near ''
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Rename script gatescript and add in META :
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clanGate = createObject(10828,1588.4,2335.5,18, 0,0,90) function openGate(thePlayer) local playerClan = getElementData(thePlayer, "...GROUP OR GANG....") or "No Clan" if playerClan == "....NAMECLAN...." then moveObject (clanGate, 2500, 1588.4, 2335.5, 5) end end addCommandHandler("....PASSWORDOPEN....", openGate) function closeGate(thePlayer) local playerClan = getElementData(thePlayer, "....GROUP OR GANG....") or "No Clan" if playerClan == "......NAMECLAN....." then moveObject(clanGate, 2500,1588.4,2335.5,18) end end addCommandHandler("....PASSWORDCLOSE....", closeGate)
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On the same gun put more skin , put skin if the DMR put on cz550 and SVD , if have to put skin and SVD will pit on cz550 and DMR
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Am si eu o problema, am adaugat niste arme noi la server-ul meu de DayZ (DMR si SVD Camo) . Si am niste probleme: Am rezolvad bug-ul cu munitia infinita la armele noi dar a aparut altceva, cand trag cu DMR si am si maguri de CZ550 la mine imi ia si din mag-urile de la DMR din pripriile gloante si din gloantele de la CZ 550 si la SVD Camo la fel, Ce ar trebui sa fac?? Si daca pun skin pe DMR / SVD Camo / CZ550 se pun toate skinurile pe aceeasi arma, cum ar fi sa am mai multe arme in mana, cum fac sa scap de acest bug? Va rog ajutor!
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You want a script for the gate to open just based on clan?
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If you add skin on CZ550 will put the same skin and the DMR , if you add a skin and DMR will put more than one in CZZ550. Multiple skin. there should be an unseen weapon script to do?
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ID 34 for CZ 550. DMR and SVD
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I have a problem with the addition of new weapons, we added two new weapons (DMR and Camo SVD) and I bug them. When I practice with my SVD, DMR or consume bullets from the CZ 550 and if you put skin on the CZ 550 is put on the DMR and the SVD if I put skin on the DMR put on DVD and CZ 550 and so... What can I do?
Crafting for base
in Resources
Posted
Who can help me and me with a basic resource for crafting?
I have one myself, but I want something more complex
CLIENT: