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Lalalu

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Everything posted by Lalalu

  1. If i attach it to a bone, when i'll do an animation the image will move with me, and i don't want that
  2. Hello, i'm doing this post today because i need help with this. I've tried everything but i have not succeeded, i want to know how i can center this image under my feets, i mean, under the player, ¡just there! without losing that size ((( x, y, z_ground, 1, 2.5))) in the picture.. This is the script script, i hope u can help me with this pleaaaaaase local imagen = dxCreateTexture( "test.png" ) local activado = { } local players = getElementsByType( 'player' ) function dxDrawImage3D(x,y,z,w,h,m,c,r,...) local lx, ly, lz = x+w, y+h, (z+tonumber(r or 0)) or z return dxDrawMaterialLine3D(x,y,z, lx, ly, lz, m, h, c or white, ...) end addEventHandler( "onClientRender", root, function( ) for i=1, #players do local p = players[i] if activado[ p ] == true then local x, y, z = getElementPosition( p ) local z_ground = getGroundPosition( x, y, z ) dxDrawImage3D( x, y, z_ground, 1, 2.5, imagen, tocolor( 0, 255, 230, 255 ), 0, x, y, z ) end end end ) function removeEffect( player ) if activado[ player ] == true then activado[ player ] = nil end end addEvent( "vip:farvel", true ) addEventHandler( "vip:farvel", getRootElement( ), function( player ) if not activado[ player ] or activado[ player ] == nil then activado[ player ] = true setTimer( removeEffect, 5000, 1, player ) end end ) Thanks, also, i hope you can read this and help me.
  3. Holaaaaaa, qué tal, hago este post con el siguiente motivo: Quisiera saber como debo hacer para que se cree otro tipo de llamas distintas a la del fuego, no sé explicar muy bien, a ver: Cómo ven en este vídeo, se crean unas llamas con otra textura por separado del fuego normal, pude lograr conseguir ese efecto de las llamas reemplazando "bullethitsmoke" , osea el nombre de la textura que reemplaza el fuego, o al menos es así en mi script, al reemplazar dicha imagen funciona bien, salen las llamas negras, el problema es que se reemplazan todas las llamas del gta, hasta las explosiones, en el particle objects hay .dff de llamas por separado, quería saber sí se le puede aplicar un shader o una textura a uno de esos dff, o si siquiera es posible, ya que necesito que estas llamas se creen aparte, individualmente, no que reemplazen todas las llamas, también había pensado que se activarán al colocar el comando con que saldrán dichas llamas negras y que al pasar un tiempo específico vuelva al shader común del fuego, osea de modo que las llamas negras se activen con el comando y con un tiempo específico desaparezca este shader y el común del fuego vuelva, no sé si algo de esto es posible ya que no sé mucho de script, pero espero que me den alguna opción o me digan que debería usar, o si acaso sólo digo locuras y nada de esto es posible, espero sus respuesas, no sé si me supe explicar bien
  4. Yeah, i can do it manually, but only replace the objects, the position of every model ... i don't know, but ok i'll try that link
  5. Hello everyone, i'm doing this post today because, i need help with something. I want to know how i can convert a map from gta:sa for mta? for example this:
  6. How could I do this? If it is possible of course (min 1:50)
  7. Lalalu

    GUI Problems

    Hello, i'm doing this post today because i need help with a script ( this script isn't obviusly created by me, i'm just modifying it, the original owner is "TorN" ) i don't know too much about guis, guieditor, i did it in the gui editor and there looks perfect, but i don't know how to add it to the .lua correctly, also i do not know how to fit with all the resolutions , i've been trying everything for hours, i hope u can reply this and help me with this CLIENT label = {} foodwindow = guiCreateWindow(388, 199, 465, 639,"COMBINI FRIENDLY",true) guiSetAlpha(foodwindow,225) guiSetProperty(foodwindow, "ImageColours", "tl:FFFFFE0C tr:FF0000FF bl:FF0000FF br:FFFFFE0C") guiCreateStaticImage ( 9, 26, 446, 200,"image.png",true,foodwindow) ramenimg = guiCreateStaticImage(38, 288, 157, 61, "ramen.png", true, foodwindow) pockyimg = guiCreateStaticImage(262, 289, 157, 60, "pocky.png", true, foodwindow) laysimg = guiCreateStaticImage(262, 372, 156, 60, "lays.png", true, foodwindow) omuraisuimg = guiCreateStaticImage(38, 543, 157, 60, "omuraisu.png", true, foodwindow) picanteimg = guiCreateStaticImage(262, 458, 157, 60, "picante.png", true, foodwindow) tartaletaimg = guiCreateStaticImage(262, 543, 157, 61, "tartaleta.png", true, foodwindow) yakisobaimg = guiCreateStaticImage(38, 372, 157, 60, "yakisoba.png", true, foodwindow) onigiriimg = guiCreateStaticImage(38, 458, 157, 60, "onigiri.png", true, foodwindow) closebtn = guiCreateButton(119, 235, 219, 43, "CERRAR", true, foodwindow) guiSetVisible(foodwindow, false) guiSetProperty(closebtn, "NormalTextColour", "FFAAAAAA") GUIEditor.label[2] = guiCreateLabel(437, 550, 153, 20, "RAMEN INSTANTANEO", false) guiLabelSetColor(GUIEditor.label[2], 255, 252, 0) GUIEditor.label[3] = guiCreateLabel(468, 633, 153, 20, "YAKISOBA", false) guiLabelSetColor(GUIEditor.label[3], 255, 252, 0) GUIEditor.label[4] = guiCreateLabel(478, 719, 153, 20, "ONIGIRI", false) guiLabelSetColor(GUIEditor.label[4], 255, 252, 0) GUIEditor.label[5] = guiCreateLabel(473, 804, 153, 20, "OMURAISU", false) guiLabelSetColor(GUIEditor.label[5], 255, 252, 0) GUIEditor.label[6] = guiCreateLabel(700, 804, 153, 20, "TARTALETA", false) guiLabelSetColor(GUIEditor.label[6], 255, 252, 0) GUIEditor.label[7] = guiCreateLabel(694, 633, 153, 20, "PAPAS LAYS", false) guiLabelSetColor(GUIEditor.label[7], 255, 252, 0) GUIEditor.label[8] = guiCreateLabel(700, 550, 153, 20, "POCKYS", false) guiLabelSetColor(GUIEditor.label[8], 255, 252, 0) GUIEditor.label[9] = guiCreateLabel(684, 719, 153, 20, "PAPAS PICANTES", false) guiLabelSetColor(GUIEditor.label[9], 255, 252, 0) end ) function lol (hitElement) local screenW,screenH=guiGetScreenSize() local windowW,windowH=guiGetSize(foodwindow,false) local x,y = (screenW-windowW)/2,(screenH-windowH)/2 guiSetPosition(foodwindow,x,y,false) if hitElement == getLocalPlayer() then guiSetVisible(foodwindow, true) showCursor(true) centerWindow(foodwindow) end end function createramen() ramen = createMarker(443.5146484375, -6.431640625, 1059.5,"cylinder", 1, 60, 60, 60,250) setElementDimension(ramen, 5) setElementInterior(ramen, 1) addEventHandler('onClientMarkerHit', ramen, lol) end addEventHandler('onClientResourceStart', getResourceRootElement(),createramen) function createburgers() omuraisu = createMarker(443.5146484375, -6.431640625, 1059.5,"cylinder", 1, 60, 60, 60,250) setElementDimension(omuraisu, 66) setElementInterior(omuraisu, 1) addEventHandler('onClientMarkerHit', omuraisu, lol) end addEventHandler('onClientResourceStart', getResourceRootElement(),createburgers) function createpocky() pocky = createMarker(443.5146484375, -6.431640625, 1059.5,"cylinder", 1, 60, 60, 60,250) setElementDimension(pocky, 8) setElementInterior(pocky, 1) addEventHandler('onClientMarkerHit', pocky, lol) end addEventHandler('onClientResourceStart', getResourceRootElement(),createpocky) function close () guiSetVisible(foodwindow, false) showCursor(false) end addEventHandler("onClientGUIClick", closebtn, close) function lays() if getPlayerMoney(player) >= 150 then inc = 150 player = getLocalPlayer () setElementHealth(player, getElementHealth(player) + inc) triggerServerEvent("lays", getLocalPlayer()) outputChatBox("Has comprado Papas Lays por: 150¥", 0, 255, 0, player) else outputChatBox("Necesitas más dinero para comprar ",255,0,250) end end addEventHandler("onClientGUIClick", laysimg, lays) function ramen() if getPlayerMoney(player) >= 400 then inc = 400 player = getLocalPlayer () setElementHealth(player, getElementHealth(player) + inc) triggerServerEvent("ramen", getLocalPlayer()) outputChatBox("Has comprado Ramen instantáneo por: 400¥", 0, 255, 250, player) else outputChatBox("Necesitas más dinero para comprar ",255,0,250) end end addEventHandler("onClientGUIClick", ramenimg, ramen) function pocky() if getPlayerMoney(player) >= 200 then inc = 200 player = getLocalPlayer () setElementHealth(player, getElementHealth(player) + inc) triggerServerEvent("pocky", getLocalPlayer()) outputChatBox("Has comprado Pockys por: 200¥", 0, 255, 0, player) else outputChatBox("Necesitas más dinero para comprar ",255,0,250) end end addEventHandler("onClientGUIClick", pockyimg, pocky) function omuraisu() if getPlayerMoney(player) >= 300 then inc = 300 player = getLocalPlayer () setElementHealth(player, getElementHealth(player) + inc) triggerServerEvent("omuraisu", getLocalPlayer()) outputChatBox("Has comprado Omuraisu por: 300¥", 0, 255, 0, player) else outputChatBox("Necesitas más dinero para comprar ",255,0,250) end end addEventHandler("onClientGUIClick", omuraisuimg, omuraisu) function picante() if getPlayerMoney(player) >= 200 then inc = 200 player = getLocalPlayer () setElementHealth(player, getElementHealth(player) + inc) triggerServerEvent("picante", getLocalPlayer()) outputChatBox("Has comprado Papas Picantes por: 200¥", 0, 255, 0, player) else outputChatBox("Necesitas más dinero para comprar ",255,0,250) end end addEventHandler("onClientGUIClick", picanteimg, picante) function tartaleta() if getPlayerMoney(player) >= 1000 then inc = 1000 player = getLocalPlayer () setElementHealth(player, getElementHealth(player) + inc) triggerServerEvent("tartaleta", getLocalPlayer()) outputChatBox("Has comprado una Tartaleta por: 1000¥", 0, 255, 0, player) else outputChatBox("Necesitas más dinero para comprar ",255,0,250) end end addEventHandler("onClientGUIClick", tartaletaimg, tartaleta) function yakisoba() if getPlayerMoney(player) >= 300 then inc = 300 player = getLocalPlayer () setElementHealth(player, getElementHealth(player) + inc) triggerServerEvent("yakisoba", getLocalPlayer()) outputChatBox("Has comprado Yakisoba por: 300¥", 0, 255, 0, player) else outputChatBox("Necesitas más dinero para comprar ",255,0,250) end end addEventHandler("onClientGUIClick", yakisobaimg, yakisoba) function onigiri() if getPlayerMoney(player) >= 250 then inc = 250 player = getLocalPlayer () setElementHealth(player, getElementHealth(player) + inc) triggerServerEvent("onigiri", getLocalPlayer()) outputChatBox("Has comprado Onigiri por: 250¥", 0, 255, 0, player) else outputChatBox("Necesitas más dinero para comprar ",255,0,250) end end addEventHandler("onClientGUIClick", onigiriimg, onigiri)
  8. mmmm, the script "texturefx" causes that, i just want it to replace the textures, only that. I want to remove the shadows because for some people they cause lag, and they also look ugly
  9. -- -- c_detail.lua -- addEventHandler( "onClientResourceStart", resourceRoot, function() triggerEvent( "onClientSwitchDetail", resourceRoot, true ) end ) function handleOnClientSwitchDetail( bOn ) outputDebugString( "switchDetail: " .. tostring(bOn) ) if bOn then enableDetail() else disableDetail() end end addEvent( "onClientSwitchDetail", true ) addEventHandler( "onClientSwitchDetail", resourceRoot, handleOnClientSwitchDetail ) ---------------------------------------------------------------- -- enableDetail ---------------------------------------------------------------- function enableDetail() if bEffectEnabled then return end -- Load textures --detail22Texture = dxCreateTexture('shaders/media/detail22.png', "dxt3") --detail58Texture = dxCreateTexture('shaders/media/detail58.png', "dxt3") --detail68Texture = dxCreateTexture('shaders/media/detail68.png', "dxt1") --detail63Texture = dxCreateTexture('shaders/media/detail63.png', "dxt3") --dirtyTexture = dxCreateTexture('shaders/media/dirty.png', "dxt3") --detail04Texture = dxCreateTexture('shaders/media/detail04.png', "dxt3") --detail29Texture = dxCreateTexture('shaders/media/detail29.png', "dxt3") --detail55Texture = dxCreateTexture('shaders/media/detail55.png', "dxt3") --detail35TTexture = dxCreateTexture('shaders/media/detail35T.png', "dxt3") --cloudTexture = dxCreateTexture('shaders/media/35.jpg', "dxt3") --waterTexture = dxCreateTexture('shaders/media/73.png', "dxt3") sandGrass = dxCreateTexture('shaders/media/62.png', "dxt3") sandGrass2 = dxCreateTexture('shaders/media/72.png', "dxt3") grassTexture = dxCreateTexture('shaders/media/1.png', "dxt3") grass1to2Texture = dxCreateTexture('shaders/media/67.png', "dxt3") grgrass = dxCreateTexture('shaders/media/46.png', "dxt3") grgrass2grass = dxCreateTexture('shaders/media/57.png', "dxt3") grgrass2Rock = dxCreateTexture('shaders/media/47.png', "dxt3") grgrass2RockU = dxCreateTexture('shaders/media/30.png', "dxt3") grgrass2Road = dxCreateTexture('shaders/media/48.png', "dxt3") grgrass2MediumGrass = dxCreateTexture('shaders/media/69.png', "dxt3") rock2Road = dxCreateTexture('shaders/media/22.png', "dxt3") mediumGrass = dxCreateTexture('shaders/media/49.png', "dxt3") mediumGrass2Grass = dxCreateTexture('shaders/media/56.png', "dxt3") mediumGrass2GrassU = dxCreateTexture('shaders/media/66.png', "dxt3") mediumGrass2GrassD = dxCreateTexture('shaders/media/67.png', "dxt3") dirtRoadTexture = dxCreateTexture('shaders/media/2.png', "dxt3") dirtRoadRTexture = dxCreateTexture('shaders/media/18.png', "dxt3") dirtRoadLTexture = dxCreateTexture('shaders/media/6.png', "dxt3") dirtRoadXTexture = dxCreateTexture('shaders/media/19.png', "dxt3") dirtRoadUTexture = dxCreateTexture('shaders/media/32.png', "dxt3") dirtRoadEndTexture = dxCreateTexture('shaders/media/33.png', "dxt3") roadEdge = dxCreateTexture('shaders/media/26.png', "dxt3") rockUTexture = dxCreateTexture('shaders/media/3.png', "dxt3") rockMTexture = dxCreateTexture('shaders/media/7.png', "dxt3") rockDTexture = dxCreateTexture('shaders/media/4.png', "dxt3") dirtTexture = dxCreateTexture('shaders/media/12.png', "dxt3") dirt2GrassTexture = dxCreateTexture('shaders/media/52.png', "dxt3") dirt2GrassTextureU = dxCreateTexture('shaders/media/65.png', "dxt3") rockHole = dxCreateTexture('shaders/media/27.png', "dxt3") bigRock = dxCreateTexture('shaders/media/29.png', "dxt3") bigRockToRock = dxCreateTexture('shaders/media/44.png', "dxt3") grassToRock = dxCreateTexture('shaders/media/51.png', "dxt3") grassToRockR = dxCreateTexture('shaders/media/43.png', "dxt3") mediumRock = dxCreateTexture('shaders/media/45.png', "dxt3") mediumRock2Grass = dxCreateTexture('shaders/media/25.png', "dxt3") --vegRockBot = dxCreateTexture('shaders/media/17.png', "dxt3") lsCliff2 = dxCreateTexture('shaders/media/24.png', "dxt3") palm_bark = dxCreateTexture('shaders/media/40.png', "dxt3") palm_leaf = dxCreateTexture('shaders/media/39.png', "dxt3") grassDeadTexture = dxCreateTexture('shaders/media/9.png', "dxt3") grassToDeadTexture = dxCreateTexture('shaders/media/8.png', "dxt3") grassToDeadTextureU = dxCreateTexture('shaders/media/8f.png', "dxt3") deadGrassRoad = dxCreateTexture('shaders/media/55.png', "dxt3") deadFieldTexture = dxCreateTexture('shaders/media/53.png', "dxt3") deadFieldTextureToDeadGrass = dxCreateTexture('shaders/media/54.png', "dxt3") oldAeroTexture = dxCreateTexture('shaders/media/4.png', "dxt3") gravelToRoadM = dxCreateTexture('shaders/media/22.png', "dxt3") gravelToRoadL = dxCreateTexture('shaders/media/23.png', "dxt3") gravel = dxCreateTexture('shaders/media/20.png', "dxt3") gravelToRoadU = dxCreateTexture('shaders/media/21.png', "dxt3") gravelToRoadD = dxCreateTexture('shaders/media/79.png', "dxt3") vegRockBot = dxCreateTexture('shaders/media/30.png', "dxt3") vegRockMid = dxCreateTexture('shaders/media/29.png', "dxt3") vegRockLeft = dxCreateTexture('shaders/media/31.png', "dxt3") vegRockCorn = dxCreateTexture('shaders/media/80.png', "dxt3") con = dxCreateTexture('shaders/media/83.png', "dxt3") co2 = dxCreateTexture('shaders/media/84.png', "dxt3") --vegRockNoCorn = dxCreateTexture('shaders/media/81.png', "dxt3") wallTexture = dxCreateTexture('shaders/media/36.png', "dxt3") --roadLineU = dxCreateTexture('shaders/media/5.png', "dxt3") --roadRTexture = dxCreateTexture('shaders/media/13.png', "dxt3") grassRoadTexture = dxCreateTexture('shaders/media/55.png', "dxt3") bush0 = dxCreateTexture('shaders/media/41.png', "dxt3") bush1 = dxCreateTexture('shaders/media/10.png', "dxt3") bush2 = dxCreateTexture('shaders/media/42.png', "dxt3") train = dxCreateTexture('shaders/media/14.png', "dxt3") trainGravel = dxCreateTexture('shaders/media/15.png', "dxt3") dirtGravel = dxCreateTexture('shaders/media/16.png', "dxt3") blockTexture = dxCreateTexture('shaders/media/78.png', "dxt3") greyTexture = dxCreateTexture('shaders/media/38.png', "dxt3") --[[ red = dxCreateTexture('shaders/media/red.png', "dxt3") blue = dxCreateTexture('shaders/media/blue.png', "dxt3") green = dxCreateTexture('shaders/media/green.png', "dxt3") yellow = dxCreateTexture('shaders/media/yellow.png', "dxt3")]] --alpha = dxCreateTexture('shaders/media/alpha.png', "dxt3") testRock = dxCreateTexture('shaders/media/60.png', "dxt3") cement = dxCreateTexture('shaders/media/58.png', "dxt3") -- Create shaders brickWallShader, tec = getBrickWallShader() if brickWallShader then -- Only create the rest if the first one is OK grassShader = getGrassShader() roadShader = getRoadShader() road2Shader = getRoad2Shader() paveDirtyShader = getPaveDirtyShader() paveStretchShader = getPaveStretchShader() barkShader = getBarkShader() rockShader = getRockShader() mudShader = getMudShader() concreteShader = getBrickWallShader() -- TODO make this better sandShader = getMudShader() -- TODO make this better end -- Get list of all elements used effectParts = { detail22Texture, detail58Texture, detail68Texture, detail63Texture, dirtyTexture, detail04Texture, detail29Texture, detail55Texture, detail35TTexture, brickWallShader, grassShader, roadShader, road2Shader, paveDirtyShader, paveStretchShader, barkShader, rockShader, mudShader, concreteShader, sandShader } -- Check list of all elements used bAllValid = true for _,part in ipairs(effectParts) do bAllValid = part and bAllValid end bEffectEnabled = true if not bAllValid then disableDetail() else --engineApplyShaderToWorldTexture ( roadShader, "*dirtyroad*" ) --engineApplyShaderToWorldTexture ( roadShader, "*vegasroad*" ) --engineApplyShaderToWorldTexture ( roadShader, "*roadirt*" ) --engineApplyShaderToWorldTexture ( roadShader, "*tar*" ) --engineApplyShaderToWorldTexture ( paveDirtyShader, "*dirtypave*" ) --engineApplyShaderToWorldTexture ( concreteShader, "*conc*" ) --engineApplyShaderToWorldTexture ( road2Shader, "*hiway*" ) --engineApplyShaderToWorldTexture ( roadShader, "*junction*" ) --engineApplyShaderToWorldTexture ( paveStretchShader, "snpedtest*" ) engineApplyShaderToWorldTexture ( roadShader, "*asphalt*" ) engineApplyShaderToWorldTexture ( concreteShader, "*wall*" ) engineApplyShaderToWorldTexture ( concreteShader, "*bridge*" ) engineApplyShaderToWorldTexture ( concreteShader, "*drain*" ) engineApplyShaderToWorldTexture ( paveDirtyShader, "*cross*" ) engineApplyShaderToWorldTexture ( barkShader, "*leave*" ) engineApplyShaderToWorldTexture ( barkShader, "*log*" ) engineApplyShaderToWorldTexture ( barkShader, "*d_bark*" ) engineApplyShaderToWorldTexture ( roadShader, "*carpark*" ) engineApplyShaderToWorldTexture ( paveStretchShader, "sidelatino*" ) engineApplyShaderToWorldTexture ( paveStretchShader, "sjmhoodlawn41" ) local keyToTexture = { ["cloud*"] = cloudTexture, ["*_dirt1*"] = grassTexture, ["*scrub1*"] = grassTexture, ["*oldrun*"] = grassTexture, ["*panelconc*"] = grassTexture, ["*ripplsand*"] = grassTexture, ["*dirtgrassmix*"] = grassTexture, ["grassdeadbrn256"] = grassTexture, ["*grasstype5*"] = grassTexture, ["*heavygrass*"] = grassTexture, ["*grassbrn"] = grassTexture, ["*grassbrn_lod"] = grassTexture, ["*grass2scrub*"] = grassTexture, ["*grass2dirt*"] = grassTexture, ["*desgrasand*"] = grassTexture, ["*grass_gen*"] = grassTexture, ["*grass_lod*"] = grassTexture, ["*dirt64b2*"] = grassTexture, ["Grass"] = grassTexture, ["Grass_128*"] = grassTexture, ["Grass_lod"] = grassTexture, ["*sandgrnd*"] = grassTexture, ["*grass_dry*"] = grassTexture, ["*yardgras*"] = grassTexture, ["*vegasgolflod*"] = grassTexture, ["newcrop3"] = grassTexture, ["desgreengrassmix"] = grassTexture, ["*con2sand*"] = grassTexture, ["*grassdry*"] = grassTexture, ["*vgn_ground*"] = grassTexture, ["*drvin_ground*"] = grassTexture, ["*grasslod*"] = grassTexture, ["*brngrass*"] = grassTexture, ["*desgrassbrnLOD*"] = grassTexture, ["*vgsEcoast*"] = grassTexture, ["*vgwestbildlod*"] = grassTexture, ["*sfn_grass1*"] = grassTexture, ["*asfnsjm6*"] = grassTexture, ["*asfnsjm94*"] = grassTexture, ["*frate_doors128red*"] = con2, ["*frate64_red*"] = con, ["*asfnsjm93*"] = grassTexture, ["*asfnsjm9i*"] = grassTexture, ["*asfnsjm9h*"] = grassTexture, ["*grass4dirty*"] = grassTexture, ["*grasstype4"] = grassTexture, ["*oldflowerb*"] = grassTexture, ["*grassbrn_grn*"] = grassTexture, ["*desertgryard*"] = grassTexture, ["*desertgryard*"] = grassTexture, ["desertstones256forestm"] = grassTexture, ["*dirt2gygras*"] = grassTexture, ["*sl_sfn*"] = grassTexture, ["florestfloor256_blenddirt"] = grassTexture, ["grassdead1"] = grassTexture, ["forestfloor_sones256"] = grassTexture, ["forestfloor3_forest"] = grassTexture, ["forestfloorblendded"] = grassTexture, ["*grasstype10*"] = grassTexture, ["*grasstype4_10*"] = grassTexture, ["*grasstype4_forest*"] = grassTexture, ["*florestfloor3*"] = grassTexture, ["*florestfloor3_florest*"] = grassTexture, ["grasstype4_forestblend"] = grassTexture, ["*desertgravelgrass*"] = grassTexture, ["*dirtKB_64*"] = grassTexture, ["*grassdeep1*"] = grassTexture, ["*desmudgrass*"] = grassTexture, ["*grasspatch*"] = grassTexture, ["*Grass_path*"] = grassTexture, ["desertstones256"] = grassTexture, ["des_dirt2stones*"] = grassTexture, ["des_dirt2grass*"] = grassTexture, ["desgreengrass"] = grassTexture, ["grasstype7*"] = grassTexture, ["grassdirtblend"] = grassTexture, ["compurch_lod"] = grassTexture, ["*church_dirt*"] = grassTexture, ["*grasstype3*"] = grassTexture, ["*grasstype4-3*"] = grassTexture, ["sw_grass01a*"] = grassToDeadTexture, ["sw_grassB01*"] = deadFieldTextureToDeadGrass, ["sw_grass01"] = grassDeadTexture, ["sw_grass01LOD"] = grassDeadTexture, ["sw_dirt01*"] = grassDeadTexture, ["sw_crops*"] = deadFieldTexture, ["grassgrnbrnx*"] = deadFieldTexture, ["sw_farmroad*"] = deadGrassRoad, ["*desertgryard*"] = grassDeadTexture, ["*forestfloorblend*"] = grassToDeadTextureU, ["*forestfloorblendb*"] = grassToDeadTextureU, ["*forestfloorbranch*"] = grgrass, ["*forestfloorbranch256*"] = grgrass, ["*forestfloor256*"] = grassTexture, ["forestfloor256_blenddirt"] = grassTexture, ["*forestfloor256L*"] = grassTexture, ["*forestfloorgrass*"] = grassTexture, ["*mounttrail*"] = dirtTexture, --["*des_dam_conc*"] = dirtTexture, ["*forest_rocks*"] = dirt2GrassTextureU, ["*stonesgrass*"] = dirt2GrassTexture, ["*sw_stones*"] = dirtTexture, ["*mountainskree*"] = dirtTexture, ["stones256"] = dirtTexture, ["grass10_stones256"] = dirt2GrassTexture, ["*grass10dir*"] = dirt2GrassTexture, ["*grasstype4blnd*"] = dirt2GrassTextureU, ["*mountdirt2grass"] = dirt2GrassTexture, ["*mountdirt"] = dirtTexture, ["*rock2grgrass*"] = vegRockBot, ["*mountrock*"] = vegRockMid, --["*mountdirt*"] = vegRockMid, TODO: ["*rockhole*"] = rockHole, ["*sfn_rocktbrn*"] = vegRockLeft, ["*golf_grassrock*"] = vegRockMid, ["*asfnsjm9zb*"] = vegRockMid, ["*sw_rockgrass1*"] = vegRockMid, ["*sw_rockgrassB*"] = vegRockBot, ["*rockdetail2*"] = bigRock, ["*grassbrn2rock*"] = grassToRock, --["*forestfloor256_blend*"] = gravelToRoadU, --["*forestfloor256mudblend*"] = gravelToRoadD, ["*mountdirt2forest*"] = grgrass2grass, ["*mountroad*"] = rock2Road, ["*sfncn_rockgrass3*"] = vegRockCorn, ["*sfncn_rockgrass4*"] = vegRockNoCorn, ["*rock_country*"] = vegRockMid, ["sw_sandgrass"] = sandGrass, ["sw_sandgrass4"] = sandGrass2, ["*grasstype4_mudblend*"] = gravelToRoadU, ["desmud"] = gravel, ["desertstones256for*"] = gravelToRoadD, ["forestfloor_sones*"] = gravelToRoadU, ["dirtblendlit*"] = grassTexture, ["brngrss2stones*"] = gravelToRoadU, ["*hiway2sand*"] = grassTexture, ["*patchygravel*"] = alpha, ["*_dirt2 t*"] = gravelToRoadL, ["*_dirt2track"] = gravelToRoadM, ["*_dirt2trackr*"] = gravelToRoadM, ["*crackeddirt1*"] = dirtTexture, ["*forestfloor3"] = grassTexture, ["*dirt2ded*"] = grassToDeadTexture, ["*dirtgravel*"] = gravel, ["*_dirt2"] = gravel, ["*_dirt2lod"] = gravel, ["desmudtrail"] = dirtRoadUTexture, ["*weeroad*"] = dirtRoadUTexture, ["*dirttracksgrass*"] = dirtRoadUTexture, ["*dirttrack1*"] = dirtRoadTexture, ["*dirttrack1r*"] = dirtRoadRTexture, ["*dirttrackl*"] = dirtRoadLTexture, ["*dirttrackx*"] = dirtRoadXTexture, --["*mudtrail*"] = dirtRoadXTexture, ["*roadblendcu*"] = dirtRoadTexture, ["*grasstrckend*"] = dirtRoadEndTexture, ["*dirttracksfor*"] = dirtRoadUTexture, --["*mudtrail2*"] = dirtRoadUTexture, ["BLOCK*"] = blockTexture, ["brick*"] = blockTexture, --["*tunnelwall*"] = blockTexture, ["*railwy*"] = wallTexture, --["greyground*"] = greyTexture, ["*_1line*"] = roadLineU, ["*des_road1*"] = roadLineU, ["*_2line*"] = roadLineU, ["*_lines*"] = roadLineU, ["*dt_road*"] = roadLineU, ["*Tar_vent*"] = roadLineU, ["*Tar_free*"] = roadLineU, ["*Tar_LeftR*"] = roadLineU, ["*cn2_troad*"] = roadLineU, ["*countryroads*"] = roadLineU, ["*sjmlas2lod5n"] = roadLineU, ["*snpdwargrn*"] = roadLineU, ["*1linefree*"] = roadLineU, ["*lawnroad*"] = roadLineU, ["*sl_laefreeway*"] = roadRTexture, ["*freewaylae*"] = roadRTexture, ["*lawroad*"] = roadRTexture, ["*lawhiway*"] = roadRTexture, ["*sjmloda991*"] = roadRTexture, ["*dualroad*"] = roadRTexture, ["*snpedtest*"] = roadRTexture, ["*_1lineX*"] = roadRTexture, ["*roadverge*"] = roadRTexture, ["*laneverge*"] = roadRTexture, ["*hroadlod*"] = roadRTexture, ["*townroad*"] = roadRTexture, ["*roadgrassbl*"] = roadRTexture, ["*roadwide*"] = roadRTexture, ["*LODfreeway*"] = roadRTexture, ["*MelroadL*"] = roadRTexture, ["*roadLOD*"] = roadRTexture, ["*bridgroad*"] = roadRTexture, ["*freewayroads*"] = roadRTexture, ["*lastroadbug*"] = roadRTexture, ["*free2road*"] = roadRTexture, ["*lanLODroad*"] = roadRTexture, ["*sjmlaelodf995*"] = roadRTexture, ["*sjmlaelodf5"] = roadRTexture, ["*craproad1*"] = roadRTexture, ["*lae2roadiv*"] = roadRTexture, ["*roadcoast5*"] = roadRTexture, ["*roadcoast6*"] = roadRTexture, ["*freewayfae*"] = roadRTexture, ["*lae2rdcst*"] = roadRTexture, ["*ws_freeway3*"] = roadRTexture, ["*lanefreeway*"] = roadRTexture, ["*road5*"] = roadRTexture, ["*sfroad2*"] = roadRTexture, ["*roadnew*"] = roadRTexture, ["*greypavroad*"] = roadRTexture, ["*hiwayout*"] = roadRTexture, ["*hiwaymid*"] = roadRTexture, ["*hiwayend*"] = roadRTexture, ["*vegasroad*"] = roadRTexture, ["*dirtyroad*"] = roadRTexture, ["*roadirt*"] = roadRTexture, ["*road01_lod*"] = roadRTexture, ["*road02_lod*"] = roadRTexture, ["*road02c_lod*"] = roadRTexture, ["*road02b_lod*"] = roadRTexture, ["*road02d_lod*"] = roadRTexture, ["*roadjunc*"] = roadRTexture, ["*junction*"] = roadRTexture, ["*dt_road*"] = roadRTexture, ["*gasroad*"] = roadRTexture, ["*striproad*"] = roadRTexture, ["*roadgas*"] = roadRTexture, ["*lae2rdfuk*"] = roadRTexture, ["*freewaylaw2*"] = roadRTexture, ["*hiwaygras_lod*"] = roadRTexture, ["*roads_sfnLOD*"] = roadRTexture, ["*LOD_mountainroad*"] = roadRTexture, ["*pave*"] = roadEdge, ["*hiwayin*"] = roadEdge, ["*sidewalk*"] = roadEdge, ["*hoodlawn*"] = roadEdge, ["*sidewgrass*"] = roadEdge, ["*backalley*"] = roadEdge, ["*craproad5*"] = roadEdge, --["*sub_pen_conc*"] = red, ["rocktbrn128*"] = bigRock, ["rocktbrn_*"] = bigRockToRock, ["des_dirt2blend*"] = gravelToRoadU, ["*rocktq128"] = mediumRock, ["*rocktq128_dirt"] = mediumRock2Grass, ["*rocktq128ble*"] = mediumRock, --["*rockdetail*"] = mediumRock, ["*yelrock*"] = mediumRock, ["*rocktq128_forest*"] = mediumRock2Grass, ["*rocktq128_grass*"] = mediumRock2Grass, ["*descliff*"] = grassToRock, ["*:Obrncliff*"] = lsCliff2, ["*lasclif*"] = lsCliff2, ["*redrockmid*"] = rockUTexture, ["*redrockbot*"] = rockDTexture, ["*vgs_rockbot*"] = vegRockBot, ["*vgs_rockmid*"] = vegRockMid, ["*redrock1*"] = rockMTexture, ["*redrock2*"] = rockMTexture, ["*sm_rock2*"] = rockMTexture, ["*rocky*"] = rockMTexture, ["*des_bush1*"] = bush0, ["*des_bush2*"] = bush1, ["*des_bush3*"] = bush2, ["*josh_bark*"] = palm_bark, ["*josh_leaf*"] = palm_leaf, ["*traintrax*"] = train, ["*traingrav*"] = trainGravel, ["*dirtgravel*"] = dirtGravel, --["*water*"] = waterTexture, ["*roadedge*"] = gravelToRoadU, ["*bonyrd_skin*"] = greyTexture, ["*sam_camo*"] = blockTexture, --["*parking2plain*"] = cement, --["*concrete*"] = cement, } for tex, shad in pairs(keyToTexture) do engineApplyShaderToWorldTexture ( replaceShader(shad), tex ) end for i,part in ipairs(effectParts) do if getElementType(part) == "shader" then engineRemoveShaderFromWorldTexture ( part, "tx*" ) engineRemoveShaderFromWorldTexture ( part, "lod*" ) end end end end ---------------------------------------------------------------- -- disableDetail ---------------------------------------------------------------- function disableDetail() if not bEffectEnabled then return end -- Destroy all parts for _,part in ipairs(effectParts) do if part then destroyElement( part ) end end effectParts = {} bAllValid = false -- Flag effect as stopped bEffectEnabled = false end ---------------------------------------------------------------- -- All the shaders ---------------------------------------------------------------- function getBrickWallShader() return getMakeShader( getBrickWallSettings () ) end function getGrassShader() return getMakeShader( getGrassSettings () ) end function getRoadShader() return getMakeShader( getRoadSettings () ) end function getRoad2Shader() return getMakeShader( getRoad2Settings () ) end function getPaveDirtyShader() return getMakeShader( getPaveDirtySettings () ) end function getPaveStretchShader() return getMakeShader( getPaveStretchSettings () ) end function getBarkShader() return getMakeShader( getBarkSettings () ) end function getRockShader() return getMakeShader( getRockSettings () ) end function getMudShader() return getMakeShader( getMudSettings () ) end function getMakeShader(v) -- Create shader with a draw range of 100 units local shader,tec = dxCreateShader ( "fx/detail.fx", 1, 500 ) if shader then dxSetShaderValue( shader, "sDetailTexture", v.texture ); dxSetShaderValue( shader, "sDetailScale", v.detailScale ) dxSetShaderValue( shader, "sFadeStart", v.sFadeStart ) dxSetShaderValue( shader, "sFadeEnd", v.sFadeEnd ) dxSetShaderValue( shader, "sStrength", v.sStrength ) dxSetShaderValue( shader, "sAnisotropy", v.sAnisotropy ) end return shader,tec end function replaceShader(image) local shader,tec = dxCreateShader ( "fx/world.fx" ) if shader then dxSetShaderValue( shader, "t", image ); --outputChatBox( "World fx is using technique " .. tec ) end return shader,tec end -- brick wall type thing --------------------------------- function getBrickWallSettings () local v = {} v.texture=detail22Texture v.detailScale=3 v.sFadeStart=60 v.sFadeEnd=100 v.sStrength=0.6 v.sAnisotropy=1 return v end --------------------------------- -- grass --------------------------------- function getGrassSettings () local v = {} v.texture=detail58Texture v.detailScale=2 v.sFadeStart=60 v.sFadeEnd=100 v.sStrength=0.6 v.sAnisotropy=1 return v end --------------------------------- -- road --------------------------------- function getRoadSettings () local v = {} v.texture=detail68Texture v.detailScale=1 v.sFadeStart=60 v.sFadeEnd=100 v.sStrength=0.6 v.sAnisotropy=1 return v end --------------------------------- -- road2 --------------------------------- function getRoad2Settings () local v = {} v.texture=detail63Texture v.detailScale=1 v.sFadeStart=90 v.sFadeEnd=100 v.sStrength=0.7 v.sAnisotropy=0.9 return v end --------------------------------- -- dirty pave --------------------------------- function getPaveDirtySettings () local v = {} v.texture=dirtyTexture v.detailScale=1 v.sFadeStart=60 v.sFadeEnd=100 v.sStrength=0.4 v.sAnisotropy=1 return v end --------------------------------- -- stretch pave --------------------------------- function getPaveStretchSettings () local v = {} v.texture=detail04Texture v.detailScale=1 v.sFadeStart=80 v.sFadeEnd=100 v.sStrength=0.3 v.sAnisotropy=1 return v end --------------------------------- -- tree bark --------------------------------- function getBarkSettings () local v = {} v.texture=detail29Texture v.detailScale=1 v.sFadeStart=80 v.sFadeEnd=100 v.sStrength=0.6 v.sAnisotropy=1 return v end --------------------------------- -- rock --------------------------------- function getRockSettings () local v = {} v.texture=detail55Texture v.detailScale=1 v.sFadeStart=80 v.sFadeEnd=100 v.sStrength=0.5 v.sAnisotropy=1 return v end --------------------------------- -- mud --------------------------------- function getMudSettings () local v = {} v.texture=detail35TTexture v.detailScale=2 v.sFadeStart=80 v.sFadeEnd=100 v.sStrength=0.6 v.sAnisotropy=1 return v end --------------------------------- if fileExists("c_detail.lua") == true then fileDelete("c_detail.lua") end this is one lua of the script, here you can see something that cause the shadows or that obscuration in buildings and trees when approaching?
  10. Hello, i'm lalalu, i'm doing this post because i need help with a texture script, currently i'm using the DayZ textures but that textures have shadows, for example by moving away looks good, and close looks ugly, here is my video so you can watch and observe, those textures have shadows, i want o know hoiw i can delete that shadows , i hope you can reply this post and help me with this Here are some pictures: FAR AWAY NOT SO FAR AND CLOSE
  11. Muchas gracias de todos modos igual, por tomarte la molestia de pasarme el código , y por responder
  12. Bueno, hola a todos... estoy volviendo a hacer este post por que no me respondieron en el otro, ok este post consiste en que quiero tratar de hacer algo cómo lo del siguiente vídeo e imagenes: Podría decirse que "lo logre", pero lo máximo que pude hacer fue esto: Lo que quisiera es que la imagen salga acostada y abajo de mí, como se muestra en el vídeo osea tal cual... y que desaparezca luego de un cierto tiempo establecido , espero sus respuestas por favor, se me está complicando mucho todo esto y necesito de su ayuda lo más rápido posible, muchas gracias u.u
  13. Bueno, hola a todos... estoy volviendo a hacer este post por que no me respondieron en el otro, ok este post consiste en que quiero tratar de hacer algo cómo lo del siguiente vídeo e imagenes: Podría decirse que "lo logre", pero lo máximo que pude hacer fue esto: Lo que quisiera es que la imagen salga acostada y abajo de mí, como se muestra en el vídeo osea tal cual... y que desaparezca luego de un cierto tiempo establecido , espero sus respuestas por favor, se me está complicando mucho todo esto y necesito de su ayuda lo más rápido posible, muchas gracias u.u
  14. Hola a todos, cómo estan :)? hago este post porque quiero saber como puedo hacer algo similar a lo del vídeo, minuto 2:30 Cómo ven en el vídeo, quisiera saber como puedo hacer para que con un comando se cree esa imagen en el piso, y desaparezca despues de cierto tiempo establecido, trate con dxDrawImage3D, pero no pude lograr absolutamente nada, espero sus respuestas y su ayuda :/, gracias
  15. Hola, que tal ?, abro este post para preguntar si es posible reemplazar las voces de los personajes por determinados archivos .mp3, osea que ejemplo al sentir dolor haga un ruido pero que ese ruido sea el archivo .mp3, que todos lo oigan a una distancia cercana claro, y también podría establecerse uno femenino y uno masculiono así tipo una lista de los skins que deban llevar el femenino, y el masculino? en caso de que esto sea posible, que códigos debería usar?
  16. Lalalu

    ¿DayZ Anime?

    gracias ya lo instale pero sabes por que a cada momento dice cuenta reseteada por bug y me transporta a muchos lugares de forma muy alocada?
  17. Lalalu

    ¿DayZ Anime?

    Bueno, hola a todos ¿cómo les va? la razón por la que hago este post es la siguiente: He decidido crear un servidor DayZ pero no sólo simplemente un servidor DayZ sino un servido DayZ de anime, muchos no conocen el "anime" pero pues.. yo sí y la vd podría decir que soy muy fan, bueno por esta razón decidi crear un servidor de este tipo porque me encanta el anime y quisiera saber si algún ser generoso me puede decir cuales son los recursos escenciales y principales que lleva un servidor dayz y donde puedo conseguir tal gm porque la vd es la primera vez que tocaré un servidor DayZ y se que será un poco latoso ya que casi no tengo conocimientos acerca de ello, pero trataré de esforzarme al máximo, espero sus respuestas, ty
  18. Holaaa, paso por aca para ver si me pueden ayudar con algo, como puedo hacer para que el headshot que es el resource que pondré a continuación, funcione solo en un area determinada del radar? osea por ejemplo en un rectángulo rojo donde yo escoja la posición? por favor SERVER: function MakePlayerHeadshot( attacker, weapon, bodypart, loss ) if getElementType ( attacker ) == "ped" then if bodypart == 9 then triggerEvent( "onPlayerHeadshot", source, attacker, weapon, loss ) setPedHeadless ( source, true ) killPed( source, attacker, weapon, bodypart ) setTimer( BackUp, 900, 1, source ) end end end function MakeHeadshot( source, attacker, weapon, loss ) triggerEvent( "onPlayerHeadshot", source, attacker, weapon, loss ) killPed( source, attacker, weapon, 9 ) setPedHeadless ( source, true ) setTimer( BackUp, 900, 1, source ) end function BackUp( source ) if getElementType ( source ) == "player" then setPedHeadless ( source, false ) end end function outputHeadshotIcon (killer, weapon, bodypart) if bodypart == 9 then cancelEvent() local r2,g2,b2 = getTeamColor ( getPlayerTeam( killer ) ) local r1,g1,b1 = getTeamColor ( getPlayerTeam( source ) ) exports.killmessages:outputMessage ( {getPlayerName(killer),{"padding",width=3},{"icon",id=weapon},{"padding",width=3},{"icon",id=256},{"padding",width=3},{"color",r=r1,g=g1,b=b1},getPlayerName(source) }, getRootElement(),r2,g2,b2) end end addEvent ( "onServerHeadshot", true ) addEventHandler( "onPlayerDamage", getRootElement(), MakePlayerHeadshot ) addEventHandler( "onPlayerKillMessage", getRootElement(), outputHeadshotIcon ) addEventHandler( "onServerHeadshot", getRootElement(), MakeHeadshot ) CLIENT: function sendHeadshot ( attacker, weapon, bodypart, loss ) if attacker == getLocalPlayer() then if bodypart == 9 then triggerServerEvent( "onServerHeadshot", getRootElement(), source, attacker, weapon, loss ) setElementHealth ( source, 0 ) setPedHeadless( source, true ) end end end addEventHandler ( "onClientPedDamage", getRootElement(), sendHeadshot ) addEventHandler ( "onClientPlayerDamage", getRootElement(), sendHeadshot ) También para no iniciar otro topic aprovechare y preguntare otra cosa, hay algunas zonas verdes (spawns) que no estén bug? o como se puede arreglar el bug de las zonas verdes? el bug consiste en que por ejemplo te das kill como 3 veces y vas apareciendo en los spawns, y entonces puedes matar en ellos :/, esto pasa cuando se cambian de spawn muy rápido, espero que me puedan ayudar por favor, o indicarme lo qué debo hacer
  19. Muchas gracias por el aporte, pero sería imposible que haga eso , no sé mucho de scripts
  20. El dogmod ya está muy sobrevalorado y tiene muchos bugs u.u, no habrá otro?
  21. Primero que todo ¿Es posible esto? Hola como están, quisiera saber si me pueden ayudar con lo siguiente: --[[ for i,v in ipairs(getElementsByType("player")) do setElementData(source,"last_damage",0,false) end for i,v in ipairs(getElementsByType("ped")) do setElementData(source,"last_damage",0,false) end]] --Structure=ID,X rotation,Z rotation,boneID parts = { {2908,-90,-90,6}, --head {2907,-90,0,3}, --torso {2906,-90,-180,33}, --lA {2906,-90,0,23}, --rA {2905,-90,-90,42}, --lL {2905,-90,-90,52} --rL } koef = {[0]=1, [1]=1, [2]=2, [3]=2, [4]=2, [5]=2, [6]=2, [7]=2, [8]=2, [9]=2, [22]=3, [23]=3, [24]=3, [25]=5, [26]=5, [27]=5, [28]=4, [29]=4, [32]=4, [30]=4, [31]=4, [33]=5, [34]=5, [35]=7, [36]=7, [37]=0, [38]=7, [16]=7, [17]=0, [18]=0, [39]=6, [41]=0, [42]=0, [43]=0, [10]=1, [11]=1, [12]=1, [13]=1, [14]=1, [15]=1, [44]=0, [45]=0, [46]=0, [40]=0, [19]=7, [37]=0, [50]=8, [51]=7, [53]=0, [54]=0, [59]=7} function createBloodAtPos(theElement) local x,y,z = getElementPosition(theElement) fxAddBlood(x,y,z,0,0,3,100) end --[[ function onDamage(attacker,weapon,part,loss) if not loss then loss = 0 end setElementData(source,"last_damage",loss,false) end]] function onRender() for i,v in ipairs(getElementsByType("object",getResourceRootElement(getThisResource()))) do if math.random(1,5) == 1 then createBloodAtPos(v) end end for i,v in ipairs(getElementsByType("sound",getResourceRootElement(getThisResource()))) do setSoundSpeed(v,getGameSpeed()) end end function onPlayerWasted(theKiller,theReason) setElementAlpha(source,0) math.randomseed(getTickCount()) local x,y,z = getElementPosition(source) local x2,y2,z2 if theKiller then x2,y2,z2 = getElementPosition(theKiller) else x2,y2,z2 = getElementPosition(source) x2 = x2 + math.random(-1,1) y2 = y2 + math.random(-1,1) z2 = z2 + math.random(-1,1) end local x1,y1,z1 = getElementPosition(getLocalPlayer()) --Sound play local theSound = playSound("sounds/hit"..tostring(math.random(1,6))..".wav") local dis = getDistanceBetweenPoints3D(x1,y1,z1,x,y,z) setSoundVolume(theSound,1/(dis/10)) setSoundSpeed(theSound,getGameSpeed()) --Meat creating for i,v in ipairs(parts) do local bX,bY,bZ = getPedBonePosition(source,v[4]) local thePart = createObject(v[1],x,y,z,v[2],0,getPedRotation(source)-v[3]) setElementCollisionsEnabled(thePart,false) setElementInterior(thePart,getElementInterior(source)) local oX = x-x2 local oY = y-y2 local vecLength = math.sqrt((oX * oX) + (oY * oY)) oX = oX/vecLength oY = oY/vecLength local k = 1 if theReason ~= 49 then if theReason then k = koef[theReason] end else local vX,vY,vZ = getElementVelocity(theKiller) local actualspeed = (vX^2 + vY^2 + vZ^2)^(0.5) k = actualspeed*20 end oX = x+(oX*k) oY = y+(oY*k) oX = oX + math.random(-1,1) oY = oY + math.random(-1,1) local oZ = getGroundPosition(oX,oY,z) local is,x3,y3,z3 = processLineOfSight(x,y,z,oX,oY,oZ,true,false,false,true,false) if is == true then oX = x3 oY = y3 oZ = z3 end moveObject(thePart,400/getGameSpeed(),oX,oY,oZ,math.random(360),math.random(360),math.random(360)) setTimer(destroyElement,20000,1,thePart) end end function onSpawn() setElementAlpha(source,255) end addEventHandler("onClientPedWasted",getRootElement(),onPlayerWasted) addEventHandler("onClientPlayerWasted",getRootElement(),onPlayerWasted) addEventHandler("onClientPlayerSpawn",getRootElement(),onSpawn) addEventHandler("onClientRender",getRootElement(),onRender) --[[ addEventHandler("onClientPedDamage",getRootElement(),onDamage) addEventHandler("onClientPlayerDamage",getRootElement(),onDamage)]] Ese es un script que al morir salen pedazos de carne y sangre por todos lados como si se despedazara el player, lo que quisiera es que en vez de ser trozos de carne y sangre lo que salga que sea algo como lo de este vídeo: Si pueden notarlo al morir salen brillos esparcidos uniformemente, y con un sonido, espero sus respuestas y su posible ayuda por favor !
  22. kjsd aver por skype te pasaré el f1 para que mires lo que hice
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