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Kors

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  1. ------------------ Yeah, tnx all for try help me , my misstake , resource save-system, is set pos spawn in lspd.
  2. Dont work :C i spawn in lspd , i think i have resource with thet spawn in lspd
  3. I don’t understand , how fix , what remove , wHat add
  4. No warnings, no errors, addEventHandler("onResourceStart", resourceRoot, function() for i,player in ipairs(getElementsByType("player")) do spawn(player) end end ) function spawn(player) spawnPlayer ( player, -728.69219970703+math.random(1,1), 1547.8328857422+math.random(1,1),38.977741241455, 90, 71 ) fadeCamera(player, true) setCameraTarget(player, player) end addEventHandler("onPlayerLogin", root, function() spawn(source) end ) addEventHandler("onPlayerWasted", root, function() local skin = getElementModel ( source ) setTimer(spawn, 1800, 1, source) setTimer(setElementModel, 1800, 1, source, skin) end )
  5. Can you add ? I add , line 15, thet not work ?
  6. When player, register and enter the server, he spawn in LSPD , how can i fix thet? in borph.lua i set my position but thet work when player die, addEventHandler("onResourceStart", resourceRoot, function() for i,player in ipairs(getElementsByType("player")) do spawn(player) end end ) function spawn(player) spawnPlayer ( player, -728.69219970703+math.random(1,1), 1547.8328857422+math.random(1,1),38.977741241455, 90, 71 ) fadeCamera(player, true) setCameraTarget(player, player) end addEventHandler("onPlayerLogin", root, function() spawn(source) end ) addEventHandler("onPlayerWasted", root, function() local skin = getElementModel ( source ) setTimer(spawn, 1800, 1, source) setTimer(setElementModel, 1800, 1, source, skin) end )
  7. May be May be can decide in standard playerblip resource? I’ll try what u say , I hope thet work
  8. radar local enableBlips = true local renderNorthBlip = falsee local alwaysRenderMap = false --true = always render map, false = only render when in interior world 0 (radar will stay, only the map will stop rendering) local alwaysRenderOxygen = false --true = always render oxygen, false = only when oxygen not full/local player in water local disableGTASAhealth = false --Disable GTASA's HUD health display local disableGTASAarmor = false --Disable GTASA's HUD armour display local disableGTASAoxygen = false --Disable GTASA's HUD oxygen display local worldW, worldH = 3686, 3686 --map image dimensions - if map image changed, please edit appropriately local blip = 12 --Blip size, pixels relative to 1366x768 resolution local healthOkayR, healthOkayG, healthOkayB = 102, 204, 102 --RGB for health which is 'okay' (50% or more) local healthBadR, healthBadG, healthBadB = 200, 200, 0 --RGB for health which is 'bad' (25%) local healthCriticalR, healthCriticalG, healthCriticalB = 200, 0, 0 --RGB for health which is 'critically low' (near/at 0%) local armorColorR, armorColorG, armorColorB = 0, 102, 255 local oxygenColorR, oxygenColorG, oxygenColorB = 255, 255, 0 local sx, sy = guiGetScreenSize() local rt = dxCreateRenderTarget(290, 175) local xFactor, yFactor = sx/1366, sy/768 local yFactor = xFactor --otherwise the radar looses it's 2:3 ratio. function findRotation(x1,y1,x2,y2) --Author: Doomed_Space_Marine & robhol local t = -math.deg(math.atan2(x2-x1,y2-y1)) if t < 0 then t = t + 360 end; return t; end function getPointFromDistanceRotation(x, y, dist, angle) --Author: robhol local a = math.rad(90 - angle); local dx = math.cos(a) * dist; local dy = math.sin(a) * dist; return x+dx, y+dy; end function drawRadar() setPlayerHudComponentVisible("radar", false) if disableGTASAhealth then setPlayerHudComponentVisible("health", false) end if disableGTASAarmor then setPlayerHudComponentVisible("armour", false) end if disableGTASAoxygen then setPlayerHudComponentVisible("breath", false) end if (not isPlayerMapVisible()) then local mW, mH = dxGetMaterialSize(rt) local x, y = getElementPosition(localPlayer) local X, Y = mW/2 -(x/(6000/worldW)), mH/2 +(y/(6000/worldH)) local camX,camY,camZ = getElementRotation(getCamera()) dxSetRenderTarget(rt, true) if alwaysRenderMap or getElementInterior(localPlayer) == 0 then dxDrawRectangle(0, 0, mW, mH, 0xFF7CA7D1) --render background dxDrawImage(X - worldW/2, mH/5 + (Y - worldH/2), worldW, worldH, "image/world.jpg", camZ, (x/(6000/worldW)), -(y/(6000/worldH)), tocolor(255, 255, 255, 255)) end dxSetRenderTarget() dxDrawRectangle((10)*xFactor, sy-((200+10))*yFactor, (300)*xFactor, (185)*yFactor, tocolor(20, 20, 20, 200)) dxDrawImage((10+5)*xFactor, sy-((200+5))*yFactor, (300-10)*xFactor, (175)*yFactor, rt, 0, 0, 0, tocolor(255, 255, 255, 220)) local health = math.max(math.min(getElementHealth(localPlayer)/(0.232018558500192*getPedStat(localPlayer, 24) -32.018558511152), 1), 0) local armor = math.max(math.min(getPedArmor(localPlayer)/100, 1), 0) local oxygen = math.max(math.min(getPedOxygenLevel(localPlayer)/(1.5*getPedStat(localPlayer, 225) +1000), 1), 0) local rx, ry, rz = getElementRotation(localPlayer) local lB = (15)*xFactor local rB = (15+290)*xFactor local tB = sy-(205)*yFactor local bB = tB + (175)*yFactor local cX, cY = (rB+lB)/2, (tB+bB)/2 +(35)*yFactor local toLeft, toTop, toRight, toBottom = cX-lB, cY-tB, rB-cX, bB-cY blib = getElementsByType("blip") for v=1, #blib do local value = blib[v] local bx, by = getElementPosition(value) local actualDist = getDistanceBetweenPoints2D(x, y, bx, by) local maxDist = getBlipVisibleDistance(value) if actualDist <= maxDist and getElementDimension(value)==getElementDimension(localPlayer) and getElementInterior(value)==getElementInterior(localPlayer) then local dist = actualDist/(6000/((worldW+worldH)/2)) local rot = findRotation(bx, by, x, y)-camZ local bpx, bpy = getPointFromDistanceRotation(cX, cY, math.min(dist, math.sqrt(toTop^2 + toRight^2)), rot) local bpx = math.max(lB, math.min(rB, bpx)) local bpy = math.max(tB, math.min(bB, bpy)) local bid = getElementData(value, "customIcon") or getBlipIcon(value) local _, _, _, bcA = getBlipColor(value) local bcR, bcG, bcB = 255, 255, 255 if getBlipIcon(value) == 0 then bcR, bcG, bcB = getBlipColor(value) end local bS = getBlipSize(value) dxDrawImage(bpx -(blip*bS)*xFactor/2, bpy -(blip*bS)*yFactor/2, (blip*bS)*xFactor, (blip*bS)*yFactor, "image/blip/"..bid..".png", 0, 0, 0, tocolor(bcR, bcG, bcB, bcA)) end end if renderNorthBlip then local rot = -camZ+180 local bpx, bpy = getPointFromDistanceRotation(cX, cY, math.sqrt(toTop^2 + toRight^2), rot) --get position local bpx = math.max(lB, math.min(rB, bpx)) local bpy = math.max(tB, math.min(bB, bpy)) --cap position to screen local dist = getDistanceBetweenPoints2D(cX, cY, bpx, bpy) --get distance to the capped position local bpx, bpy = getPointFromDistanceRotation(cX, cY, dist, rot) --re-calculate position based on new distance if bpx and bpy then --if position was obtained successfully local bpx = math.max(lB, math.min(rB, bpx)) local bpy = math.max(tB, math.min(bB, bpy)) --cap position just in case dxDrawImage(bpx -(blip*2)/2, bpy -(blip*2)/2, blip*2, blip*2, "image/blip/4.png", 0, 0, 0) --draw north (4) blip end end dxDrawImage(cX -(blip*2)*xFactor/2, cY -(blip*2)*yFactor/2, (blip*2)*xFactor, (blip*2)*yFactor, "image/player.png", camZ-rz, 0, 0) end end addEventHandler("onClientRender", root, drawRadar) addEventHandler("onClientResourceStop", resourceRoot, function() setPlayerHudComponentVisible("radar", true) if disableGTASAhealth then setPlayerHudComponentVisible("health", true) end if disableGTASAarmor then setPlayerHudComponentVisible("armour", true) end if disableGTASAoxygen then setPlayerHudComponentVisible("breath", true) end end)
  9. playerblips, or what?
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