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Everything posted by Z4Zy
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I tested the below script with the IFP file that you have posted with the link https://www.sendspace.com/file/jskfzu . There's no error with weapon and weapon walk after replacing the animation. client side :- local customBlockName = "pedAnims" -- load the IFP file local IFP = engineLoadIFP( "ped.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'ped.ifp'" ) end -- replace the crouch animation engineReplaceAnimation( localPlayer, "ped", "weapon_crouch", customBlockName, "weapon_crouch" ) meta file :- <meta> <script src="client.lua" type="client" /> <file src="ped.ifp" /> </meta>
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but you must need that IFP to replace the anim
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so do you have military walk animation's IFP ?
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you should have the IFP file with correct weapon down animation. do you have one ?
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as 'weapon_crouch' animation replaced, you can use that code and modify it to replace the walking animation.
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when you replace the 'weapon_crouch' animation, your custom animation will run when you crouch with a weapon [ press 'C' ].
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Hello dear ! I'm straightly go into the question .. Can't we create a new model instead of replacing another object ? like we can set new animations to the player without replacing another ?
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As and example, if you want to replace the current 'weapon_crouch' animation of the player with animation in your IFP file, try below code with your existing meta file. local customBlockName = "pedAnims" -- load the IFP file local IFP = engineLoadIFP( "ped.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'ped.ifp'" ) end -- replace the crouch animation engineReplaceAnimation( localPlayer, "ped", "weapon_crouch", customBlockName, "weapon_crouch" )
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what if player should wrap to one position and his vehicle to another position ?
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Hello ! Below code working find without any error ! addEventHandler("onPlayerLogin",root, function () bindKey(source,"1","down", function (p) setElementPosition(p,0,0,5) end) end ) When player login, button 1 will bind to the function. So, when player press 1 key, he will wrap in to the position. But the problem is, when player in a vehicle, he wouldn't wrap into the position... ! There's a way to solve this like if player in a vehicle when he press 1, vehicle will destroy and player wrapped into the position. But, I want to wrap the player to the position without destroying the vehicle. Are there any way to troubleshoot by problem ? or any alternative way ? Please Help Me ! ------------------------------------------------------------------------------------------------------------------------------------------- heheey ! There's a function called 'removePedFromVehicle'. That was helped me in this occasion !! Thank You @removePedFromVehicle ..!!
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Oh it's a great idea. Let me try that !
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Hello Everybody ! Can you help me to turn the lights on, that are circled with red color ?
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i think below topic will helpful for you !
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worldobject group multiple world objects more than one at a time
Z4Zy replied to skatefilter5's topic in Scripting
i think you had to move one by one object if you want to move grove street to another place using MTA map editor. -
If that doesn't work -- server -- addCommandHandler ( "animation" , function ( player ) triggerClientEvent ( "SetAnimForAll", resourceRoot, player ) end ) -- client -- addEvent('SetAnimForAll',true) addEventHandler('SetAnimForAll',root, function(player) local customBlockName = "myNewBlock" local IFP = engineLoadIFP( "parkour.ifp", customBlockName ) engineReplaceAnimation( source, "ped", "weapon_crouch", customBlockName, "HandPlant" ) setPedAnimation( player, customBlockName, "HandPlant" ) end)
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-- server -- addCommandHandler ( "animation" , function ( player ) triggerClientEvent ( root, "SetAnimForAll" ,player ) --sent to root element end ) try this server code with your existing client code.
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Hello ! when there's an event handler like below, function vehicleEnter(vehicle,seat) if seat == 0 then outputChatBox("You have entered a "..getVehicleName(vehicle),source,255,255,0) end end addEventHandler("onPlayerVehicleEnter",root,vehicleEnter) we can remove it from one line code like below, removeEventHandler("onPlayerVehicleEnter",root,vehicleEnter) So that's all. BUT !, when there's an event handler like below, addEventHandler("onPlayerVehicleEnter",root, function (vehicle,seat) if seat == 0 then outputChatBox("You have entered a "..getVehicleName(vehicle),source,255,255,0) end end ) How to remove that event handler ? are there any way ?
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so post the code that helps to put a player in a clan.
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there's no code that joining the player into a clan. So, you have to add blip() to the code that joining the player into a clan.
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so you need to run the blip function [ blip() ] when someone join the clan.
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check that element exists ! vehicles_blips = {} function blip () local pla = getElementsByType ( "player" ) for k,x in ipairs (pla) do if ( getElementData (x, "gang" ) == "123" )then vehicles_blips[MiAuto] = createBlipAttachedTo(MiAuto,2,2,255,55,0,255,0,1000,x) end end end setTimer(blip,3000,1) function destroyb(player) local play = getElementsByType ( "player" ) for k,z in ipairs (play) do if ( getElementData (z, "gang" ) ~= "123" )then local blip = vehicles_blips[MiAuto] if isElement(blip) then destroyElement(blip) vehicles_blips[MiAuto] = nil end end end end setTimer(destroyb,3000,0)
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There's and 'visibleTo' argument already in "createBlipAttachedTo" function. Server Side :- vehicles_blips = {} function blip () local pla = getElementsByType ( "player" ) for k,x in ipairs (pla) do if ( getElementData (x, "gang" ) == "123" )then vehicles_blips[MiAuto] = createBlipAttachedTo(MiAuto,2,2,255,55,0,255,0,1000,x) end end end setTimer(blip,3000,1) function destroyb(player) local play = getElementsByType ( "player" ) for k,z in ipairs (play) do if ( getElementData (z, "gang" ) == "None" )then local blip = vehicles_blips[MiAuto] destroyElement(blip) vehicles_blips[MiAuto] = nil end end end setTimer(destroyb,3000,0)
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i think you had to create another lines of code for change target of the HSrockets. I think so !