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Gaimo

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Everything posted by Gaimo

  1. I like the result of a 3d line, I just need to make a few adjustments, it's in the wrong position when it's descending.
  2. I'm creating a zipline resource, and I'd like to know how to create a rope between two points, any ideas? I remember seeing a resource for a gas station, where there was a hose that changed size dynamically. Resource: zipline I don't know if it's a smart option, but I can make some models with fixed sizes, 10 meters, 5 meters, 2 meters and 1 meter. Depending on the distance, I calculate how many objects I need to create and create them in sequence. Example 23 meters away, 2x10m + 2m + 1m. What do you think?
  3. Very good animation, thanks!
  4. I'm making a resource zipline and I'd like to make the player look in the right direction when he starts moving, any idea how to do that? I would also like to know if there is an animation that looks like the player is using a zipline. Demo:
  5. I have the following problem, I need the blip to be stuck to the edge of the radar. I know I need to do some sort of math.clump, to prevent the blip from rendering outside of the minimap's border function math.clamp( _in, low, high ) return math.min( math.max( _in, low ), high ) end I performed some tests and almost succeeded, however, I'm not sure if the way I implemented to position the blips was the most efficient. How does the radar work? It is based on shader_hud_mask, and it is rendered like this: Any idea how I can do this?
  6. I just changed the texture of the radar outline, radardisc.
  7. I solved the problem by doing this: function dxNewDrawText(...) arg = {...} arg[4] = arg[2] + arg[4] arg[5] = arg[3] + arg[5] dxDrawText(unpack(arg)) end But I would like to understand the reason to use end position.
  8. Gaimo

    [REL] Ball

    Add kick animation - Any animation suggestions, I don't know how to create animations. Add a power bar - This one is good for changing the ball's distance. Add a way to guide the ball while running - This one I don't exactly know how to do. why don't you share your ressource on the mta community ? I'm too lazy to put the information in meta.xml I use Google Translate.
  9. All function related to physics are unavailable yet right? local terrainData = { 3,3,3,3, 3,0,0,3, 3,0,0,3, 3,3,3,3, } local terrainShape = physicsCreateShape(physics, "heightfieldterrain", 4,4, terrainData) local terrain = physicsCreateStaticCollision(terrainShape) physicsSetProperties(terrain, "position", 0,0,5) physicsSetProperties(terrain, "scale", 5,5,1) -- in terrain, sets mesh density, now mesh has size 20x20units, one vertex every 5 units With this script plus shader it would be possible to create custom terrains, right?
  10. Gaimo

    check jump

    local tick = getTickCount() local delay = 150 -- ms local jump = false addEventHandler("onClientRender", root, function() if getTickCount() - tick > delay then if getPedControlState(localPlayer, "jump") and not jump then outputChatBox("jump") jump = true elseif not getPedControlState(localPlayer, "jump") and jump then jump = false end tick = getTickCount() end end) So you can detect, regardless of the key that the player presses.
  11. I know an HTML HUD might not be the best option, I'm still sharing it in case anyone wanted to see some HTML resource as an example. Download
  12. I converted the mod from gta sa to mta -> original mod mta version -> download
  13. Debugscript 3 limpo, feito em DGS, descompilado. Contato: Gaimo#0152 - discord
  14. A simple RP for removing trash from the beach. full server-side, you get $ 50 for every garbage collected, you need pAttach. Any bug found can report here. Download
  15. local object = createObject(1265, 0,0,3) setElementVelocity(object, 0,0,0) wiki createObject Note: Dynamic objects do not automatically have physics applied to them. Use setElementVelocity(object, 0, 0, 0) to fix this. would it be a bug?
  16. local function removeShadow(vehicle) local shader = dxCreateShader("files/replace.fx", 0, 0, false, "vehicle") local texture = dxCreateTexture("files/remove.png") dxSetShaderValue(shader, "gTexture", texture) engineApplyShaderToWorldTexture(shader, "shad_car", vehicle) end and local function removeShadow(vehicle) local shader = dxCreateShader("files/replace.fx", 0, 0, false) local texture = dxCreateTexture("files/remove.png") dxSetShaderValue(shader, "gTexture", texture) engineApplyShaderToWorldTexture(shader, "shad_car", localPlayer) end Neither worked, I want to remove the shadow of a specific vehicle, not all. The texture name of the shadow I know is "shad_car" And this replace shader works because I used it in other things, I just don't understand why it didn't work for the shade. Any solution?
  17. My voice resource is this https://community.multitheftauto.com/index.php?p=resources&s=details&id=15958 I couldn't test it, but does it work? CLIENT-SIDE: addEventHandler("onClientElementStreamIn", root, function () if source:getType() == "player" then if getElementData(source, "call") then return end triggerServerEvent("proximity-voice::broadcastUpdate", localPlayer, getElementsByType("player", root, true)) end end ) addEventHandler("onClientElementStreamOut", root, function () if source:getType() == "player" then if getElementData(source, "call") then return end triggerServerEvent("proximity-voice::broadcastUpdate", localPlayer, getElementsByType("player", root, true)) setSoundPan(source, 0) setSoundVolume(source, 0) end end ) SERVER-SIDE: addCommandHandler("call", function(plr, cmd, target) local target = getPlayerFromPartialName(target) -- return a player setElementData(plr, "call", true) setElementData(target, "call", true) setPlayerVoiceBroadcastTo(plr, target) setPlayerVoiceBroadcastTo(target, plr) end)
  18. A simple vehicle alarm system. I accept suggestions for improvements. Demo: NOTE: It is only possible to open the dashboard after you leave a vehicle as a driver. [Download] UPDATE #1 - Fixed an issue that the menu was not open.
  19. I had problem with this shader, there is even a message from me in this post. shader line 13,9 -> sampler Sampler0 = sampler_state
  20. I tried to make a normal replacement like any model but it didn't work.
  21. Code: local obj local shader = dxCreateShader("shader.fx", 0, 0, false) function positioning() local x,y,z = getPositionFromElementOffset(localPlayer, 0, 1.2, 0) local rx,ry,rz = getElementRotation(localPlayer) setElementPosition(obj, x,y,z) setElementRotation(obj, rx,ry,rz) end function setItemPosition(button, press) if button == "mouse1" and press then setElementAlpha(obj, 255) setElementCollisionsEnabled(obj, true) engineApplyShaderToWorldTexture(shader, "crate128") dxSetShaderValue(shader, "gColor", 255, 255, 255, 255) removeEventHandler("onClientRender",root, positioning) removeEventHandler("onClientKey",root, setItemPosition) end end function getPositionFromElementOffset(element,offX,offY,offZ) local m = getElementMatrix ( element ) -- Get the matrix local x = offX * m[1][1] + offY * m[2][1] + offZ * m[3][1] + m[4][1] -- Apply transform local y = offX * m[1][2] + offY * m[2][2] + offZ * m[3][2] + m[4][2] local z = offX * m[1][3] + offY * m[2][3] + offZ * m[3][3] + m[4][3] return x, y, z -- Return the transformed point end addCommandHandler("criar", function() local x,y,z = getPositionFromElementOffset(localPlayer, 0, 1.2, 0) local rx,ry,rz = getElementRotation(localPlayer) obj = createObject(1224, x,y,z,rx,ry,rz) setElementAlpha(obj, 141) setElementCollisionsEnabled(obj, false) engineApplyShaderToWorldTexture(shader, "crate128") dxSetShaderValue(shader, "gColor", 0, 255, 0, 200) addEventHandler("onClientRender",root, positioning) addEventHandler("onClientKey",root, setItemPosition) end) Error: I am starting the script and this warning already appears. shader line 13,9 -> sampler Sampler0 = sampler_state
  22. I think the easiest thing would be to add a ped with alpha 0 and remove it when the player enters. I don't know if I would know how to do this reverse engineering.
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