Jump to content

+William

Members
  • Posts

    16
  • Joined

  • Last visited

Posts posted by +William

  1. 2 hours ago, DNL291 said:

    Lado server com isGuestAccount, no cliente você pode setar element-data.

    No entanto, você pode ocultar o chat para o jogador que entrar no server com showChattoggleControl para não usá-lo. E habilitando ao jogador no evento onPlayerLogin.

    @+William

    Consegui retirar o chat, mas os F1,F2,...,F11, continuam funcionando, como faço para "tirar" essas teclas na hora do login? Qual função eu uso?

    addEventHandler ( 'onPlayerLogin', getRootElement ( ),
        function (button, press)
            sourceAccount = getPlayerAccount ( source )
            if isGuestAccount ( sourceAccount ) then
                if isChatVisible() then 
                    showChat(false)
                    cancelEvent()
                else
                    showChat(true) 
       
                end         
            end
    end
    )

     

  2. Bom, to tentando mudar o dano das armas, só que quando o player fica com 34% de vida, a arma(MP5) não tira mais dano, o mesmo acontece com a M4, AK, DESERT, SNIPER (mas com vida diferente de 34%)

    To sentindo que ta faltando alguma coisa, mas não sei o que.

    setWeaponProperty ( 24, "pro", "damage", 150 ) -- DESERT 
    setWeaponProperty ( 29, "pro", "damage", 200 ) -- MP5
    setWeaponProperty ( 30, "pro", "damage", 230 ) -- AK47
    setWeaponProperty ( 31, "pro", "damage", 230 ) -- M4
    setWeaponProperty ( 31, "pro", "maximum_clip_ammo", 30) 
    setWeaponProperty ( 34, "pro", "damage", 240 ) -- Sniper

    Qualquer ajuda é bem vinda!

  3. To  com uma duvida, eu tenho uma colt45.ifp, mas quando vou tentar colocar no servidor, ele fica bugado

    O que eu posso fazer nessa situação?

    Alguma alternativa?

    PS: Eu tbm estou com um ped.ifp, tem algum problema?

    script abaixo:

    local animTable = {
    
    	ifp = {},
    
    	anims = {
    		"abseil",
    		"ARRESTgun",
    		"ATM",
    		"BIKE_elbowL",
    		"BIKE_elbowR",
    		"BIKE_fallR",
    		"BIKE_fall_off",
    		"BIKE_pickupL",
    		"BIKE_pickupR",
    		"BIKE_pullupL",
    		"BIKE_pullupR",
    		"bomber",
    		"CAR_alignHI_LHS",
    		"CAR_alignHI_RHS",
    		"CAR_align_LHS",
    		"CAR_align_RHS",
    		"CAR_closedoorL_LHS",
    		"CAR_closedoorL_RHS",
    		"CAR_closedoor_LHS",
    		"CAR_closedoor_RHS",
    		"CAR_close_LHS",
    		"CAR_close_RHS",
    		"CAR_crawloutRHS",
    		"CAR_dead_LHS",
    		"CAR_dead_RHS",
    		"CAR_doorlocked_LHS",
    		"CAR_doorlocked_RHS",
    		"CAR_fallout_LHS",
    		"CAR_fallout_RHS",
    		"CAR_getinL_LHS",
    		"CAR_getinL_RHS",
    		"CAR_getin_LHS",
    		"CAR_getin_RHS",
    		"CAR_getoutL_LHS",
    		"CAR_getoutL_RHS",
    		"CAR_getout_LHS",
    		"CAR_getout_RHS",
    		"car_hookertalk",
    		"CAR_jackedLHS",
    		"CAR_jackedRHS",
    		"CAR_jumpin_LHS",
    		"CAR_LB",
    		"CAR_LB_pro",
    		"CAR_LB_weak",
    		"CAR_LjackedLHS",
    		"CAR_LjackedRHS",
    		"CAR_Lshuffle_RHS",
    		"CAR_Lsit",
    		"CAR_open_LHS",
    		"CAR_open_RHS",
    		"CAR_pulloutL_LHS",
    		"CAR_pulloutL_RHS",
    		"CAR_pullout_LHS",
    		"CAR_pullout_RHS",
    		"CAR_Qjacked",
    		"CAR_rolldoor",
    		"CAR_rolldoorLO",
    		"CAR_rollout_LHS",
    		"CAR_rollout_RHS",
    		"CAR_shuffle_RHS",
    		"CAR_sit",
    		"CAR_sitp",
    		"CAR_sitpLO",
    		"CAR_sit_pro",
    		"CAR_sit_weak",
    		"CAR_tune_radio",
    		"CLIMB_idle",
    		"CLIMB_jump",
    		"CLIMB_jump2fall",
    		"CLIMB_jump_B",
    		"CLIMB_Pull",
    		"CLIMB_Stand",
    		"CLIMB_Stand_finish",
    		"cower",
    		"Crouch_Roll_L",
    		"Crouch_Roll_R",
    		"DAM_armL_frmBK",
    		"DAM_armL_frmFT",
    		"DAM_armL_frmLT",
    		"DAM_armR_frmBK",
    		"DAM_armR_frmFT",
    		"DAM_armR_frmRT",
    		"DAM_LegL_frmBK",
    		"DAM_LegL_frmFT",
    		"DAM_LegL_frmLT",
    		"DAM_LegR_frmBK",
    		"DAM_LegR_frmFT",
    		"DAM_LegR_frmRT",
    		"DAM_stomach_frmBK",
    		"DAM_stomach_frmFT",
    		"DAM_stomach_frmLT",
    		"DAM_stomach_frmRT",
    		"DOOR_LHinge_O",
    		"DOOR_RHinge_O",
    		"DrivebyL_L",
    		"DrivebyL_R",
    		"Driveby_L",
    		"Driveby_R",
    		"DRIVE_BOAT",
    		"DRIVE_BOAT_back",
    		"DRIVE_BOAT_L",
    		"DRIVE_BOAT_R",
    		"Drive_L",
    		"Drive_LO_l",
    		"Drive_LO_R",
    		"Drive_L_pro",
    		"Drive_L_pro_slow",
    		"Drive_L_slow",
    		"Drive_L_weak",
    		"Drive_L_weak_slow",
    		"Drive_R",
    		"Drive_R_pro",
    		"Drive_R_pro_slow",
    		"Drive_R_slow",
    		"Drive_R_weak",
    		"Drive_R_weak_slow",
    		"Drive_truck",
    		"DRIVE_truck_back",
    		"DRIVE_truck_L",
    		"DRIVE_truck_R",
    		"Drown",
    		"DUCK_cower",
    		"endchat_01",
    		"endchat_02",
    		"endchat_03",
    		"EV_dive",
    		"EV_step",
    		"facanger",
    		"facgum",
    		"facsurp",
    		"facsurpm",
    		"factalk",
    		"facurios",
    		"FALL_back",
    		"FALL_collapse",
    		"FALL_fall",
    		"FALL_front",
    		"FALL_glide",
    		"FALL_land",
    		"FALL_skyDive",
    		"Fight2Idle",
    		"FightA_1",
    		"FightA_2",
    		"FightA_3",
    		"FightA_block",
    		"FightA_G",
    		"FightA_M",
    		"FIGHTIDLE",
    		"FightShB",
    		"FightShF",
    		"FightSh_BWD",
    		"FightSh_FWD",
    		"FightSh_Left",
    		"FightSh_Right",
    		"flee_lkaround_01",
    		"FLOOR_hit",
    		"FLOOR_hit_f",
    		":Ou",
    		"gang_gunstand",
    		"gas_cwr",
    		"getup",
    		"getup_front",
    		"gum_eat",
    		"GunCrouchBwd",
    		"GunCrouchFwd",
    		"GunMove_BWD",
    		"GunMove_FWD",
    		"GunMove_L",
    		"GunMove_R",
    		"Gun_2_IDLE",
    		"GUN_BUTT",
    		"GUN_BUTT_crouch",
    		"Gun_stand",
    		"handscower",
    		"handsup",
    		"HitA_1",
    		"HitA_2",
    		"HitA_3",
    		"HIT_back",
    		"HIT_behind",
    		"HIT_front",
    		"HIT_GUN_BUTT",
    		"HIT_L",
    		"HIT_R",
    		"HIT_walk",
    		"HIT_wall",
    		"Idlestance_fat",
    		"idlestance_old",
    		"IDLE_armed",
    		"IDLE_chat",
    		"IDLE_csaw",
    		"Idle_Gang1",
    		"IDLE_HBHB",
    		"IDLE_ROCKET",
    		"IDLE_stance",
    		"IDLE_taxi",
    		"IDLE_tired",
    		"Jetpack_Idle",
    		"JOG_femaleA",
    		"JOG_maleA",
    		"JUMP_glide",
    		"JUMP_land",
    		"JUMP_launch",
    		"JUMP_launch_R",
    		"KART_drive",
    		"KART_L",
    		"KART_LB",
    		"KART_R",
    		"KD_left",
    		"KD_right",
    		"KO_shot_face",
    		"KO_shot_front",
    		"KO_shot_stom",
    		"KO_skid_back",
    		"KO_skid_front",
    		"KO_spin_L",
    		"KO_spin_R",
    		"pass_Smoke_in_car",
    		"phone_in",
    		"phone_out",
    		"phone_talk",
    		"Player_Sneak",
    		"Player_Sneak_walkstart",
    		"roadcross",
    		"roadcross_female",
    		"roadcross_gang",
    		"roadcross_old",
    		"run_1armed",
    		"run_armed",
    		"run_civi",
    		"run_csaw",
    		"run_fat",
    		"run_fatold",
    		"run_gang1",
    		"run_left",
    		"run_old",
    		"run_player",
    		"run_right",
    		"run_rocket",
    		"Run_stop",
    		"Run_stopR",
    		"Run_Wuzi",
    		"SEAT_down",
    		"SEAT_idle",
    		"SEAT_up",
    		"SHOT_leftP",
    		"SHOT_partial",
    		"SHOT_partial_B",
    		"SHOT_rightP",
    		"Shove_Partial",
    		"Smoke_in_car",
    		"sprint_civi",
    		"sprint_panic",
    		"Sprint_Wuzi",
    		"swat_run",
    		"Swim_Tread",
    		"Tap_hand",
    		"Tap_handP",
    		"turn_180",
    		"Turn_L",
    		"Turn_R",
    		"WALK_armed",
    		"WALK_civi",
    		"WALK_csaw",
    		"Walk_DoorPartial",
    		"WALK_drunk",
    		"WALK_fat",
    		"WALK_fatold",
    		"WALK_gang1",
    		"WALK_gang2",
    		"WALK_old",
    		"WALK_player",
    		"WALK_rocket",
    		"WALK_shuffle",
    		"WALK_start",
    		"WALK_start_armed",
    		"WALK_start_csaw",
    		"WALK_start_rocket",
    		"Walk_Wuzi",
    		"WEAPON_crouch",
    		"woman_idlestance",
    		"woman_run",
    		"WOMAN_runbusy",
    		"WOMAN_runfatold",
    		"woman_runpanic",
    		"WOMAN_runsexy",
    		"WOMAN_walkbusy",
    		"WOMAN_walkfatold",
    		"WOMAN_walknorm",
    		"WOMAN_walkold",
    		"WOMAN_walkpro",
    		"WOMAN_walksexy",
    		"WOMAN_walkshop",
    		"XPRESSscratch"
    	}
    
    }
    
    addEventHandler("onClientResourceStart", resourceRoot,
    	function()
    
    		animTable.ifp["block"] = "ped"
    		animTable.ifp["ifp"] = engineLoadIFP("ped.ifp", animTable.ifp["block"])
    
    		for _, v in ipairs(animTable.anims) do
    			engineReplaceAnimation(localPlayer, "ped", v, animTable.ifp["block"], v)
    		end
    
    	end
    )
    
    
    local customBlockName = "Colt455"
    colt45Animations = {
    		"2guns_crouchfire",
    		"colt45_crouchfire",
    		"colt45_crouchreload",
    		"colt45_fire",
    		"colt45_fire_2hands",
    		"colt45_reload",
    		"sawnoff_reload"
    	}
    	
    	
    	local IFP = engineLoadIFP( "colt45.ifp", customBlockName )
    	
    	if IFP then
    		for i,v in pairs(colt45Animations) do
    			engineReplaceAnimation( localPlayer, "colt45", v, customBlockName, v )
    		end
    	else
    		print('Failed to load - ','colt45.ipf')
    	end
    

     

  4. Tenho um script aqui de gasolina, só ele a bicicleta ta com gasolina, como faço para colocar, para não reconhecer tais veiculos?

    Qual função eu posso usar?

     

    factor = 0.03
    
    function createVehicles(player)
    	for i,v in ipairs(getElementsByType("vehicle")) do
    		fuel = math.random(10,25)
    		setElementData(v, "fuel", fuel)
    	end
    end
    
    function processFuel(player)
    	for i,v in ipairs(getElementsByType("vehicle")) do
    		local fuel = getElementData(v, "fuel") or math.random(10,25)
    		if (getVehicleEngineState(v) and fuel > 0 ) then
    			fuel = fuel - factor
    		end
    		if (fuel <= 0.99) then
    			fuel = 0
    			setVehicleEngineState(v, false)
    			
    		end
    		setElementData(v, "fuel", fuel)
    	end
    end
    
    createVehicles()
    setTimer(processFuel, 1000, 0)

     

  5. Boa tarde, como faço uma verificação se um player está em um veiculo ou não???

    No meu caso, eu quero para que, se um player estiver em um veiculo, quero que apareça o Radar, agora se o player nao estiver em um veiculo, nao aparecer radar!

    Posso usar o que neste caso?

  6. Bom, criei um "complemento" para um hud já existente, mas ele foi criado em uma pasta diferente.

    Então, criei a hud, estava funcionando(minha resolução 1280x720), so que, quando testo em outras resoluções(1366x766; 1360;760; etc) ela buga ( https://prnt.sc/mm5y2w aqui ela está em 1366x768)

    Qual pode ser o erro?

    Segue abaixo: 

    
    local screenW, screenH = guiGetScreenSize()
    local resW, resH = 1366, 768
    local x, y =  ( screenW/resW ), ( screenH/resH )
    
    function drawHUD()
            local estrelasprocurado = getPlayerWantedLevel (localPlayer)
            local ArmaAtual = getPedWeapon(localPlayer)
            local MunicaoPente = getPedAmmoInClip (localPlayer)
            local MunicaoTotal = getPedTotalAmmo (localPlayer)
    
            dxDrawImage(x*0.8430, y*0.0375, x*0.2000, y*0.1778, ":[BR]HUDRPComplemento/img/"..ArmaAtual..".png", 0, 0, 0, tocolor(255, 255, 255, 255), false)
            dxDrawRectangle(x*1142, y*187, x*80, y*0, tocolor(255, 255, 255, 255), false)
            dxDrawRectangle(x*0.8945, y*0.2014, x*0.1039, y*0.0306, tocolor(0, 0, 0, 109), false)
            dxDrawText("Munição: "..MunicaoPente.."/"..MunicaoTotal, x*1161, y*135, x*1268, y*177, tocolor(255, 255, 255, 255), 1.00, "default", "center", "center", false, false, false, false, false)
            dxDrawRectangle(x*0.7867, y*0.0431, x*0.0000, y*0.0306, tocolor(255, 255, 255, 255), false)
            dxDrawRectangle(x*0.7867, y*0.0431, x*0.1016, y*0.0306, tocolor(0, 0, 0, 84), false)
            dxDrawText("Estrelas: "..estrelasprocurado, x*1034, y*37, x*1114, y*51, tocolor(255, 255, 255, 255), x*0.98, "default", "center", "top", false, false, false, false, false)
            dxDrawRectangle(x*873, y*31, x*130, y*22, tocolor(0, 0, 0, 84), false)
            dxDrawText("Desempregado", x*898, y*37, x*961, y*51, tocolor(255, 255, 255, 255), x*0.95, "default", "left", "top", false, false, false, false, false)
            dxDrawLine(x*874, y*51, x*874, y*51, tocolor(255, 255, 255, 255), x*1, false)
            dxDrawLine(x*873, y*53, x*1002, y*53, tocolor(255, 255, 255, 255), x*1, false)
            dxDrawLine(x*1008, y*53, x*1137, y*53, tocolor(255, 255, 255, 255), x*1, false)
            dxDrawLine(x*1147, y*167, x*1276, y*167, tocolor(255, 255, 255, 255), x*1, false)
    end
    addEventHandler("onClientRender", getRootElement(), drawHUD)
    
    function toggleRadar()
    	if isVisible then
    		addEventHandler("onClientRender", root, drawHUD )
    	else
    		removeEventHandler("onClientRender", root, drawHUD )
    	end
    	isVisible = not isVisible
    end
    bindKey ("F11", "down", toggleRadar)
    
    
    
    local hudTable = 
    {
    "ammo",
    "armour",
    "clock",
    "health",
    "money",
    "weapon",
    "wanted",
    "area_name",
    "vehicle_name",
    "breath",
    "clock"
    }
    
    addEventHandler("onClientResourceStart", resourceRoot,
        function()
    	for id, hudComponents in ipairs(hudTable) do
    		showPlayerHudComponent(hudComponents, false)
    	end
        end
    )
    
    addEventHandler("onClientResourceStop", resourceRoot,
        function()
    	for id, hudComponents in ipairs(hudTable) do
    		showPlayerHudComponent(hudComponents, true)
    	end
        end
    )

     

×
×
  • Create New...