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Yamamoto

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Everything posted by Yamamoto

  1. weed = {} -- creamos una tabla para almacenar las compras function buyWeed () local money = getPlayerMoney( source ) if not weed[source] then -- comprobamos que no tengo una compra ya hecha if money >= 180 then local player = source weed[player] = true -- añadimos la compra a la tabla setPedAnimation(player ,"DEALER", "shop_pay") takePlayerMoney(player, 180) animTimers[player] = setTimer(startSmokingWeed,4500, 1, player) else outputChatBox( "Vuelve cuando tengas el dinero",source,200,0,0) end else outputChatBox( "Ya compraste weed",source,200,0,0) end end addEvent("buyWeed", true) addEventHandler("buyWeed", root, buyWeed) function startSmokingWeed(player) weed[player] = nil -- en tu funcion startSmokingWeed añade esta linea que elimina la compra end
  2. first you need to add the variable in your function function rotateobj(obj) local orx, ory, orz = getElementRotation(obj) setElementRotation(obj, orx, ory, orz+1) end and then export local obj = createObject(1947, 193.71983, -105.13480, 1.54872-1) exports["rotobj"]:rotateobj(obj)
  3. Is there a way to make a normal vehicle have the properties of a tank? when another vehicle hits you, don't stop it or exploit yourself directly
  4. como creas la dicha zona con un colShape ? si es así deberías usar onColShapeLeave y takeWeapon
  5. which way is more efficient for a trigger triggerClientEvent(root, "....", root) or for k, player in ipairs(getElementsByType("player")) do triggerClientEvent(player, "....", player) end
  6. Is it possible to combine these two shaders so that a black and white blur comes out? texture texture0; float factor; sampler Sampler0 = sampler_state { Texture = (texture0); AddressU = MIRROR; AddressV = MIRROR; }; struct PSInput { float2 TexCoord : TEXCOORD0; }; float4 PixelShader_Background(PSInput PS) : COLOR0 { float4 sum = tex2D(Sampler0, PS.TexCoord); for (float i = 1; i < 3; i++) { sum += tex2D(Sampler0, float2(PS.TexCoord.x, PS.TexCoord.y + (i * factor))); sum += tex2D(Sampler0, float2(PS.TexCoord.x, PS.TexCoord.y - (i * factor))); sum += tex2D(Sampler0, float2(PS.TexCoord.x - (i * factor), PS.TexCoord.y)); sum += tex2D(Sampler0, float2(PS.TexCoord.x + (i * factor), PS.TexCoord.y)); } sum /= 9; sum.a = 1.0; return sum; } technique complercated { pass P0 { PixelShader = compile ps_2_0 PixelShader_Background(); } } technique simple { pass P0 { Texture[0] = texture0; } } // // blackwhite.fx // texture screenSource; sampler TextureSampler = sampler_state { Texture = <screenSource>; }; float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0 { float4 color = tex2D(TextureSampler, TextureCoordinate); float value = (color.r + color.g + color.b) / 3; color.r = value; color.g = value; color.b = value; return color; } technique BlackAndWhite { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }
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