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vilhem

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Posts posted by vilhem

  1. Hello
    I want to do something to give some money at some point.
    I mean, I'm interested in what I should use to access a certain date, for example: May 20, 2020; and then give the money.
    if (formatDate(........)) ?!

  2. Done.

    I finally put it that way. I went on Event

    Tks for All! ❤️ 

    local state = false 
    bindKey ( "F9", "down", 
        function ( ) 
            state = ( not state ) 
            if ( state ) then 
                addEventHandler ( "onClientRender", getRootElement(), render )
    			showChat(true)
    			playToggleSound()
    			triggerEvent("accounts:settings:updateAccountSettings", localPlayer, "hide_hud", "1")
            else 
    			showChat(false)
    			playToggleSound()
                removeEventHandler ( "onClientRender", getRootElement(), render ) 
    			triggerEvent("accounts:settings:updateAccountSettings", localPlayer, "hide_hud", "0")
            end 
        end 
    )

     

  3. This is code from resource radar!

    local sx, sy = guiGetScreenSize()
    
    -- Configuration
    
    local settings = {
        disableGTASAhealthbar = true,   -- disable GTASA's HUD health display
        disableGTASAarmorbar = true,    -- disable GTASA's HUD armour display
        disableGTASAoxygenbar = true,   -- disable GTASA's HUD oxygen display
        
        displayScale = 0.3*sy, -- width of radar (30% of screen width)
        aspectRatio = 3/2, -- 3:2 ratio, height is displayScale divided by this
        safeX = 0.025*sx, -- offset from left edge of screen
        safeY = 0.025*sy, -- offset from bottom edge of screen
    
        map = {
            image = "assets/world.jpg",
            alwaysRender = false, -- false = render only in interior world 0
            backgroundColor = tocolor(124, 167, 209), -- rendered behind map (water color)
        },
        bar = { -- generic health/armor/oxygen bar settings
            backgroundAlpha = 100,
            valueAlpha = 190,
        },
        healthbar = {
            colorOk = {102, 204, 102},
            colorLow = {200, 200, 0},
            colorCritical = {200, 0, 0},
        },
        armorbar = {
            color = {0, 102, 255},
        },
        oxygenbar = {
            alwaysRender = false, -- false = only when oxygen not full or player is in water
            color = {255, 255, 0},
        },
        blips = {
            enabled = true,
            sizeFactor = 12,
            northBlip = true,
            drawProjectiles = true,
            projectilesAll = false,
            projectileColor = tocolor(255, 0, 0)
        },
    }
    
    ---------------------------------------------------------------------------
    -- Do not modify anything below unless you're sure of what you're doing. --
    ---------------------------------------------------------------------------
    
    -- Prepare rendertarget
    local rt = dxCreateRenderTarget(290, 290/settings.aspectRatio)
    local rtW, rtH = dxGetMaterialSize(rt)
    
    -- Prepare map image
    local map = dxCreateTexture(settings.map.image, "dxt5", true, "wrap")
    local mW, mH = dxGetMaterialSize(map)
    
    -- Precompute constants
    local mapScaleFactor = 6000/mW
    local mapDisplayWidth = settings.displayScale
    local mapDisplayHeight = settings.displayScale / settings.aspectRatio
    
    local armorBg = tocolor(settings.armorbar.color[1], settings.armorbar.color[2], settings.armorbar.color[3], settings.bar.backgroundAlpha)
    local armorVal = tocolor(settings.armorbar.color[1], settings.armorbar.color[2], settings.armorbar.color[3], settings.bar.valueAlpha)
    local oxygenBg = tocolor(settings.oxygenbar.color[1], settings.oxygenbar.color[2], settings.oxygenbar.color[3], settings.bar.backgroundAlpha)
    local oxygenVal = tocolor(settings.oxygenbar.color[1], settings.oxygenbar.color[2], settings.oxygenbar.color[3], settings.bar.valueAlpha)
    
    local function init()
    	showPlayerHudComponent("radar", false)
    	if settings.disableGTASAhealthbar then showPlayerHudComponent("health", false) end
    	if settings.disableGTASAarmorbar  then showPlayerHudComponent("armour", false) end
    	if settings.disableGTASAoxygenbar then showPlayerHudComponent("breath", false) end
    end
    addEventHandler("onClientResourceStart", resourceRoot, init)
    
    local function getMaxHealth(p)
        return 100 + (getPedStat(p, 24) - 569) / 4.31
    end
    
    local function getMaxOxygen(p)
        return 1000 + getPedStat(p, 225) * 1.5
    end
    
    local minVel = 0.3
    local minDist = 1
    local maxVel = 1
    local maxDist = 1/2
    local ratio = (maxDist-minDist)/(maxVel-minVel)
    local function getRadarRadius()
    	if not localPlayer.vehicle then
    		return minDist
    	else
    		if localPlayer.vehicle.vehicleType == "Plane" then
    			return maxDist
    		end
    		local speed = localPlayer.vehicle.velocity.length
    		if speed <= minVel then
    			return minDist
    		elseif speed >= maxVel then
    			return maxDist
    		end
    		local streamDistance = speed - minVel
    		streamDistance = streamDistance * ratio
    		streamDistance = streamDistance + minDist
    		return math.ceil(streamDistance)
    	end
    end
    
    -- Draws map to render target
    local function updateRT()
        dxSetRenderTarget(rt, true)
    
        if settings.map.alwaysRender or Camera.interior == 0 then
            local pos = Vector2(localPlayer.position)
            local X, Y = rtW/2 - (pos.x/mapZoomScale), rtH*(3/5) + (pos.y/mapZoomScale)
            dxDrawRectangle(0, 0, rtW, rtH, settings.map.backgroundColor) --render background
            local zmW, zmH = mW * getRadarRadius(), mH * getRadarRadius()
            dxDrawImage(X - (zmW)/2, Y - (zmH)/2, zmW, zmH, map, Camera.rotation.z, pos.x/mapZoomScale, -(pos.y/mapZoomScale), 0xFFFFFFFF)
        end
    
        dxSetRenderTarget()
    end
    
    -- Triggered on every frame
    function render()
        mapZoomScale = mapScaleFactor / getRadarRadius()
        if (not isPlayerMapVisible()) then
            updateRT()
    
            local offset = 5
    
            -- Calculations
            local barsHeight = 10
            local barsWidth = mapDisplayWidth
    
            local radarWidth = mapDisplayWidth + offset + offset
            local radarHeight = mapDisplayHeight + offset + barsHeight + offset + offset
            local radarLeft = settings.safeX
            local radarTop = sy - settings.safeY - radarHeight
            
            local mapWidth = mapDisplayWidth
            local mapHeight = mapDisplayHeight
            local mapLeft = radarLeft + offset
            local mapTop = radarTop + offset
    
            local barsLeft = radarLeft + offset
            local barsTop = radarTop + offset + mapHeight + offset
            local barsOffset = 5
    		
            -- Draw radar
            dxDrawRectangle(radarLeft, radarTop, radarWidth, radarHeight, tocolor(0, 0, 0, 175))
            dxSetBlendMode("add")
            dxDrawImage(mapLeft, mapTop, mapWidth, mapHeight, rt, 0, 0, 0, tocolor(255, 255, 255, 150))
            dxSetBlendMode("blend")
    
            -- Calculate percentage values
            local health = getElementHealth(localPlayer) / getMaxHealth(localPlayer)
            local armor = getPedArmor(localPlayer) / 100
            local oxygen = getPedOxygenLevel(localPlayer) / getMaxOxygen(localPlayer)
    
            -- Compute healthbar color
            local r, g, b = settings.healthbar.colorOk[1], settings.healthbar.colorOk[2], settings.healthbar.colorOk[3]
            if health >= 0.25 then
                interpolateBetween(
                    settings.healthbar.colorOk[1], settings.healthbar.colorOk[2], settings.healthbar.colorOk[3],
                    settings.healthbar.colorLow[1], settings.healthbar.colorLow[2], settings.healthbar.colorLow[3],
                    math.floor(health*20)/10, "InOutQuad"
                )
            else
                r, g, b = interpolateBetween(
                    settings.healthbar.colorCritical[1], settings.healthbar.colorCritical[2], settings.healthbar.colorCritical[3],
                    settings.healthbar.colorLow[1], settings.healthbar.colorLow[2], settings.healthbar.colorLow[3],
                    math.floor(health*20)/10, "InOutQuad"
                )
            end
            local healthBg = tocolor(r, g, b, 100)
            local healthVal = tocolor(r, g, b, 190)
    
            -- Draw health bar
            local healthbarLeft = barsLeft
            local healthbarWidth = barsWidth/2 - barsOffset/2
    
            dxDrawRectangle(healthbarLeft, barsTop, healthbarWidth,        barsHeight, healthBg)
            dxDrawRectangle(healthbarLeft, barsTop, healthbarWidth*health, barsHeight, healthVal)
    
            if settings.oxygenbar.alwaysRender or (oxygen < 1 or isElementInWater(localPlayer)) then
                -- draw armor bar
                local armorLeft = barsLeft + barsWidth/2 + barsOffset/2
                local armorWidth = barsWidth/4 - barsOffset
    
                dxDrawRectangle(armorLeft, barsTop, armorWidth,       barsHeight, armorBg)
                dxDrawRectangle(armorLeft, barsTop, armorWidth*armor, barsHeight, armorVal)
                
                -- draw oxygen bar
                local oxygenLeft = barsLeft + barsWidth/2 + barsWidth/4 + barsOffset/2
                local oxygenWidth = barsWidth/4 - barsOffset/2
    
                dxDrawRectangle(oxygenLeft, barsTop, oxygenWidth,        barsHeight, oxygenBg)
                dxDrawRectangle(oxygenLeft, barsTop, oxygenWidth*oxygen, barsHeight, oxygenVal)
            else
                -- draw armor bar (extended length)
                local armorLeft = barsLeft + barsWidth/2 + barsOffset/2
                local armorWidth = barsWidth/2 - barsOffset/2
    
                dxDrawRectangle(armorLeft, barsTop, armorWidth,       barsHeight, armorBg)
                dxDrawRectangle(armorLeft, barsTop, armorWidth*armor, barsHeight, armorVal)
            end
    
            local rx, ry, rz = getElementRotation(localPlayer)
            local centerX, centerY = mapWidth/2, mapHeight*(3/5)
    
            -- Draw heat-seeking rockets targeting the local player
            if settings.blips.drawProjectiles then
                for k, v in ipairs(getElementsByType("projectile")) do
                    local blipPos = v.position
                    local dist = (localPlayer.position - v.position).length
                    if v.dimension == localPlayer.dimension and v.interior == Camera.interior and (settings.blips.projectilesAll or v.target == localPlayer or (localPlayer.vehicle and v.target == localPlayer.vehicle)) then
                        local radius = dist/mapZoomScale
                        local direction = math.atan2(v.position.x - localPlayer.position.x, v.position.y - localPlayer.position.y) + math.rad(Camera.rotation.z)
                        local blipX, blipY = centerX + math.sin(direction) * radius, centerY - math.cos(direction) * radius
                        if blipX >= 0 and blipX <= mapWidth and blipY >= 0 and blipY <= mapHeight then
                            local path = "assets/blips/0.png"
                            local blipColor = settings.blips.projectileColor
                            local blipSize = settings.blips.sizeFactor
                            dxDrawImage(mapLeft + blipX - blipSize/2, mapTop + blipY - blipSize/2, blipSize, blipSize, path, 0, 0, 0, blipColor)
                        end
                    end
                end
            end
    
            -- Draw blips
            for k, v in ipairs(getElementsByType("blip")) do
                local blipPos = v.position
                local dist = (localPlayer.position - v.position).length
                local maxdist = v.visibleDistance
    
                if dist <= maxdist and v.dimension == localPlayer.dimension and v.interior == Camera.interior then
                    local radius = dist/mapZoomScale
    
                    local direction = math.atan2(v.position.x - localPlayer.position.x, v.position.y - localPlayer.position.y) + math.rad(Camera.rotation.z)
    
                    local blipX, blipY = centerX + math.sin(direction) * radius, centerY - math.cos(direction) * radius
    
                    local blipX = math.max(0, math.min(blipX, mapWidth)) -- clamp position between 0 and mapWidth
                    local blipY = math.max(0, math.min(blipY, mapHeight)) -- clamp position between 0 and mapHeight
    
                    local blipRot = getElementData(v, "blipRotation") or 0
                    if type(blipRot) ~= "number" then
                        blipRot = 0
                    end
                    
                    local path = "assets/blips/"..v.icon..".png"
                    do
                        local custom = getElementData(v, "customIcon")
                        if custom and custom:sub(1, 1) == ":" then
                            path = custom
                        elseif custom then
                            path = "assets/blips/"..custom..".png"
                        end
                    end
                    local blipColor = (type(v.icon) == "number" and v.icon >= 1 and v.icon <= 63) and 0xFFFFFFFF or tocolor(getBlipColor(v))
                    local blipSize = v.size * settings.blips.sizeFactor
                    dxDrawImage(mapLeft + blipX - blipSize/2, mapTop + blipY - blipSize/2, blipSize, blipSize, path, blipRot, 0, 0, blipColor)
                end
            end
    
            -- Draw north blip
            if settings.blips.northBlip then
                local direction = math.rad(-Camera.rotation.z + 180)
                local radius = math.sqrt((mapWidth/2)^2 + (mapHeight*(3/5))^2)
                local blipX, blipY = centerX + math.sin(direction) * radius, centerY + math.cos(direction) * radius
                local blipX = math.max(0, math.min(blipX, mapWidth)) -- clamp position between 0 and mapWidth
                local blipY = math.max(0, math.min(blipY, mapHeight)) -- clamp position between 0 and mapHeight
                
                local path = "assets/blips/4.png"
                local blipColor = 0xFFFFFFFF
                local blipSize = 2 * settings.blips.sizeFactor
                dxDrawImage(mapLeft + blipX - blipSize/2, mapTop + blipY - blipSize/2, blipSize, blipSize, path, 0, 0, 0, blipColor)
            end
    
            -- Draw local player blip
            local blipSize = 2 * settings.blips.sizeFactor
            dxDrawImage(mapLeft + centerX - blipSize/2, mapTop + centerY - blipSize/2, blipSize, blipSize, "assets/player.png", Camera.rotation.z-localPlayer.rotation.z, 0, 0)
        end
    end
    addEventHandler("onClientRender", root, render, false)

     

  4. Hi. I have a small problem, and I don't understand why! This GUI is created on Relatives.

    -- leasing
    	gui2["_root2"] = guiCreateStaticImage(0.37, 0.63, 0.25, 0.17, ":resources/window_body.png", true)
    	gui2["btnLeasing"] = guiCreateButton(0.44, 0.72, 0.12, 0.06, "Buy on leasing", true, gui2["_root2"]) -- 0.44, 0.72, 0.12, 0.06
    	--	
    	gui2["lblLeasing"] = guiCreateLabel(0.38, 0.64, 0.23, 0.03, "LEASING", true, gui2["_root2"]) -- 0.38, 0.64, 0.23, 0.03
        guiLabelSetHorizontalAlign(gui2["lblLeasing"], "center", false)
        guiLabelSetVerticalAlign(gui2["lblLeasing"], "center")
    	--
    	gui2["lblPrice"] = guiCreateLabel(0.41, 0.67, 0.16, 0.04, "Price: 200$ per hour", true, gui2["_root2"]) -- 0.41, 0.67, 0.16, 0.04
        guiLabelSetHorizontalAlign(gui2["lblPrice"], "center", false)
        guiLabelSetVerticalAlign(gui2["lblPrice"], "center")

     

    >>> image: https://ibb.co/cgh39jN :(

  5. hi guys

    is there a variable that would destroy a resource for just one player? I need a radar system. not working "showPlayerHudComponent (" radar ", false)"
    ex:
    enable hud = active resource
    disable hud = disable resource

    a variable on the player, not for everyone

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