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Found 28 results

  1. QUERIA SABER SE TEM COMO MUDAR AS PROPRIEDADES DE UMA ARMA NO MTA POR EXEMPLO.: COLOCAR AS MESMA FUNÇÕES DA M4 ATIRAR, MODO DE ANDAR, MIRAR ETC... NO LANÇA CHAMAS OU RPG OU BASTÃO OU EM OUTRA ARMA ! I WANTED TO KNOW IF YOU HAVE TO CHANGE THE PROPERTIES OF A WEAPON IN THE MTA FOR EXAMPLE: PUT THE SAME FUNCTIONS OF THE M4 SHOOT, WAY OF MOVING, AIMING ETC ... IN FLAME OR RPG OR BAT OR OTHER WEAPON!
  2. Selam. MTA sunucuları basite indirgenmiş "Araç,Karakter,Silah,Blip (Haritada Simge),Kodlu Kapı,3D Ses" oluşturucu programımı bitirip sizlerle paylaşmak istedim. Klasörleri programın çalıştığı dizine oluşturur. Araç ve Silah ID'leri isimleri ile beraber sizin için hazır olarak ComboBox'a eklenmiştir. Programa dair görüntüler; VirusTotal: https://www.virustotal.com/#/file/ab64043693b44cec50caa1358bc7b6fe279758f5962b08cbded351fb706a1d5a/detection Link: http://link.tl/1jzJ9 Programın sorunlarını ve eksik bulduğunuz kısımları bildirirseniz mutlu olurum.
  3. I've made a server-type .Lua that should apply several 'setWeaponProperties' to the weapons. It works for some weapons, but not for others. For example, I've set the Deagle (replaced with a 6 bullet drum) to 'maxiumum_clip_ammo' = 6. This works correctly. However, with other weapons, it doesn't. Here's the script: function weaponProps () -- M9 -- setWeaponProperty(22, "pro", "maximum_clip_ammo", 14) -- Revolver -- setWeaponProperty(24, "pro", "maximum_clip_ammo", 6) -- Shotgun -- setWeaponProperty(25, "pro", "maximum_clip_ammo", 7) -- Uzi -- setWeaponProperty(28, "pro", "maximum_clip_ammo", 30) -- AKMS -- setWeaponProperty(30, "pro", "maximum_clip_ammo", 35) -- G36 -- setWeaponProperty(31, "pro", "maximum_clip_ammo", 40) -- Kar -- setWeaponProperty(33, "pro", "maximum_clip_ammo", 5) -- Mosin -- setWeaponProperty(34, "pro", "maximum_clip_ammo", 1) end addEventHandler ("onResourceStart", getRootElement(), weaponProps) Essentially, it runs as soon as the resource is started. As a beginner's test, I'm only modifying the max ammo clip. It works for: - Deagle (Revolver) - Shotgun - AK-47 (AKMS) - M4 (G36) - Rifle (Kar) - Sniper (Mosin) It doesn't work for: - Colt (M9) - UZI
  4. I've been messing around with 'setWeaponProperty' in order to understand how it works. I changed how the deagle is handled. Decided to undo the changes and, upon resetting everything, the weapon bugged. Image Any script with 'setWeaponProperty' has been removed, and the resource has been stopped and removed from metaserver.conf. Fixed after several restarts and total wipe of downloaded resources.
  5. Estou tentando fazer um script de recuo que funcione de forma mais realista mexendo o eixo Z também, porém da forma que tentei fazer não funcionou, se alguém puder me dar uma ajuda fico grato. local weap = {shot=false,timer=false} addEventHandler("onClientPlayerWeaponFire", localPlayer, function() local rot = getPedCameraRotation(localPlayer) if (isTimer(weap.timer)) then killTimer(weap.timer); end if (not weap.shot) then setCameraMatrix (x, y-0.2, z+0.3, lx, ly, lz) setCameraTarget ( localPlayer ) weap.shot = true weap.timer = setTimer(setPedCameraRotation, 50, 1, localPlayer, -(rot+0.28)) else setCameraMatrix (x, y+0.2, z+0.3, lx, ly, lz) setCameraTarget ( localPlayer ) weap.shot = false weap.timer = setTimer(setPedCameraRotation, 50, 1, localPlayer, -(rot-0.28)) end end)
  6. Preciso que quando o player pegue determinada arma na mão o dx fica visible e quando ele coloca outra arma diferente daquela em sua mão o dx fica invisível, como posso fazer isso ? Se puderem me informar como consigo colocar apenas 2 linhas de escrito no canto direito da tela em qualquer resolução me ajudaria demais, desde já agradeço! PS: Nunca fiz um DX.
  7. Sorry by my english. I need to get a value with the whole number of weapons the player has. (Whole Number from player's weapon). I'm trying to do this, but with no sucess: function getPedWeapons(ped) local playerWeapons = {} if ped and isElement(ped) and getElementType(ped) == "ped" or getElementType(ped) == "player" then for i=2,9 do local wep = getPedWeapon(ped,i) if wep and wep ~= 0 then table.insert(playerWeapons,wep) end end else return false end return playerWeapons end function SaberArmas (player) outputChatBox("Armas (Caso tenha armas elas serão listadas abaixo!)",player,255,0,0) for i,wep in ipairs(getPedWeapons(player)) do outputChatBox("Você tem: " .. getWeaponNameFromID(wep),player,0,255,0) end end addEventHandler("onMarkerHit", MarkerInfo, SaberArmas) The script is making a list not a Whole Number. Someone can help me ?
  8. Gente eu to criando um script e sou novato com programação em Lua queria saber se existe algum codigo, algum jeito de mudar o estilo de segurar da arma no caso o estilo de mira. Um exemplo seria fazer o jogador segurar a colt 45 como se fosse a desert eagle. Nessa foto ai o policial segura uma COLT como se fosse uma DESERT eu queria algo assim pros players
  9. Ola gente, então eu to tentando criar um script e me deparei com um problema pra resolver eu iria precisar fazer com que uma certa arma n atirasse ou conseguisse ficar com ela na mão munição. Alguem sabe me dizer se isso é possivel?
  10. 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!
  11. Here is the "nemesis" script: function boss ( ) Nemesis = exports [ "slothBot" ]:spawnBot ( -1935.5480957031, 665.44055175781, 47.0, 90, 312, 0, 0, Nemesis, 0, "chasing", true ) exports.extra_health:setElementExtraHealth ( Nemesis, 2500 ) outputChatBox ("Nemesis!!!") myBlip = (createBlipAttachedTo ( Nemesis, 23 )) setElementData ( Nemesis, "nemesis", true ) end addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), boss ) In which line and what should I add to make the slothbot (nemesis) have any weapon? Please help :|
  12. 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
  13. MTA • Звездный Десант. Вас на нашем проекте будут ждать: а) арахниды - основной боевой материал пауков; б) летающие пауки - арахниды с возможностью полета и истребления летательной техники в) альфа жуки - арахниды которые в разы сильнее обычных жуков г) жуки плазмоиды - система пво жуков. д) танкер - жук который поливает все живое огнем. и многие другие виды. - Огромный звездолет - Крейсер Роджер Янг - Уникальная погода - Уникальное оружие - Уникальное и не повторяющееся сопоставление нескольких планет: а) марс б) нептун Работа над проектом идет полным ходом! Вы уже можете посетить наш сервер. ◘ Хороший паук - мертвый паук Открытие сервера состоялось 1.03.2019года. Уже сейчас все перечисленное выше. Например, - система бронирования своя (на данный момент состоит из 12 сборных частей брони). В настоящее время идет работа над дополнительными видами, которые позволят сделать около 30 различных видов каждой детали бронекостюмы, что позволит максимально кастомизировать вашего персонажа) - Квестовая система, где Игровые НПС помогут вам освоить наш проект. Наша группа в ВК: https://vk.com/desertolive Ип адрес проекта: 212.76.128.66:10084 П.с. как говорится убивай всех у кого больше двух ног! Не давай им пощады! Вы же хотите чтобы Вас помнили ?!)
  14. Help! How to disable weapon muzzle (fire) from replaced weapons? I even replaced the textures of the new weapon models in the txd workshop, but this did not help. I will be grateful
  15. I want create custom weapons, anyone teach me to create custom weapons please
  16. Hello! i triyin create a new script but u have some problems... the purpose of the script is get maximun stats of all weapons a every players in the spawn. I look the wiki but dont it doesnt help... Thanks
  17. Hello.... i need help. i starting scripting and i need support whit this script. function giveWeaponsOnPlayerSpawn (TheSpawnpoint, theTeam) giveWeapon (source, 26, 20) -- sawed-off and 20 ammo end addEventHandler ("onPlayerSpawn", getRootElement (), giveWeaponsOnSpawn) META: <meta> <script src="script.lua" type="server"/> <meta> ¿wich is the problem here? thanks
  18. Hello community! I'm developing a "different textures in the same gun" project, but I need to replace the original model with a transparent DFF and TXD, but I do not have it. Could any of you pass me the transparent DFF and TXD so I can replace it with the weapons model?
  19. Hi guys! How can i create skins for a weapon? For example a default M4 and a Gold M4.
  20. I want to force the player to run and aim at the same time with machine guns. (M4, AK47)
  21. When a weapon has 0 bullets its disappeard, how to make the weapon stay in my hands even if I got no ammo?
  22. El Colorado

    Need help,

    Hello , I have quick question. How to add more weapon properties ?? Because when I try to add flag 0x000010 it doesn't work. So how ? addEventHandler("onResourceStart", resourceRoot, -- resourceRoot == the resource that just started (this resource) function () setWeaponProperty("ak-47", "poor", "flags", 0x000020) end)
  23. function buyWeapon(thePlayer, command) local mycoins = exports.coinsystem:getPlayerCoin(thePlayer) if (mycoins >= 1) then giveWeapon(thePlayer, 31, 2000) exports.coinsystem:takePlayerCoin(thePlayer, prize) outputChatBox("you bought a M4.", thePlayer, 0, 255, 0, false) else outputChatBox("you don't have enough coins!", thePlayer, 255, 0, 0, false) end end addCommandHandler("buyw", buyWeapon) i got this error: xy.lua:17: attempt to compare number with nil
  24. function fvalt( prevSlot, newSlot ) if getElementData (target, "greenzone") then setPedWeaponSlot(source,0) end end addEventHandler ( "onClientPlayerWeaponSwitch", localPlayer, fvalt ) i added this to a greenzones script, but this doesn't working, why?
  25. i downloaded a freeroam, in wich it was missing giveweapon button, and panel, i added from the default freeroam script, but doesn't working, does not give weapons how to fix this? /sorry for my bad English:c/