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Found 5 results

  1. Gostaria de Saber,Como Usar o ToggleControl para Desativar O Tiro de uma Arma.
  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. Pessoal preciso de um script de revistar arma quando um jogador de uma determinada ACL digitar o comando /revistararma (nome do jogador), apareceria para mim "Você está a procura de arma em (nome do jogador revistado)" e para todo mundo "O (nome do policial) está a procura de arma no jogador (nome do jogador revistado)"em seguida, apareceria no chat" O jogador (nome do jogador) está armado com:(nome das armas) ",se não estiver com nenhuma arma aparecerá, "O jogador (nome do jogador) não esta armado. Alguém poderia me ajudar por favor, eu não sei fazer script e eu preciso para o meu servidor.
  5. Bueno ise una arma que se le crea un objecto osea ala katana, lo que yo quiero hacer es que si no es la katana que no aparesca la funcion osea que si se agarra la katana si aparesca y si es otra arma por ejemplo una m4 el objecto no aparezca. function fire() local x, y, z = getElementPosition(localPlayer) fx4 = createObject ( 1337, 5540.6654, 1020.55122, 1240.545, 90, 0, 0 ) exports.bone_attach:attachElementToBone(fx4,localPlayer,12,-0.5,0,0.1,0,0,0) end addCommandHandler("fire", fire)