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Found 24 results

  1. 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.
  2. 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.
  3. 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 ?
  4. 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
  5. 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?
  6. 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!
  7. 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 :|
  8. 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
  9. 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 ?!)
  10. 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
  11. I want create custom weapons, anyone teach me to create custom weapons please
  12. 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
  13. 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
  14. 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?
  15. Hi guys! How can i create skins for a weapon? For example a default M4 and a Gold M4.
  16. I want to force the player to run and aim at the same time with machine guns. (M4, AK47)
  17. When a weapon has 0 bullets its disappeard, how to make the weapon stay in my hands even if I got no ammo?
  18. 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)
  19. 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
  20. 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?
  21. 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/
  22. Hi! This script makes possible to play a 3d sound (looped sound) by pressing the CTRL button, and stop the sound when the CTRL button is "up". Well, it has a really annoying sync bug. As you can see, there is a setElementData function in my client side script, that stores the sound element. When the player stops pressing the CTRL button then the script stops the sound with the stored element. Well the problem is that when another player press the CTRL button then the setElementData will be overwritted, and will cause really strange, annoying bugs. So the bug is: when player1 press CTRL, and after that player2 also press CTRL then the sound for player1 will not stop anymore, because player2 owerwrited the setElementData, when he pressed CTRL. Well, its not easy to explain, so i hope you understood me. Is the any way to avoid this owerwriting? or do i have to do this another way, without setElementData? Thanks in advance. client --start sound function start_fire_sound() if isPedInVehicle (localPlayer) then local veh = getPedOccupiedVehicle(localPlayer) if getElementModel(veh) == 476 then triggerServerEvent ( "start_fire_sound", resourceRoot, veh ) end end end bindKey("lctrl", "down", start_fire_sound) function start_fire_c(veh) local x,y,z = getElementPosition (veh) local sound_fire = playSound3D("files/fire.wav",x,y,z, true) setSoundMaxDistance( sound_fire, 500 ) setSoundVolume(sound_fire, 1) attachElements ( sound_fire, veh, 0,0,0 ) setElementData(localPlayer, "sound_fire", sound_fire) end addEvent( "start_fire_sound", true ) addEventHandler( "start_fire_sound", localPlayer, start_fire_c ) --stop sound function stop_fire_sound() if isPedInVehicle (localPlayer) then local veh = getPedOccupiedVehicle(localPlayer) if getElementModel(veh) == 476 then triggerServerEvent ( "stop_fire_sound", resourceRoot, veh ) end end end bindKey("lctrl", "up", stop_fire_sound) function stop_fire_sound_c(veh) local x,y,z = getElementPosition (veh) local sound_fire_lastshot = playSound3D("files/fire_lastshot.wav",x,y,z, false) setSoundMaxDistance( sound_fire_lastshot, 500 ) setSoundVolume(sound_fire_lastshot, 1) attachElements ( sound_fire_lastshot, veh, 0,0,0 ) local sound_fire = getElementData(localPlayer, "sound_fire") stopSound(sound_fire) end addEvent( "stop_fire_sound", true ) addEventHandler( "stop_fire_sound", localPlayer, stop_fire_sound_c ) server function start_fire_sound(veh) triggerClientEvent ("start_fire_sound", getRootElement(), veh) end addEvent( "start_fire_sound", true ) addEventHandler( "start_fire_sound", getRootElement(), start_fire_sound ) function stop_fire_sound(veh) triggerClientEvent ("stop_fire_sound", getRootElement(), veh) end addEvent( "stop_fire_sound", true ) addEventHandler( "stop_fire_sound", getRootElement(), stop_fire_sound )
  23. Buenas, quisiera saber si es posible apuntar (que aparezca la mira y todo) sin necesidad de tener un arma en la mano. Quiero hacer un sistema de armas (explicado en otro post) con createWeapon y attachElement. Por el momento coloca el arma en la mano, pero quiero saber como hacer para que el personaje apunte, sin necesidad de tener un arma "oficial" en la mano... ¿Existe alguna manera? - Gracias de antemano. + Añadiendo a eso, quisiera también saber como hacer que el personaje tena una animación (la de tener el arma, en el caso de ser pesada) y poder caminar. Eso nunca me aclararon como hacerlo
  24. Hello guys! You may know that the cop peds in GTA SA singleplayer hold the pistol (Colt45) in a different way than gang members and the player himself. So I searched a little bit and found this: https://bugs.multitheftauto.com/view.php?id=7345 However, I don't know how soon this will be implemented. My question is, is there any way right now of making the player hold ONE 9mm pistol with TWO hands, like a singleplayer cop? I already tried some things (setWeaponProperty() and setPedAnimation()) but None of these really worked (setWeaponProperty() makes the player shoot the pistol in the air and setPedAnimation() makes the cop colt Animation, but AFTER the shot). Could anyone help me? I'm pretty down because I need just THIS Feature for a RPG script and I don't think that the suggestion I posted above will be implemented in near future... Regards DeValdi