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مساعدة بمود رشاش يركب على سيارة


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السلام عليكم ورحمة الله وباركته

اخواني لدي مشكلة في مود رشاش المود جاهز حملته من الموقع بس الفكرة اني ابي اعدل عليه واخلي الرشاش تابت في خلف ال Bobcat

في سيارة بوب كات بس ابيه يركب وراء في الخلف الكود طويل لكن مو صعب انا حاولت اسوي attachElements

للرشاش والسيارة ولكن فشلت ف ارجوكم ساعدوني لاني والله احتاجه لسيرفري الخاص وبارك الله فيكم اخواني

Client :

inUse = false
inUse_s = false
inUse_s2 = false
inUse_s3 = false
w, h = guiGetScreenSize ()




function create_client(weapon,weapon2,weapon3)

local x,y,z = getElementPosition (weapon)
local weapon_c = createWeapon("minigun", x,y,z)
setElementCollisionsEnabled( weapon_c, false )
setWeaponState ( weapon_c, "ready" )
setElementAlpha ( weapon_c, 255 )
setWeaponFiringRate ( weapon_c , 60 )
setElementParent( weapon_c, weapon )
setWeaponProperty( weapon_c, "damage", 0)
setWeaponProperty ( weapon_c, "fire_rotation", 0, -27, -5.5 )
setWeaponProperty ( weapon_c, "weapon_range", 10000 )
setWeaponProperty ( weapon_c, "target_range", 10000 )
setWeaponClipAmmo( weapon_c, 250 )
setElementData ( weapon_c, "owner", player )
setElementData ( localPlayer, "gun", weapon_c )
attachElements ( weapon_c, weapon, 1.1, -0.12, 0.152, -6, 3, -2 )


local x,y,z = getElementPosition (weapon2)
local weapon_c2 = createWeapon("minigun", x,y,z)
setElementCollisionsEnabled( weapon_c2, false )
setWeaponState ( weapon_c2, "ready" )
setElementAlpha ( weapon_c2, 0 )
setWeaponFiringRate ( weapon_c2 , 60 )
setElementParent( weapon_c2, weapon2 )
setWeaponProperty( weapon_c2, "damage", 0)
setWeaponProperty ( weapon_c2, "fire_rotation", 0, -27, -5.5 )
setWeaponProperty ( weapon_c2, "weapon_range", 10000 )
setWeaponProperty ( weapon_c2, "target_range", 10000 )
setWeaponClipAmmo( weapon_c2, 250 )
setElementData ( weapon_c2, "owner", player )
setElementData ( localPlayer, "gun2", weapon_c2 )
attachElements ( weapon_c2, weapon2, 1.1, -0.12, 0.152, -6, 3, -2 )


local x,y,z = getElementPosition (weapon3)
local weapon_c3 = createWeapon("minigun", x,y,z)
setElementCollisionsEnabled( weapon_c3, false )
setWeaponState ( weapon_c3, "ready" )
setElementAlpha ( weapon_c3, 0 )
setWeaponFiringRate ( weapon_c3 , 60 )
setElementParent( weapon_c3, weapon3 )
setWeaponProperty( weapon_c3, "damage", 0)
setWeaponProperty ( weapon_c3, "fire_rotation", 0, -27, -5.5 )
setWeaponProperty ( weapon_c3, "weapon_range", 10000 )
setWeaponProperty ( weapon_c3, "target_range", 10000 )
setWeaponClipAmmo( weapon_c3, 250 )
setElementData ( weapon_c3, "owner", player )
setElementData ( localPlayer, "gun2", weapon_c3 )
attachElements ( weapon_c3, weapon3, 1.1, -0.12, 0.152, -6, 3, -2 )
end
addEvent("createRealWeapon", true)
addEventHandler("createRealWeapon",root, create_client)









function enterMG()
	if inUse == true then
		setTimer ( exitMG, 100, 1)
	else
		if not isPedInVehicle(localPlayer) and inUse == false then
			local text = getElementData ( localPlayer, "text" )
			if isElement(text) then
			inUse = true
			setElementAlpha ( localPlayer, 0 )
			triggerServerEvent ( "attachPlayerToMG", localPlayer)
			addEventHandler('onClientRender', root, renderVehCross )
			addEventHandler('onClientRender', root, updatePlayerWeapon )
			toggleCockpitView()					
			destroyElement(text)
			local text2 = guiCreateLabel  ( 0.470, 0.32, 4, 2, "Press USE [G] to drop", true )
			guiSetFont ( text2, "default-bold-small" )
			setElementData (localPlayer, "text2", text2)
			end 
		end
	end
end
bindKey ( "g", "down", enterMG)



--1
function inUse_server()
inUse_s = true
end
addEvent("inUse_server", true)
addEventHandler("inUse_server",getRootElement(), inUse_server)

function noUse_server()
inUse_s = false
end
addEvent("noUse_server", true)
addEventHandler("noUse_server",getRootElement(), noUse_server)

--2
function inUse_server2()
inUse_s2 = true
end
addEvent("inUse_server2", true)
addEventHandler("inUse_server2",getRootElement(), inUse_server2)

function noUse_server2()
inUse_s2 = false
end
addEvent("noUse_server2", true)
addEventHandler("noUse_server2",getRootElement(), noUse_server2)

--3
function inUse_server3()
inUse_server3 = true
end
addEvent("inUse_server3", true)
addEventHandler("inUse_server3",getRootElement(), inUse_server3)

function noUse_server3()
noUse_server3 = false
end
addEvent("noUse_server3", true)
addEventHandler("noUse_server3",getRootElement(), noUse_server3)




function exitMG()
	inUse = false
	isEnabled = false
	setCameraTarget (localPlayer, localPlayer)
	removeEventHandler ("onClientPreRender", root, updateCamera)
	removeEventHandler ("onClientCursorMove", root, freecamMouse)
	removeEventHandler('onClientRender', root, updatePlayerWeapon )		
	removeEventHandler('onClientRender', root, renderVehCross )
	triggerServerEvent("detachPlayerFromMG", localPlayer)
	setElementAlpha ( localPlayer, 255 )
	local text2 = getElementData ( localPlayer, "text2" )
	destroyElement(text2)
	local text = guiCreateLabel( 0.470, 0.32, 4, 2, "Press USE [G] to use", true)
	guiSetFont ( text, "default-bold-small" )
	setElementData (localPlayer, "text", text)
	toggleControl ("fire", true)
	toggleCockpitView()
	end
addEvent("getOutFromMacineGun", true)
addEventHandler("getOutFromMacineGun",getRootElement(), exitMG)



function onWasted ()
	if inUse == true then
        inUse = false
        isEnabled = false
        setCameraTarget (localPlayer, localPlayer)
        removeEventHandler ( "onClientPreRender", root, updateCamera )
        removeEventHandler ( "onClientCursorMove", root, freecamMouse )
		removeEventHandler ( 'onClientRender', root, updatePlayerWeapon )		
		removeEventHandler ( 'onClientRender', root, renderVehCross )
	    triggerServerEvent ( "detachPlayerFromMG", localPlayer )
		setElementAlpha ( localPlayer, 255 )
		toggleControl ("fire", true)
		toggleCockpitView()
		
		local text = getElementData ( localPlayer, "text" )
		local text2 = getElementData ( localPlayer, "text2" )
		local img = getElementData ( localPlayer, "img" )
		destroyElement(text)
		destroyElement(text2)
		destroyElement(img)
	end
end
addEventHandler ( "onClientPlayerWasted", getLocalPlayer(), onWasted )

function onDemage()
	if inUse == true then
		setPedAnimationProgress(localPlayer, "SilenceCrouchfire", 0.7)
		triggerServerEvent ( "demage_anim", localPlayer)
	end
end
addEventHandler ( "onClientPlayerDamage", getLocalPlayer(), onDemage )







function renderVehCross ()
	if inUse == true then
		dxDrawImage (w/2-34, h/2-38,68,68,"files/crosshair.png",0,0,0)
		setCameraFieldOfView("player",70)
	else
		removeEventHandler('onClientRender', root, renderVehCross )
	end
end

















function fireCustomVehWeapon ()
	if inUse == true then
		local px,py,pz = getElementPosition (localPlayer)
		local x,y,z = getWorldFromScreenPosition ( w/2, h/2, 50 )
		setElementData ( localPlayer, "attachedToWeapon_aim", {x,y,z} )
		setElementData ( localPlayer, "attachedToWeapon_fire", true)
		setTimer ( updateWeaponTargetOnFire, 200, 1 )
		triggerServerEvent("fire_server", localPlayer, localPlayer,px,py,pz)
	end
end
bindKey ("mouse1", "down", fireCustomVehWeapon)


function updateWeaponTargetOnFire ()
if getKeyState ("mouse1") and inUse == true then

local x,y,z = getWorldFromScreenPosition ( w/2, h/2, 75 )
setElementData ( localPlayer, "attachedToWeapon_aim", {x,y,z} )

setTimer ( updateWeaponTargetOnFire, 100, 1 )
else
setElementData ( localPlayer, "attachedToWeapon_fire", false)
end
end



function fire_client(player,px,py,pz)
		local sound_mg = getElementData ( localPlayer, "sound_mg" )
		if not isElement(sound_mg) then
			local gun = getElementData ( localPlayer, "gun" )
			local aim = getElementData ( player, "attachedToWeapon_aim" )
			local x,y,z = getElementPosition (localPlayer)
			
			local sound_mg = playSound3D ( "files/mg.wav", px,py,pz, true )
			setSoundMaxDistance ( sound_mg, 500 )
			setWeaponState ( gun, "firing" )
			setWeaponTarget(gun, aim[1],aim[2],aim[3])
			setElementData ( localPlayer, "sound_mg", sound_mg )
			setTimer ( fireCustomWeapInTime, 50, 1, gun, player )
		end
		local sound_mg = getElementData ( localPlayer, "sound_mg" )
		if not isElement(sound_mg) then
			local gun = getElementData ( localPlayer, "gun2" )
			local aim = getElementData ( player, "attachedToWeapon_aim" )
			local x,y,z = getElementPosition ( gun )
			local sound_mg = playSound3D ( "files/mg.wav", x,y,z, true )
			setSoundMaxDistance ( sound_mg, 500 )
			setWeaponState ( gun, "firing" )
			setWeaponTarget(gun, aim[1],aim[2],aim[3])
			setTimer ( fireCustomWeapInTime, 50, 1, gun, player )
			setElementData ( localPlayer, "sound_mg", sound_mg )
		end
end
addEvent("fire_client", true)
addEventHandler("fire_client",getRootElement(), fire_client)

function fireCustomWeapInTime (gun, player)
	if isElement ( player ) and getElementData ( player, "attachedToWeapon_fire" ) then
		local aim = getElementData ( player, "attachedToWeapon_aim" )
		setWeaponTarget(gun, aim[1],aim[2],aim[3])
		timer = setTimer ( fireCustomWeapInTime, 100, 1, gun, player )
	else
		local sound_mg = getElementData ( localPlayer, "sound_mg" )
		local x,y,z = getElementPosition ( player )
		setWeaponState ( gun, "ready" )
		stopSound(sound_mg)
	end
end






function fire_client2(player,px,py,pz)
		local sound_mg2 = getElementData ( localPlayer, "sound_mg2" )
		if not isElement(sound_mg2) then
			local gun = getElementData ( localPlayer, "gun2" )
			local aim = getElementData ( player, "attachedToWeapon_aim" )
			local x,y,z = getElementPosition (localPlayer)
			
			local sound_mg2 = playSound3D ( "files/mg.wav", px,py,pz, true )
			setSoundMaxDistance ( sound_mg2, 500 )
			setWeaponState ( gun, "firing" )
			setWeaponTarget(gun, aim[1],aim[2],aim[3])
			setElementData ( localPlayer, "sound_mg2", sound_mg2 )
			setTimer ( fireCustomWeapInTime2, 50, 1, gun, player )
		end
		local sound_mg2 = getElementData ( localPlayer, "sound_mg2" )
		if not isElement(sound_mg2) then
			local gun = getElementData ( localPlayer, "gun2" )
			local aim = getElementData ( player, "attachedToWeapon_aim" )
			local x,y,z = getElementPosition ( gun )
			local sound_mg2 = playSound3D ( "files/mg.wav", x,y,z, true )
			setSoundMaxDistance ( sound_mg2, 500 )
			setWeaponState ( gun, "firing" )
			setWeaponTarget(gun, aim[1],aim[2],aim[3])
			setTimer ( fireCustomWeapInTime2, 50, 1, gun, player )
			setElementData ( localPlayer, "sound_mg2", sound_mg2 )
		end
end
addEvent("fire_client2", true)
addEventHandler("fire_client2",getRootElement(), fire_client2)

function fireCustomWeapInTime2 (gun, player)
	if isElement ( player ) and getElementData ( player, "attachedToWeapon_fire" ) then
		local aim = getElementData ( player, "attachedToWeapon_aim" )
		setWeaponTarget(gun, aim[1],aim[2],aim[3])
		timer = setTimer ( fireCustomWeapInTime2, 100, 1, gun, player )
	else
		local sound_mg2 = getElementData ( localPlayer, "sound_mg2" )
		local x,y,z = getElementPosition ( player )
		setWeaponState ( gun, "ready" )
		stopSound(sound_mg2)
	end
end






function fire_client3(player,px,py,pz)
		local sound_mg3 = getElementData ( localPlayer, "sound_mg3" )
		if not isElement(sound_mg3) then
			local gun = getElementData ( localPlayer, "gun3" )
			local aim = getElementData ( player, "attachedToWeapon_aim" )
			local x,y,z = getElementPosition (localPlayer)
			
			local sound_mg3 = playSound3D ( "files/mg.wav", px,py,pz, true )
			setSoundMaxDistance ( sound_mg3, 500 )
			setWeaponState ( gun, "firing" )
			setWeaponTarget(gun, aim[1],aim[2],aim[3])
			setElementData ( localPlayer, "sound_mg3", sound_mg3 )
			setTimer ( fireCustomWeapInTime3, 50, 1, gun, player )
		end
		local sound_mg3 = getElementData ( localPlayer, "sound_mg3" )
		if not isElement(sound_mg3) then
			local gun = getElementData ( localPlayer, "gun3" )
			local aim = getElementData ( player, "attachedToWeapon_aim" )
			local x,y,z = getElementPosition ( gun )
			local sound_mg3 = playSound3D ( "files/mg.wav", x,y,z, true )
			setSoundMaxDistance ( sound_mg3, 500 )
			setWeaponState ( gun, "firing" )
			setWeaponTarget(gun, aim[1],aim[2],aim[3])
			setTimer ( fireCustomWeapInTime3, 50, 1, gun, player )
			setElementData ( localPlayer, "sound_mg3", sound_mg3 )
		end
end
addEvent("fire_client3", true)
addEventHandler("fire_client3",getRootElement(), fire_client2)

function fireCustomWeapInTime3 (gun, player)
	if isElement ( player ) and getElementData ( player, "attachedToWeapon_fire" ) then
		local aim = getElementData ( player, "attachedToWeapon_aim" )
		setWeaponTarget(gun, aim[1],aim[2],aim[3])
		timer = setTimer ( fireCustomWeapInTime3, 100, 1, gun, player )
	else
		local sound_mg3 = getElementData ( localPlayer, "sound_mg3" )
		local x,y,z = getElementPosition ( player )
		setWeaponState ( gun, "ready" )
		stopSound(sound_mg3)
	end
end







function stop_client()
	if inUse == true then
		local x,y,z = getElementPosition (localPlayer)
		triggerServerEvent("ready_server", localPlayer, x,y,z)
	end
end
bindKey ("mouse1", "up", stop_client)

function stop(x,y,z)
local sound_lastshoot = playSound3D ( "files/mg_lastshoot.wav", x,y,z )
setSoundMaxDistance ( sound_lastshoot, 500 )
end
addEvent("ready_client", true)
addEventHandler("ready_client",getRootElement(), stop)








function createCol(posX,posY)
local col = createColCircle ( posX+1,posY, 0.9 ) 

addEventHandler ( "onClientColShapeHit", col, onHit )
addEventHandler ( "onClientColShapeLeave", col, onLeave )
end
addEvent("createCol", true)
addEventHandler("createCol",getRootElement(), createCol)

function onHit( theElement )
	if inUse_s == false then
		if ( theElement == getLocalPlayer() ) and not isPedInVehicle(localPlayer) and inUse == false then
			local text2 = getElementData ( localPlayer, "text2" )
			if not isElement(text2) then
			local text = guiCreateLabel( 0.470, 0.32, 4, 2, "Press USE [G] to use", true)
			local img = guiCreateStaticImage(0.57, 0.3, 0.09, 0.06, "files/mg42.png", true)
			guiSetFont ( text, "default-bold-small" )
			setElementData (localPlayer, "text", text)
			setElementData (localPlayer, "img", img)
		end
		end
	end
end

function onLeave( theElement )
	if ( theElement == getLocalPlayer() ) and not isPedInVehicle(localPlayer) and inUse == false then
		local text = getElementData ( localPlayer, "text" )
		local img = getElementData ( localPlayer, "img" )
		destroyElement(text)
		destroyElement(img)
	end
end








function createCol2(posX,posY)
local col2 = createColCircle ( posX+1,posY, 0.9 ) 

addEventHandler ( "onClientColShapeHit", col2, onHit2 )
addEventHandler ( "onClientColShapeLeave", col2, onLeave2 )
end
addEvent("createCol2", true)
addEventHandler("createCol2",getRootElement(), createCol2)

function onHit2(theElement)
	if inUse_s2 == false then
		if ( theElement == getLocalPlayer() ) and not isPedInVehicle(localPlayer) and inUse == false then
			local text2 = getElementData ( localPlayer, "text2" )
			if not isElement(text2) then
			local text = guiCreateLabel( 0.470, 0.32, 4, 2, "Press USE [G] to use", true)
			local img = guiCreateStaticImage(0.57, 0.3, 0.09, 0.06, "files/mg42.png", true)
			guiSetFont ( text, "default-bold-small" )
			setElementData (localPlayer, "text", text)
			setElementData (localPlayer, "img", img)
		end
		end
	end
end

function onLeave2(theElement)
	if ( theElement == getLocalPlayer() ) and not isPedInVehicle(localPlayer) and inUse == false then
		local text = getElementData ( localPlayer, "text" )
		local img = getElementData ( localPlayer, "img" )
		destroyElement(text)
		destroyElement(img)
	end
end





function createCol3(posX,posY)
local col3 = createColCircle ( posX+1,posY, 0.9 ) 

addEventHandler ( "onClientColShapeHit", col3, onHit3 )
addEventHandler ( "onClientColShapeLeave", col3, onLeave3 )
end
addEvent("createCol3", true)
addEventHandler("createCol3",getRootElement(), createCol3)

function onHit3(theElement)
	if inUse_s3 == false then
		if ( theElement == getLocalPlayer() ) and not isPedInVehicle(localPlayer) and inUse == false then
			local text2 = getElementData ( localPlayer, "text2" )
			if not isElement(text2) then
			local text = guiCreateLabel( 0.470, 0.32, 4, 2, "Press USE [G] to use", true)
			local img = guiCreateStaticImage(0.57, 0.3, 0.09, 0.06, "files/mg42.png", true)
			guiSetFont ( text, "default-bold-small" )
			setElementData (localPlayer, "text", text)
			setElementData (localPlayer, "img", img)
		end
		end
	end
end

function onLeave3(theElement)
	if ( theElement == getLocalPlayer() ) and not isPedInVehicle(localPlayer) and inUse == false then
		local text = getElementData ( localPlayer, "text" )
		local img = getElementData ( localPlayer, "img" )
		destroyElement(text)
		destroyElement(img)
	end
end










function causeCustomWeaponDamage(hitElement)
	if hitElement then
		local owner = getElementData(source,"owner")
				if getElementType ( hitElement ) == "vehicle" then
					triggerServerEvent ( "causeVehicleDamageFromMG", localPlayer, hitElement ) 
				end
			end
		end
addEventHandler("onClientWeaponFire", getRootElement(), causeCustomWeaponDamage)


function DamageToPlayersFromCustomWeapons(target)
    if target == localPlayer then
		setElementHealth ( target, getElementHealth(target) - 8 )
    end
end
addEventHandler("onClientWeaponFire", root, DamageToPlayersFromCustomWeapons)







 













function getPositionInfrontOfElement(x,y,rotation, meters)
    posX = x - math.sin(math.rad(rotation)) * meters
    posY = y + math.cos(math.rad(rotation)) * meters
    return posX, posY, posZ
end

function findRotation(x1,y1,x2,y2)
  local t = -math.deg(math.atan2(x2-x1,y2-y1))
  if t < 0 then t = t + 360 end;
  return t;
end

function getCameraRotation ()
    local px, py, pz, lx, ly, lz = getCameraMatrix()
    local rotz = 6.2831853071796 - math.atan2 ( ( lx - px ), ( ly - py ) ) % 6.2831853071796
    local rotx = math.atan2 ( lz - pz, getDistanceBetweenPoints2D ( lx, ly, px, py ) )
    rotx = math.deg(rotx)
    rotz = -math.deg(rotz)	
    return rotx, 180, rotz
end

function updatePlayerWeapon ()
	if inUse == true then
		local x, y, z, lx, ly, lz = getCameraMatrix ()
		local rot = findRotation ( x,y,lx,ly )
		local rot2_x, rot_y, rot2_z = getCameraRotation()
		setElementRotation ( localPlayer, 0, 0, rot, "default", true )
		triggerServerEvent ("rotatePlayerWeapon",localPlayer,rot,rot2_x)
	end
end















local root = getRootElement()
local localPlayer = getLocalPlayer()
local PI = math.pi

local isEnabled = false
local wasInVehicle = isPedInVehicle(localPlayer)

local mouseSensitivity = 0.1
local rotX, rotY = 0,0
local mouseFrameDelay = 0
local idleTime = 2500
local fadeBack = false
local fadeBackFrames = 50
local executeCounter = 0
local recentlyMoved = false
local Xdiff,Ydiff
local forceFadeBack = false

function toggleCockpitView()
    if (not isEnabled) then
        isEnabled = true
        addEventHandler ("onClientPreRender", root, updateCamera)
        addEventHandler ("onClientCursorMove",root, freecamMouse)
    else --reset view
        isEnabled = false
        setCameraTarget (localPlayer, localPlayer)
        removeEventHandler ("onClientPreRender", root, updateCamera)
        removeEventHandler ("onClientCursorMove", root, freecamMouse)
    end
end

function updateCamera ()
    if (isEnabled) then
	
	    local nowTick = getTickCount()
		
		-- check if the last mouse movement was more than idleTime ms ago
		if (wasInVehicle and recentlyMoved and not fadeBack and startTick and nowTick - startTick > idleTime) or forceFadeBack then
		    recentlyMoved = false
		    fadeBack = true
			if rotX > 0 then
			    Xdiff = rotX / fadeBackFrames
			elseif rotX < 0 then
			    Xdiff = rotX / -fadeBackFrames
			end
			if rotY > 0 then
			    Ydiff = rotY / fadeBackFrames
			elseif rotY < 0 then
			    Ydiff = rotY / -fadeBackFrames
			end
		end
		
		if fadeBack then
	    
	        executeCounter = executeCounter + 1
		
	        if rotX > 0 then
		        rotX = rotX - Xdiff
		    elseif rotX < 0 then
		        rotX = rotX + Xdiff
		    end
		
		    if rotY > 0 then
		        rotY = rotY - Ydiff
		    elseif rotY < 0 then
		        rotY = rotY + Ydiff
		    end
		
		    if executeCounter >= fadeBackFrames then
		        fadeBack = false
				executeCounter = 0
		    end
		
		end
		
        local camPosXr, camPosYr, camPosZr = getPedBonePosition (localPlayer, 6)
        local camPosXl, camPosYl, camPosZl = getPedBonePosition (localPlayer, 7)
        local camPosX, camPosY, camPosZ = (camPosXr + camPosXl) / 2, (camPosYr + camPosYl) / 2, (camPosZr + camPosZl) / 2
        local roll = 0
        
        inVehicle = isPedInVehicle(localPlayer)
        
		-- note the vehicle rotation
        if not inVehicle then
            local rx, ry, rz = getElementRotation(localPlayer)
            
            if wasInVehicle then
                rotX = rotX - math.rad(rz) --prevent camera from rotating when exiting a vehicle
            end
            cameraAngleX = rotX
            cameraAngleY = rotY
        end
        
        wasInVehicle = inVehicle
		
        local freeModeAngleZ = math.sin(cameraAngleY)
        local freeModeAngleY = math.cos(cameraAngleY) * math.cos(cameraAngleX)
        local freeModeAngleX = math.cos(cameraAngleY) * math.sin(cameraAngleX)

        -- calculate a target based on the current position and an offset based on the angle
        local camTargetX = camPosX + freeModeAngleX * 100
        local camTargetY = camPosY + freeModeAngleY * 100
        local camTargetZ = camPosZ + freeModeAngleZ * 100

        -- Work out the distance between the target and the camera (should be 100 units)
        local camAngleX = camPosX - camTargetX
        local camAngleY = camPosY - camTargetY
        local camAngleZ = 0 -- we ignore this otherwise our vertical angle affects how fast you can strafe

        -- Calulcate the length of the vector
        local angleLength = math.sqrt(camAngleX*camAngleX+camAngleY*camAngleY+camAngleZ*camAngleZ)

        -- Normalize the vector, ignoring the Z axis, as the camera is stuck to the XY plane (it can't roll)
        local camNormalizedAngleX = camAngleX / angleLength
        local camNormalizedAngleY = camAngleY / angleLength
        local camNormalizedAngleZ = 0

        -- We use this as our rotation vector
        local normalAngleX = 0
        local normalAngleY = 0
        local normalAngleZ = 1

        local normalX = (camNormalizedAngleY * normalAngleZ - camNormalizedAngleZ * normalAngleY)
        local normalY = (camNormalizedAngleZ * normalAngleX - camNormalizedAngleX * normalAngleZ)
        local normalZ = (camNormalizedAngleX * normalAngleY - camNormalizedAngleY * normalAngleX)
        camTargetX = camPosX + freeModeAngleX * 100
        camTargetY = camPosY + freeModeAngleY * 100
        camTargetZ = camPosZ + freeModeAngleZ * 100
		
        setCameraMatrix (camPosX, camPosY, camPosZ+0.2, camTargetX-140, camTargetY, camTargetZ, roll)
    end
end


function freecamMouse (cX,cY,aX,aY)
	

	if isCursorShowing() or isMTAWindowActive() then
		mouseFrameDelay = 5
		return
	elseif mouseFrameDelay > 0 then
		mouseFrameDelay = mouseFrameDelay - 1
		return
	end
	
	startTick = getTickCount()
	recentlyMoved = true
	if fadeBack then
	    fadeBack = false
		executeCounter = 0
	end
    local width, height = guiGetScreenSize()
    aX = aX - width / 2 
    aY = aY - height / 2
	
    rotX = rotX + aX * mouseSensitivity * 0.01745
    rotY = rotY - aY * mouseSensitivity * 0.01745

    local pRotX, pRotY, pRotZ = getElementRotation (localPlayer)
    pRotZ = math.rad(pRotZ)
    
	if rotX > PI then
		rotX = rotX - 2 * PI
	elseif rotX < -PI then
		rotX = rotX + 2 * PI
	end
	
	if rotY > PI then
		rotY = rotY - 2 * PI
	elseif rotY < -PI then
		rotY = rotY + 2 * PI
	end
    if isPedInVehicle(localPlayer) then
        if rotY < -PI / 4 then
            rotY = -PI / 4
        elseif rotY > PI/15 then
            rotY = PI/15
        end
    else
        if rotY < -PI / 4 then
            rotY = -PI / 4
        elseif rotY > PI / 2.1 then
            rotY = PI / 2.1
        end
    end
end











function fps()
if inUse == true then
toggleCockpitView()
end
end
--bindKey ( "mouse3", "down", fps)

function aim_in()
	if inUse == true then
	removeEventHandler('onClientRender', root, renderVehCross )
	addEventHandler('onClientRender', root, renderVehCross2 )
	else
    removeEventHandler('onClientRender', root, renderVehCross )
	end
end
--bindKey ("mouse2", "down", aim_in)


function aim_out()
	if inUse == true then
	removeEventHandler('onClientRender', root, renderVehCross2 )
	addEventHandler('onClientRender', root, renderVehCross )
	end
end
--bindKey ("mouse2", "up", aim_out)


function renderVehCross2 ()
	if inUse == true then
		dxDrawImage (w/2-28, h/2-32,58,58,"files/crosshair.png",0,0,0)
		setCameraFieldOfView("player",50)
	end
end



function replaceskin()
	txd = engineLoadTXD ( "files/m4.txd" )
	engineImportTXD ( txd, 356)
	dff = engineLoadDFF ( "files/m4.dff", 356)
	engineReplaceModel ( dff, 356)
end
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceskin)



addCommandHandler( "on",
function ()
    setDevelopmentMode ( true )
end
)

server :

--CREATING THE MG

function mg_pos()

createMG(-2861.9, 20.4, 8, 0, -10, 188)
createMG2(-2862.1, -65.5, 14.72, 0, -10, 188)
createMG3(-2743.2, 89.1, 15.1, 0, -10, 190)
end
addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), mg_pos)










--MG 1

function createMG(posX,posY,posZ,rotX,rotY,rotZ)
  mg = createObject ( 356, 0,0,0) 
  local weapon_base = createObject ( 1897, posX,posY,posZ,rotX,rotY,rotZ)
  local weapon = createObject ( 356, 0,0,0)  
  attachElements ( weapon, weapon_base, -0.55, 0, 1.75, 0, 0, 0)
  setElementData ( mg, "weapon_base", weapon_base)
  setElementData ( mg, "weapon", weapon) 
  setElementAlpha(weapon_base, 0)
  
  setTimer ( event, 500, 1 )
  setTimer ( col, 500, 1, posX,posY )
end

function col(posX,posY)
triggerClientEvent("createCol", root, posX,posY)

col_s = createColCircle ( posX,posY, 3 ) 
end



function createMG2(posX,posY,posZ,rotX,rotY,rotZ)
  mg2 = createObject ( 356, 0,0,0) 
  local weapon_base = createObject ( 1897, posX,posY,posZ,rotX,rotY,rotZ)
  local weapon = createObject ( 356, 0,0,0)  
  attachElements ( weapon, weapon_base, -0.55, 0, 1.75, 0, 0, 0)
  setElementData ( mg2, "weapon_base", weapon_base)
  setElementData ( mg2, "weapon", weapon) 
  setElementAlpha(weapon_base, 0)
  
  setTimer ( col2, 500, 1, posX,posY )
end

function col2(posX,posY)
triggerClientEvent("createCol2", root, posX,posY)

col_s2 = createColCircle ( posX,posY, 3 ) 
end



function createMG3(posX,posY,posZ,rotX,rotY,rotZ)
  mg3 = createObject ( 356, 0,0,0) 
  local weapon_base = createObject ( 1897, posX,posY,posZ,rotX,rotY,rotZ)
  local weapon = createObject ( 356, 0,0,0)  
  attachElements ( weapon, weapon_base, -0.55, 0, 1.75, 0, 0, 0)
  setElementData ( mg3, "weapon_base", weapon_base)
  setElementData ( mg3, "weapon", weapon) 
  setElementAlpha(weapon_base, 0)
  
  setTimer ( col3, 500, 1, posX,posY )
end

function col3(posX,posY)
triggerClientEvent("createCol3", root, posX,posY)

col_s3 = createColCircle ( posX,posY, 3 ) 
end



function event()
local weapon = getElementData ( mg, "weapon" )
local weapon2 = getElementData ( mg2, "weapon" )
local weapon3 = getElementData ( mg3, "weapon" )
triggerClientEvent("createRealWeapon", root, weapon,weapon2,weapon3)
end









--ENTERING THE MG



function attach()
        local detection = isElementWithinColShape ( source, col_s )	
        local detection2 = isElementWithinColShape ( source, col_s2 )	
        local detection3 = isElementWithinColShape ( source, col_s3 )	
		
		if detection then
		local weap = getElementData ( mg, "weapon_base" )	
		attachElements ( source, weap, -1.2, 0.22, 1.75, 0, 0, 0 ) 
		triggerClientEvent("inUse_server", root)
		
		elseif detection2 then
		local weap = getElementData ( mg2, "weapon_base" )	
		attachElements ( source, weap, -1.2, 0.22, 1.75, 0, 0, 0 ) 
		triggerClientEvent("inUse_server2", root)
		
		elseif detection3 then
		local weap = getElementData ( mg3, "weapon_base" )	
		attachElements ( source, weap, -1.2, 0.22, 1.75, 0, 0, 0 ) 
		triggerClientEvent("inUse_server3", root)
		end
		
		setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", 0.7, false, false, false, true )	
		setPedAnimationProgress(source, "SilenceCrouchfire", 0.7)
		toggleControl (source,"fire", false)	
		setElementData ( source, "attachedToWeapon_w", weap )	
		setTimer ( refresh_anim, 1000, 1, source )

	    end
addEvent("attachPlayerToMG", true)
addEventHandler("attachPlayerToMG",getRootElement(), attach)


function refresh_anim(source)
setPedAnimationProgress(source, "SilenceCrouchfire", 0.7)
end






function detach()	
	local detection = isElementWithinColShape ( source, col_s )	
	local detection2 = isElementWithinColShape ( source, col_s2 )	
	local detection3 = isElementWithinColShape ( source, col_s3 )	
	
	if detection then
	triggerClientEvent("noUse_server", root)	
	elseif detection2 then
	triggerClientEvent("noUse_server2", root)
	elseif detection3 then
	triggerClientEvent("noUse_server3", root)
	end
	
	
	
	local attachTo = getElementData(source,"attachedToWeapon_w")
	setPedAnimation ( source, "ped","SEAT_UP", false )
	setTimer(setPedAnimation, 1300,1,source,false)
	detachElements(source,attachTo)
	setElementCollisionsEnabled ( source, true )
	toggleControl (source,"fire", true)	
	setElementData ( source, "attachedToWeapon_w", nil )
	setElementData ( source,"attachedToWeapon",false)
end
addEvent("detachPlayerFromMG", true)
addEventHandler("detachPlayerFromMG",getRootElement(),detach)







function dmg_anim()		
setPedAnimationProgress(source, "SilenceCrouchfire", 0.7)
end
addEvent("demage_anim", true)
addEventHandler("demage_anim",getRootElement(),dmg_anim)







function rotate(rot,rot2_x)
local detection = isElementWithinColShape ( source, col_s )		
local detection2 = isElementWithinColShape ( source, col_s2 )	
local detection3 = isElementWithinColShape ( source, col_s3 )	
	
    if detection then
		local weap = getElementData ( mg, "weapon_base" )
		local weap2 = getElementData ( mg, "weapon" )		
		local x,y,z = getElementRotation (weap)
		setElementRotation ( weap, 0,0,rot+97)
		
		if rot < 40 then				
		--outputChatBox ( "< 40" )
		--triggerClientEvent("right", root)
		end
		if rot > 140 then	
		--outputChatBox ( "> 180" )
		--triggerClientEvent("left", root)
		end
		
		local x,y,z,rx,ry,rz = getElementAttachedOffsets (weap2)
		if -rot2_x < 8 then
		setElementAttachedOffsets ( weap2, x, y, z, rx, -rot2_x+10, rz)				
		end		

    elseif detection2 then
		local weap = getElementData ( mg2, "weapon_base" )
		local weap2 = getElementData ( mg2, "weapon" )		
		local x,y,z = getElementRotation (weap)
		setElementRotation ( weap, 0,0,rot+97)
		
		if rot < 40 then				
		--outputChatBox ( "< 40" )
		--triggerClientEvent("right", root)
		end
		if rot > 140 then	
		--outputChatBox ( "> 180" )
		--triggerClientEvent("left", root)
		end
		
		local x,y,z,rx,ry,rz = getElementAttachedOffsets (weap2)
		if -rot2_x < 8 then
		setElementAttachedOffsets ( weap2, x, y, z, rx, -rot2_x+10, rz)				
		end	
		
    elseif detection3 then
		local weap = getElementData ( mg3, "weapon_base" )
		local weap2 = getElementData ( mg3, "weapon" )		
		local x,y,z = getElementRotation (weap)
		setElementRotation ( weap, 0,0,rot+97)
		
		if rot < 40 then				
		--outputChatBox ( "< 40" )
		--triggerClientEvent("right", root)
		end
		if rot > 140 then	
		--outputChatBox ( "> 180" )
		--triggerClientEvent("left", root)
		end
		
		local x,y,z,rx,ry,rz = getElementAttachedOffsets (weap2)
		if -rot2_x < 8 then
		setElementAttachedOffsets ( weap2, x, y, z, rx, -rot2_x+10, rz)				
		end			
    end
end
addEvent("rotatePlayerWeapon", true)
addEventHandler("rotatePlayerWeapon",getRootElement(), rotate)

 

 
 
 
function fire_server(player,px,py,pz)
local detection = isElementWithinColShape ( source, col_s )
local detection2 = isElementWithinColShape ( source, col_s2 )
local detection3 = isElementWithinColShape ( source, col_s3 )
		
if detection then
triggerClientEvent("fire_client", getRootElement(), player,px,py,pz)
elseif detection2 then
triggerClientEvent("fire_client2", getRootElement(), player,px,py,pz)
elseif detection3 then
triggerClientEvent("fire_client3", getRootElement(), player,px,py,pz)
end
end
addEvent("fire_server", true)
addEventHandler("fire_server",getRootElement(), fire_server)

function ready_server(player,x,y,z)
triggerClientEvent("ready_client", getRootElement(), player,x,y,z)
end
addEvent("ready_server", true)
addEventHandler("ready_server",getRootElement(), ready_server)








function vehicle_demage(veh)
    local vehicleHP = getElementHealth(veh)
	if vehicleHP > 0 then
	setElementHealth(veh,vehicleHP-10)
	elseif not ( isVehicleBlown ( veh ) ) then
	blowVehicle ( veh )	
end
end
addEvent("causeVehicleDamageFromMG", true)
addEventHandler("causeVehicleDamageFromMG", getRootElement(), vehicle_demage)

ارجو المساعدة اخواني

ويلي مافهم طلبي الموضوع بسيط بدي اسوي AttachElement للرشاش وسيارة

شكرا

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