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# مساعده - طلب كود


Mahmoud123

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السلام عليكم

,

شباب

ابي اعرف

كيف اسوي

المود او الgui

ما يشتغلو لما السكريبت يشتغل

او لما حد يدخل السيرفر

ابي الكود الله يخليكم

++

انا حملت مود الثلج , يشتغل لما السكريبت يشتغل او لما الشخص يدخل

ممكن تساعدوني الله يخليكم ؟

انا موب مبرمج محترف ,, انا اقدر اسوي لوحه و الأشياء البسيطه هاد فقط

شكرا

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اقصد ,

يعني انا جبت سكريبت الثلج [ snow ]

من الcommunity

هو يشتغل لما حد يدخل السيرفر و لما السكريبت يشتغل

[ تسوي /snow

عشان الثلج يقف / يشتغل ]

انا ابي اسويه لما السكريبت يشتغل الثلج ما يشتغل لازم اللاعب يسوي /snow

عشان يشتغل , ما فيه كود او شئ ؟

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لا لا ,, السكريبت شغال و كل شئ تمام ,, ابي اخلي السكريبت ما يشتغل لما افتتح الريسورس , يعني لازم اكتب

/snow

عشان يشتغل :

الكود # :

local snowflakes = {} 
local snowing = false
 
local box_width, box_depth, box_height, box_width_doubled, box_depth_doubled = 4,4,4,8,8
local position = {0,0,0}
local flake_removal = nil
local snow_fadein = 10
local snow_id = 1
 
sx,sy = guiGetScreenSize()
sx2,sy2 = sx/2,sy/2
localPlayer = getLocalPlayer()
 
settings = {type = "real", density = 700, wind_direction = {0.01,0.01}, wind_speed = 1, snowflake_min_size = 1, snowflake_max_size = 4, fall_speed_min = 1, fall_speed_max = 4, jitter = true}
guiEnabled = false
snowToggle = false
 
 
 
--local random = math.random
function random(lower,upper)
    return lower+(math.random()*(upper-lower))
end
 
function startSnow()
    if not snowing then
        snowflakes = {}
           
        local lx,ly,lz = getWorldFromScreenPosition(0,0,1)
        local rx,ry,rz = getWorldFromScreenPosition(sx,0,1)
        box_width = getDistanceBetweenPoints3D(lx,ly,lz,rx,ry,rz)+3 -- +1.5 each side of the screen
        box_depth = box_width
       
        box_width_doubled = box_width*2
        box_depth_doubled = box_depth*2
 
        lx,ly,lz = getWorldFromScreenPosition(sx2,sy2,box_depth)
        position = {lx,ly,lz}      
       
        -- let it snow
        for i=1, settings.density do
            local x,y,z = random(0,box_width*2),random(0,box_depth*2),random(0,box_height*2)
            createFlake(x-box_width,y-box_depth,z-box_height,0)
        end
       
 
        addEventHandler("onClientRender",root,drawSnow)
        snowing = true
 
        return true
    else
 
        return false
    end
    return false
end
 
 
function stopSnow()
    if snowing then
        removeEventHandler("onClientRender",root,drawSnow)
        for i,flake in pairs(snowflakes) do
            snowflakes[i] = nil
        end
        snowflakes = nil
        flake_removal = nil
        snowing = false
    --  outputChatBox("Snow stopped")
        return true
    end
    return false
end
addEventHandler("onClientResourceStop",resourceRoot,stopSnow)
 
function createFlake(x,y,z,alpha,i) 
    if flake_removal then
        if (flake_removal[2] % flake_removal[3]) == 0 then
            flake_removal[1] = flake_removal[1] - 1
            if flake_removal[1] == 0 then
                flake_removal = nil
            end
            table.remove(snowflakes,i)
            return
        else
            flake_removal[2] = flake_removal[2] + 1
        end
    end
   
    snow_id = (snow_id % 4) + 1
   
    if i then
        local randy = math.random(0,180)
        snowflakes[i] = {x = x, y = y, z = z,
                         speed = math.random(settings.fall_speed_min,settings.fall_speed_max)/100,
                         size = 2^math.random(settings.snowflake_min_size,settings.snowflake_max_size),
                         section = {(snow_id % 2 == 1) and 0 or 32,  (snow_id < 3) and 0 or 32},
                         rot = randy,
                         alpha = alpha,
                         jitter_direction = {math.cos(math.rad(randy*2)), -math.sin(math.rad(math.random(0,360)))},
                         jitter_cycle = randy*2,
                         jitter_speed = 8
                        }
    else
        local randy = math.random(0,180)
        table.insert(snowflakes,{x = x, y = y, z = z,
                                 speed = math.random(settings.fall_speed_min,settings.fall_speed_max)/100,
                                 size = 2^math.random(settings.snowflake_min_size,settings.snowflake_max_size),
                                 section = {(snow_id % 2 == 1) and 0 or 32,  (snow_id < 3) and 0 or 32},
                                 rot = randy,
                                 alpha = alpha,
                                 jitter_direction = {math.cos(math.rad(randy*2)), -math.sin(math.rad(math.random(0,360)))},
                                 jitter_cycle = randy*2,
                                 jitter_speed = 8
                                }                    
                    )
    end
end
 
 
 
function drawSnow() 
    local tick = getTickCount()
   
    local cx,cy,cz = getCameraMatrix()
 
    local lx,ly,lz = getWorldFromScreenPosition(sx2,sy2,box_depth)
 
    --local hit,hx,hy,hz = processLineOfSight(lx,ly,lz,lx,ly,lz+20,true,true,false,true,false,true,false,false,localPlayer)
    if (isLineOfSightClear(cx,cy,cz,cx,cy,cz+20,true,false,false,true,false,true,false,localPlayer) or
        isLineOfSightClear(lx,ly,lz,lx,ly,lz+20,true,false,false,true,false,true,false,localPlayer)) then
       
        -- if we are underwater, substitute the water level for the ground level
        local check = getGroundPosition
        if testLineAgainstWater(cx,cy,cz,cx,cy,cz+20) then
            check = getWaterLevel
        end
    --  local gz = getGroundPosition(lx,ly,lz)
   
        -- split the box into a 3x3 grid, each section of the grid takes its own ground level reading to apply for every flake within it   
        local gpx,gpy,gpz = lx+(-box_width),ly+(-box_depth),lz+15
               
        local ground = {}
       
        for i=1, 3 do
            local it = box_width_doubled*(i*0.25)
            ground[i] = {
                check(gpx+(it), gpy+(box_depth_doubled*0.25), gpz),
                check(gpx+(it), gpy+(box_depth_doubled*0.5), gpz),
                check(gpx+(it), gpy+(box_depth_doubled*0.75), gpz)
            }
        end 
           
        --  outputDebugString(string.format("Gn: %.1f %.1f %.1f",ground[i][1],ground[i][2],ground[i][3]))
        --  outputDebugString(string.format("Gy: %.1f %.1f %.1f",groundy[i][1],groundy[i][2],groundy[i][3]))
 
    --  outputDebugString(string.format("%.1f %.1f %.1f, %.1f %.1f %.1f, %.1f %.1f %.1f",ground[1][1],ground[1][2],ground[1][3],ground[2][1],ground[2][2],ground[2][3],ground[3][1],ground[3][2],ground[3][3]))
    --  outputDebugString(string.format("%.1f %.1f %.1f, %.1f %.1f %.1f",(-box_width)+grid[1],(-box_width)+grid[1]*3,(-box_width)+grid[1]*5,(-box_depth)+grid[2],(-box_depth)+grid[2]*3,(-box_depth)+grid[2]*5))
   
        local dx,dy,dz = position[1]-lx,position[2]-ly,position[3]-lz
   
        --local alpha = (math.abs(dx) + math.abs(dy) + math.abs(dz))*15
       
    --  outputDebugString(tostring(alpha))
   
 
        for i,flake in pairs(snowflakes) do
            if flake then              
                -- check the flake hasnt moved beyond the box or below the ground
                -- actually, to preserve a constant density allow the flakes to fall past ground level (just dont show them) and remove once at the bottom of the box
            --  if (flake.z+lz) < ground[gx][gy] or flake.z < (-box_height) then
                if flake.z < (-box_height) then
                --  outputDebugString(string.format("Flake removed. %.1f %.1f %.1f",flake.x,flake.y,flake.z))
                    -- createFlake(x, y, z, alpha, index)
                    createFlake(random(0,box_width*2) - box_width, random(0,box_depth*2) - box_depth, box_height, 0, i) 
                else
 
                    -- find the grid section the flake is in               
                    local gx,gy = 2,2
                    if flake.x <= (box_width_doubled*0.33)-box_width then gx = 1
                    elseif flake.x >= (box_width_doubled*0.66)-box_width then gx = 3
                    end
                       
                    if flake.y <= (box_depth_doubled*0.33)-box_depth then gy = 1
                    elseif flake.y >= (box_depth_doubled*0.66)-box_depth then gy = 3
                    end
                   
                    -- check it hasnt moved past the ground
                    if ground[gx][gy] and (flake.z+lz) > ground[gx][gy] then
                        local draw_x, draw_y, jitter_x, jitter_y = nil,nil,0,0
                       
                        -- draw all onscreen flakes
                        if settings.jitter then
                            local jitter_cycle = math.cos(flake.jitter_cycle) / flake.jitter_speed
                           
                            jitter_x = (flake.jitter_direction[1] * jitter_cycle )
                            jitter_y = (flake.jitter_direction[2] * jitter_cycle )
                        end
                       
                        draw_x,draw_y = getScreenFromWorldPosition(flake.x + lx + jitter_x, flake.y + ly + jitter_y ,flake.z + lz, 15, false)   
                       
                        if draw_x and draw_y then
                            --  outputDebugString(string.format("Drawing flake %.1f %.1f",draw_x,draw_y))
                       
                            -- only draw flakes that are infront of the player
                            -- peds seem to have very vague collisions, resulting in a dome-like space around the player where no snow is drawn, so leave this out due to it looking rediculous
                            --  if isLineOfSightClear(cx,cy,cz,flake.x+lx,flake.y+ly,flake.z+lz,true,true,true,true,false,false,false,true) then
                            --dxDrawImage(draw_x,draw_y,flake.size,flake.size,"flakes/snowflake"..tostring(flake.image).."_".. settings.type ..".png",flake.rot,0,0,tocolor(222,235,255,flake.alpha))
                            dxDrawImageSection(draw_x, draw_y, flake.size, flake.size, flake.section[1], flake.section[2], 32, 32, "flakes/".. settings.type .. "_tile.png", flake.rot, 0, 0, tocolor(222,235,255,flake.alpha))
                            --  end
                           
                            -- rotation and alpha (do not need to be done if the flake isnt being drawn)
                            flake.rot = flake.rot + settings.wind_speed
                                       
                            if flake.alpha < 255 then
                                flake.alpha = flake.alpha + snow_fadein --[[+ alpha]]
                                if flake.alpha > 255 then flake.alpha = 255 end
                            end 
                        else
                        --  outputDebugString(string.format("Cannot find screen pos. %.1f %.1f %.1f",flake.x+lx,flake.y+ly,flake.z+lz))
                        end
                    end
   
               
                    if settings.jitter then
                        flake.jitter_cycle = (flake.jitter_cycle % 360) + 0.1
                    end
                   
                    -- horizontal movement
                    flake.x = flake.x + (settings.wind_direction[1] * settings.wind_speed)
                    flake.y = flake.y + (settings.wind_direction[2] * settings.wind_speed)
               
                    -- vertical movement
                    flake.z = flake.z - flake.speed
                   
                    -- update flake position based on movement of the camera               
                    flake.x = flake.x + dx
                    flake.y = flake.y + dy
                    flake.z = flake.z + dz
   
                --  outputDebugString(string.format("Diff: %.1f, %.1f, %.1f",position[1]-lx,position[2]-ly,position[3]-lz))
                   
                    if flake.x < -box_width or flake.x > box_width or
                        flake.y < -box_depth or flake.y > box_depth or
                        flake.z > box_height then
 
                        --  outputDebugString(string.format("Flake removed (move). %.1f %.1f %.1f",flake.x,flake.y,flake.z))
                       
                        -- mirror flakes that were removed due to camera movement onto the opposite side of the box (and hope nobody notices)
                        flake.x = flake.x - dx
                        flake.y = flake.y - dy
                       
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مدري عن وناسه تايم,,

شوف اخي , انا ابي المود لما حد يدخل السيرفر ما ينزل ثلج

لو حد يبي ينزل ثلج

يكتب الcommand

الي موجود ,, بالتالي موجوود!

بس السيكريبت يسوي اول ما حد يدخل السيرفر , الثلج يشتغل

انا ابيييييه ما يشتغل لازم لما يكتب الكوماند

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جرب كذا

local snowflakes = {} 
local snowing = false
 
local box_width, box_depth, box_height, box_width_doubled, box_depth_doubled = 4,4,4,8,8
local position = {0,0,0}
local flake_removal = nil
local snow_fadein = 10
local snow_id = 1
 
sx,sy = guiGetScreenSize()
sx2,sy2 = sx/2,sy/2
localPlayer = getLocalPlayer()
 
settings = {type = "real", density = 700, wind_direction = {0.01,0.01}, wind_speed = 1, snowflake_min_size = 1, snowflake_max_size = 4, fall_speed_min = 1, fall_speed_max = 4, jitter = true}
guiEnabled = false
snowToggle = false
 
 
 
--local random = math.random
function random(lower,upper)
    return lower+(math.random()*(upper-lower))
end
 
function startSnow()
    if not snowing == true then snowing=true
        snowflakes = {}
           
        local lx,ly,lz = getWorldFromScreenPosition(0,0,1)
        local rx,ry,rz = getWorldFromScreenPosition(sx,0,1)
        box_width = getDistanceBetweenPoints3D(lx,ly,lz,rx,ry,rz)+3 -- +1.5 each side of the screen
        box_depth = box_width
       
        box_width_doubled = box_width*2
        box_depth_doubled = box_depth*2
 
        lx,ly,lz = getWorldFromScreenPosition(sx2,sy2,box_depth)
        position = {lx,ly,lz}      
       
        -- let it snow
        for i=1, settings.density do
            local x,y,z = random(0,box_width*2),random(0,box_depth*2),random(0,box_height*2)
            createFlake(x-box_width,y-box_depth,z-box_height,0)
        end
       
 
        addEventHandler("onClientRender",root,drawSnow)
        snowing = true
 
        return true
    else
 
        return false
    end
    return false
end
 
 
function stopSnow()
    if snowing==true then snowing=false
        removeEventHandler("onClientRender",root,drawSnow)
        for i,flake in pairs(snowflakes) do
            snowflakes[i] = nil
        end
        snowflakes = nil
        flake_removal = nil
        snowing = false
    --  outputChatBox("Snow stopped")
        return true
    end
    return false
end
addEventHandler("onClientResourceStop",resourceRoot,stopSnow)
 
function createFlake(x,y,z,alpha,i) 
    if flake_removal then
        if (flake_removal[2] % flake_removal[3]) == 0 then
            flake_removal[1] = flake_removal[1] - 1
            if flake_removal[1] == 0 then
                flake_removal = nil
            end
            table.remove(snowflakes,i)
            return
        else
            flake_removal[2] = flake_removal[2] + 1
        end
    end
   
    snow_id = (snow_id % 4) + 1
   
    if i then
        local randy = math.random(0,180)
        snowflakes[i] = {x = x, y = y, z = z,
                         speed = math.random(settings.fall_speed_min,settings.fall_speed_max)/100,
                         size = 2^math.random(settings.snowflake_min_size,settings.snowflake_max_size),
                         section = {(snow_id % 2 == 1) and 0 or 32,  (snow_id < 3) and 0 or 32},
                         rot = randy,
                         alpha = alpha,
                         jitter_direction = {math.cos(math.rad(randy*2)), -math.sin(math.rad(math.random(0,360)))},
                         jitter_cycle = randy*2,
                         jitter_speed = 8
                        }
    else
        local randy = math.random(0,180)
        table.insert(snowflakes,{x = x, y = y, z = z,
                                 speed = math.random(settings.fall_speed_min,settings.fall_speed_max)/100,
                                 size = 2^math.random(settings.snowflake_min_size,settings.snowflake_max_size),
                                 section = {(snow_id % 2 == 1) and 0 or 32,  (snow_id < 3) and 0 or 32},
                                 rot = randy,
                                 alpha = alpha,
                                 jitter_direction = {math.cos(math.rad(randy*2)), -math.sin(math.rad(math.random(0,360)))},
                                 jitter_cycle = randy*2,
                                 jitter_speed = 8
                                }                    
                    )
    end
end
 
 
 
function drawSnow() 
    local tick = getTickCount()
   
    local cx,cy,cz = getCameraMatrix()
 
    local lx,ly,lz = getWorldFromScreenPosition(sx2,sy2,box_depth)
 
    --local hit,hx,hy,hz = processLineOfSight(lx,ly,lz,lx,ly,lz+20,true,true,false,true,false,true,false,false,localPlayer)
    if (isLineOfSightClear(cx,cy,cz,cx,cy,cz+20,true,false,false,true,false,true,false,localPlayer) or
        isLineOfSightClear(lx,ly,lz,lx,ly,lz+20,true,false,false,true,false,true,false,localPlayer)) then
       
        -- if we are underwater, substitute the water level for the ground level
        local check = getGroundPosition
        if testLineAgainstWater(cx,cy,cz,cx,cy,cz+20) then
            check = getWaterLevel
        end
    --  local gz = getGroundPosition(lx,ly,lz)
   
        -- split the box into a 3x3 grid, each section of the grid takes its own ground level reading to apply for every flake within it   
        local gpx,gpy,gpz = lx+(-box_width),ly+(-box_depth),lz+15
               
        local ground = {}
       
        for i=1, 3 do
            local it = box_width_doubled*(i*0.25)
            ground[i] = {
                check(gpx+(it), gpy+(box_depth_doubled*0.25), gpz),
                check(gpx+(it), gpy+(box_depth_doubled*0.5), gpz),
                check(gpx+(it), gpy+(box_depth_doubled*0.75), gpz)
            }
        end 
           
        --  outputDebugString(string.format("Gn: %.1f %.1f %.1f",ground[i][1],ground[i][2],ground[i][3]))
        --  outputDebugString(string.format("Gy: %.1f %.1f %.1f",groundy[i][1],groundy[i][2],groundy[i][3]))
 
    --  outputDebugString(string.format("%.1f %.1f %.1f, %.1f %.1f %.1f, %.1f %.1f %.1f",ground[1][1],ground[1][2],ground[1][3],ground[2][1],ground[2][2],ground[2][3],ground[3][1],ground[3][2],ground[3][3]))
    --  outputDebugString(string.format("%.1f %.1f %.1f, %.1f %.1f %.1f",(-box_width)+grid[1],(-box_width)+grid[1]*3,(-box_width)+grid[1]*5,(-box_depth)+grid[2],(-box_depth)+grid[2]*3,(-box_depth)+grid[2]*5))
   
        local dx,dy,dz = position[1]-lx,position[2]-ly,position[3]-lz
   
        --local alpha = (math.abs(dx) + math.abs(dy) + math.abs(dz))*15
       
    --  outputDebugString(tostring(alpha))
   
 
        for i,flake in pairs(snowflakes) do
            if flake then              
                -- check the flake hasnt moved beyond the box or below the ground
                -- actually, to preserve a constant density allow the flakes to fall past ground level (just dont show them) and remove once at the bottom of the box
            --  if (flake.z+lz) < ground[gx][gy] or flake.z < (-box_height) then
                if flake.z < (-box_height) then
                --  outputDebugString(string.format("Flake removed. %.1f %.1f %.1f",flake.x,flake.y,flake.z))
                    -- createFlake(x, y, z, alpha, index)
                    createFlake(random(0,box_width*2) - box_width, random(0,box_depth*2) - box_depth, box_height, 0, i) 
                else
 
                    -- find the grid section the flake is in               
                    local gx,gy = 2,2
                    if flake.x <= (box_width_doubled*0.33)-box_width then gx = 1
                    elseif flake.x >= (box_width_doubled*0.66)-box_width then gx = 3
                    end
                       
                    if flake.y <= (box_depth_doubled*0.33)-box_depth then gy = 1
                    elseif flake.y >= (box_depth_doubled*0.66)-box_depth then gy = 3
                    end
                   
                    -- check it hasnt moved past the ground
                    if ground[gx][gy] and (flake.z+lz) > ground[gx][gy] then
                        local draw_x, draw_y, jitter_x, jitter_y = nil,nil,0,0
                       
                        -- draw all onscreen flakes
                        if settings.jitter then
                            local jitter_cycle = math.cos(flake.jitter_cycle) / flake.jitter_speed
                           
                            jitter_x = (flake.jitter_direction[1] * jitter_cycle )
                            jitter_y = (flake.jitter_direction[2] * jitter_cycle )
                        end
                       
                        draw_x,draw_y = getScreenFromWorldPosition(flake.x + lx + jitter_x, flake.y + ly + jitter_y ,flake.z + lz, 15, false)   
                       
                        if draw_x and draw_y then
                            --  outputDebugString(string.format("Drawing flake %.1f %.1f",draw_x,draw_y))
                       
                            -- only draw flakes that are infront of the player
                            -- peds seem to have very vague collisions, resulting in a dome-like space around the player where no snow is drawn, so leave this out due to it looking rediculous
                            --  if isLineOfSightClear(cx,cy,cz,flake.x+lx,flake.y+ly,flake.z+lz,true,true,true,true,false,false,false,true) then
                            --dxDrawImage(draw_x,draw_y,flake.size,flake.size,"flakes/snowflake"..tostring(flake.image).."_".. settings.type ..".png",flake.rot,0,0,tocolor(222,235,255,flake.alpha))
                            dxDrawImageSection(draw_x, draw_y, flake.size, flake.size, flake.section[1], flake.section[2], 32, 32, "flakes/".. settings.type .. "_tile.png", flake.rot, 0, 0, tocolor(222,235,255,flake.alpha))
                            --  end
                           
                            -- rotation and alpha (do not need to be done if the flake isnt being drawn)
                            flake.rot = flake.rot + settings.wind_speed
                                       
                            if flake.alpha < 255 then
                                flake.alpha = flake.alpha + snow_fadein --[[+ alpha]]
                                if flake.alpha > 255 then flake.alpha = 255 end
                            end 
                        else
                        --  outputDebugString(string.format("Cannot find screen pos. %.1f %.1f %.1f",flake.x+lx,flake.y+ly,flake.z+lz))
                        end
                    end
   
               
                    if settings.jitter then
                        flake.jitter_cycle = (flake.jitter_cycle % 360) + 0.1
                    end
                   
                    -- horizontal movement
                    flake.x = flake.x + (settings.wind_direction[1] * settings.wind_speed)
                    flake.y = flake.y + (settings.wind_direction[2] * settings.wind_speed)
               
                    -- vertical movement
                    flake.z = flake.z - flake.speed
                   
                    -- update flake position based on movement of the camera               
                    flake.x = flake.x + dx
                    flake.y = flake.y + dy
                    flake.z = flake.z + dz
   
                --  outputDebugString(string.format("Diff: %.1f, %.1f, %.1f",position[1]-lx,position[2]-ly,position[3]-lz))
                   
                    if flake.x < -box_width or flake.x > box_width or
                        flake.y < -box_depth or flake.y > box_depth or
                        flake.z > box_height then
 
                        --  outputDebugString(string.format("Flake removed (move). %.1f %.1f %.1f",flake.x,flake.y,flake.z))
                       
                        -- mirror flakes that were removed due to camera movement onto the opposite side of the box (and hope nobody notices)
                        flake.x = flake.x - dx
                        flake.y = flake.y - dy
                       
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