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Showing content with the highest reputation on 13/05/19 in all areas
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ســلام عليكم ورحمة الله إييشءء حالكم موضوع اليوم عن مود الايموشنات ~ طـبعـا المود مو حصري لأنه موجود في ونناسه ~ بس انا مسويه بشكل جديد فقط كل شيء عن المود موجود في هذا الرابط \ الفيديو بالتوفيق |~ |~ الإهداءات ~| #BrosS NX_CI iMr.WiFi..! N3xT Abdul KariM KillerX !#DesTroyeR_,) و جميع أعضاء المنتدى3 points
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Você pode retribuir a ajuda de alguma forma clicando no botão de coração ao lado dos comentários1 point
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addEventHandler("onClientRender",getRootElement(), function() if getPedMoveState(localPlayer) == "sprint" and getKeyState("space") and not localPlayer:getData("brokenbone") then setPedControlState("sprint",not getPedControlState("sprint")) end end) my script from 2015 year. use this in client.lua (clientside script)1 point
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Probably ain't gonna use it., the problem will be in case of clearing files from cache. By the way thank you for all of your support and advices, you're helping me very much1 point
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Yes In case of database functions connected to it, it is very recommended. Filereading and writing (even with a database) is a very slow operation. If a player spams commands that are requesting database info, the HDD/SSD will be busy doing their slow operations. In case of an SSD the issue is partly solved. But even so it is a SSD, the response time is not really comparable with the speed of ram. ---- Putting limits on non db operations as well? Yes, The event system will have a hard time. The network packet system will have a bit harder time, but there is a messages buffer limit on clientside. Everything goes over TCP, so only one (trigger) message can be send per request. ----- With no block, does it bother other player directly? (Without the server having a hard time) Possible, If for example the function setElementPosition is used serverside, all players in the server will receive data from it.1 point
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speed run from Slothman's superpowers script; local obj = {} function WaterWalk() if obj[localPlayer] then local x,y,_ = getElementPosition(localPlayer) setElementPosition(obj[localPlayer],x,y,-.6) end end function WaterOn() local px,py,_ = getElementPosition(localPlayer) obj[localPlayer] = createObject(3095,px,py,-2) setElementAlpha(obj[localPlayer],0) setElementDimension(obj[localPlayer], getElementDimension(localPlayer)) setTimer ( destroyElement, 50, 1, obj[localPlayer]) end function getPointFromDistanceRotation(x, y, dist, angle) local a = math.rad(90 - angle); local dx = math.cos(a) * dist; local dy = math.sin(a) * dist; return x+dx, y+dy; end speeding = 0 resting = 0 function speedforce( key, keyState, obj ) if keyState == "down" then if speeding == 0 then if isTimer(buildup) then resetTimer(buildup) else buildup = setTimer ( startSpeeding, 1000, 1) end end else if isTimer(buildup) then killTimer(buildup) buildup = nil end if speeding == 1 then outofspeed() end end end bindKey ( "sprint", "both", speedforce ) function startSpeeding() if resting == 0 then speeding = 1 buildup = nil -- endRun = setTimer( outofspeed, 9999999999, 0 ) addEventHandler("onClientRender",getRootElement(), speedupplayer ) addEventHandler("onClientRender",getRootElement(), WaterOn ) addEventHandler ("onClientRender",getRootElement(),WaterWalk) -- triggerServerEvent ("onSpeedChange", getLocalPlayer(), "fast") -- triggerEvent( "switchRadialBlur", root, true ) end end function outofspeed() speeding = 0 if isTimer(endRun) then killTimer(endRun) endRun = nil end resting = 1 doneresting = setTimer( resetspeedpower, 50, 1 ) removeEventHandler("onClientRender",getRootElement(), speedupplayer ) removeEventHandler("onClientRender",getRootElement(), WaterOn ) removeEventHandler ("onClientRender",getRootElement(),WaterWalk) -- triggerServerEvent ("onSpeedChange", getLocalPlayer(), "normal") -- triggerEvent( "switchRadialBlur", root, false ) end function resetspeedpower() resting = 0 if getControlState("sprint") == true then speedforce( "sprint", "down" ) end end function speedupplayer() if getControlState("sprint") == true then if getControlState("forwards") == true or getControlState("backwards") == true or getControlState("left") == true or getControlState("right") == true then -- setPedWeaponSlot(getLocalPlayer(), 0) local x, y, z = getElementPosition(getLocalPlayer()) local prot = getPedRotation(getLocalPlayer()) local nx, ny = getPointFromDistanceRotation(x, y, 1, (prot)*-1) local clear = isLineOfSightClear( x, y, z, nx, ny, z, true, true, true, true, true, true, true) if clear == true then local lx, ly = getPointFromDistanceRotation(x, y, 1, (prot-8)*-1) local rx, ry = getPointFromDistanceRotation(x, y, 1, (prot+8)*-1) local clearl = isLineOfSightClear( x, y, z, lx, ly, z, true, true, true, true, true, true, true) local clearr = isLineOfSightClear( x, y, z, rx, ry, z, true, true, true, true, true, true, true) if clearl == true and clearr == true then local task = getPedSimplestTask(getLocalPlayer()) if task == "TASK_SIMPLE_PLAYER_ON_FOOT" then local nz = getGroundPosition ( nx, ny, z+1 ) if getDistanceBetweenPoints3D( x, y, z, nx, ny, nz) < 2 then setElementPosition(getLocalPlayer(), nx, ny, nz+1, false) end elseif task == "TASK_SIMPLE_SWIM" then local level = getWaterLevel ( nx, ny, z ) if level then if getDistanceBetweenPoints3D( x, y, z, nx, ny, level) < 2 then local nx2, ny2 = getPointFromDistanceRotation(x, y, 1, (prot)*-1) local clear = isLineOfSightClear( x, y, z, nx2, ny2, z, true, true, true, true, true, true, true) setElementPosition(getLocalPlayer(), nx, ny, level, false) end end end end end end end end1 point
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@Jonas^ Desnecessária a postagem, ainda mais pra alguém com certo tempo de fórum e que já entende as regras. Resolvam as questões pessoais em outro local, o fórum não é lugar pra isso e nem será tolerado. @brunob22 Envie isso por privado que será bem mais útil pra nossa comunidade, em vez de fazer off-tópic com posts de briguinhas poderia ter gastado esse tempo tentando ajudar, mas se você achar que já ajudou escrevendo menos de 1 linha beleza, mas aqui não é lugar de discussões e intrigas, se não vai ajudar é simples, não posta.1 point
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its client side script with custom animation combined with setPedAnimationSpeed. custom animation is just a standard animation edited a bit.1 point
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use animation for that. you will get smooth fast run without accelerate the game and without glitchs like this mode :1 point
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Ei cara, me responde uma coisa, porque você é arrogante com o pessoal iniciante? não seria melhor você ignorar se simplesmente não quer ajudar ao invés de tratar as pessoas com arrogância, ou você tem algum problema mental? se você tiver algum problema e quiser compartilhar irei te ajudar sem problemas colega, estamos aqui pra uns ajudar os outros e fazer uma comunidade melhor. Você menos ajuda, do que ajuda com seus comentários desnecessários para nossa comunidade PT-BR. -------------------- @Eficiencia Existe uma resource que permite anexar qualquer objeto ao jogador aqui esta: bone_attach1 point
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طيب سوي تايمر و حط وقت للتايمر بعد ما يخلص الوقت يزود على الكلمة حرف كمثال local chars=""; local myWord="HelloWorld"; local index=0; setTimer( function() if chars:len()~=myWord:len() then index=index+1; chars=chars..myWord:sub(index,index); end end 1000,myWord:len()); طيب والكود اللي حطيته يسوي نفس الشي1 point
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