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Showing content with the highest reputation on 17/09/19 in Posts

  1. 1 point
  2. então amigo na setPedAnimation voce pode por 10000 no timing ou pode usar um setTimer(function() setPedAnimation(Medico,false) end,10000,1) pro player nao se mecher use toggleAllControls(false) ou setElementFrozen
    1 point
  3. Tá. Mas cadê o addCommandHandler? Sobre sua animação, ela está errada. "coptraf_stop" não faz parte do bloco "ped" e sim do bloco "police" Você pode conferir todas as animações na Wiki de Animations.
    1 point
  4. local theVehicle = getPedOccupiedVehicle (source) Remova essa linha. Testei aqui e funcionou.
    1 point
  5. This is a loop, it goes trough all items, in this case all players. And can be stopped with the keyword break or return. What if you add another export function, for the call : (The only strange thing about it is that in the orginal code the slot id is not being used. Could itemsTable be a meta table?) function hasItemAndData1(sourceElement, itemId, data1) if itemsTable[sourceElement] then for k, v in pairs(itemsTable[sourceElement]) do if v.itemId == itemId and v.data1 == data1 then return v end end end return false end
    1 point
  6. وعليكم السلام ورحمة الله "اذا كثر الطباخين خربت الطبخه"
    1 point
  7. UPDATE -Update to MTA 1.5.7 -Fixed a reload animation skip glitch when pressing C+R quickly -Updated dynamic lighting to use new "areVehicleLightsOn" function when the client meets the requirements -Removed the need of pressing "W" to enable debugging for staff members, added new setPlayerScriptDebugLevel instead -Updated Berlin-Mitte to latest version -Fixed an annoying warning of admin panel -Fixed fire rate of Remington Mod. 11 and Sjögren Inertia shotguns Future technical improvements I am never stopping to learn and in the meantime i managed to improve some shader effects, namely dynamic lighting and the water shader. While the new dynamic lighting will most likely not be implemented in SAAW-WW2 (it is very demanding for weak PCs), the improved water shader will most likely hit SAAW-WW2 with a coming update. The changes in detail: Dynamic lighting has been enhanced by a "night-mode" that can actually make nights realistically dark. This effect is demanding and will not be implemented in WW2 but it is a core feature of my next server. Dynamic lighting can also support lightmapping (Textures on objects/vehicles/players that can self-illuminate in the darkness). The follwing picture shows a dark environment at 2:00 AM with a robot that has glowing eyes. Better implementation of dynamic lighting with normal shading - the current lighting method has some issues because it is not compatible with the sun shader. Sun shader will not be used in my next server project, thats why i can make dynamic lighting fully compatible with everything: OLD STANDARD GTA AT NIGHT CURRENT DYNAMIC LIGHTING + NEW NIGHT MODE NEW DYNAMIC LIGHTING + NEW NIGHT MODE COMPATIBLE And now lets get to the most interesting aspect (at least for me, lol, it was a bunch of work) Shore fading! Objects in water do now fade out when they sink deeper into the water, the water is no longer a "hard" surface where suddenly everything disappears. The effect is not 100% finished yet but i think it could be done really quick. OLD WATER SHADER: NEW WATER SHADER:
    1 point
  8. Procure pela variável money e substitua seu valor por convertNumber( (getElementData(localPlayer, "char.money") or 0) )
    1 point
  9. 1 point
  10. You might check that: https://springrts.com/wiki/Lua_Performance Loops, localize variables, unpack, and much more. I don't recommend to use ipairs at all. Int loop is much faster.
    1 point
  11. "ped" é o grupo ao qual a animação pertence. Toda animação faz parte de um grupo de animações. No caso do médico, eu usaria do bloco "medic" e a única animação que ele tem: "cpr" Quanto a questão de loop, leia os demais parâmetros do setPedAnimation.
    0 points
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