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Showing content with the highest reputation on 05/01/21 in all areas

  1. Hi MTA community recently I was browsing the useful functions list and I saw a new and interesting function available from version 1.5.8 r20704 onwards: attachElementToBone() and using the "onClientPedsProcessed" event. After seeing that this function gives better accuracy and better performance than 'bone_attach' resource I told myself why not making a new bonne attach resource, so this is what I did basically just using the function and the event I just created a synchronization between client and server with tables. Thank you to Einheit-101 and Saml1er for they’r hard work. Also thank you majqq for pointing me they’re credits! I called it attachToBones you can download it here: https://community.multitheftauto.com/index.php?p=resources&s=details&id=18372 GitHub (If you want to help): https://github.com/mihayy5/attachToBones It contains 2 server-side exported functions: attachElementToBone(theElement, thePed, boneID, offsetX, offsetY, offsetZ, rotationOffsetX, rotationOffsetY, rotationOffsetZ) theElement: The element which should be attached to the ped/player bone. Should work with any element that is supported by matrix functions. thePed: The ped or player which the element should be attached to. boneID: The target bone where the element should be attached to. offsetX: The X position offset from the bone. offsetY: The Y position offset from the bone. offsetZ: The Z position offset from the bone. rotationOffsetX: The rotation X-axis offset from the bone, in degree. rotationOffsetY: The rotation Y-axis offset from the bone, in degree. rotationOffsetZ: The rotation Z-axis offset from the bone, in degree. NOTE: rotationOffsetX, rotationOffsetY and rotationOffsetZ are automatically converted to radians! For a list of bone ID you can check the wiki page : attachElementToBone detachElementFromBone(element) element: The element which should be detached from the ped/player. VERY IMPORTANT ! THE OFFSETS ARE NOT COMPATIBLE WITH THE ONES FROM 'bone_attach' so you may have to rework all the positions. You can quickly test using those 2 test functions Code: /atest - to attach a sniper to player hand and a parachute to his back. /dtest - to detach them! Hope you find it useful! Cheers. P.S. PLEASE take note that I did not tested it with more than one player online so I will appreciate ALL feedback you can give!
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  2. I think you create a spiral. elseif itemData["id"] == 34 then local emveiculo = getPedOccupiedVehicle ( localPlayer ) local outskin = tonumber(getElementData(localPlayer, "skinout")) if not emveiculo then if getElementData(localPlayer, "Male") == true then if getElementData(localPlayer, "WearingSkin") == false then setTimer ( function(localPlayer) skinatual = getElementModel(localPlayer) setElementData(localPlayer, "skinout", skinatual) setElementData(localPlayer, "WearingSkin", true) triggerServerEvent("itemAnims",localPlayer,localPlayer,34) end, 10000, 1 ) else setTimer ( function(localPlayer) triggerServerEvent("itemAnims",localPlayer,localPlayer,400) end, 10000, 1 ) end else exports.YM_DxMessages:addBox("Male Stuff!", "error") end else exports.YM_DxMessages:addBox("U cant do that!", "error") end
    1 point
  3. 1 point
  4. Resolveu, obrigado!
    1 point
  5. E se salvar esses atributos com setAccountData e carregá-los pro elemento (setElementData) quando logar?
    1 point
  6. Banco de dados é server-side.
    1 point
  7. The syntax is incorrect, this code shouldn't be able to run. Missing: = Set the model serverside, else other players will not be able to see it.
    1 point
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