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  1. Temporary bans cannot be appealed. Most of these bans lasts only few days, meaning after this period of time you will get back to play as normal. This is our warning and we expect you to cease your activities. Before you head back to play, we recommend you work through your computer and remove any cheats that may still be present. Repeated offences may result in permanent bans from MTA.
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  3. local sx,sy = guiGetScreenSize() local px,py = 1280,720 local x, y = (sx/px), (sy/py) local localP = getLocalPlayer() local data = {} local positions = { {323.9013671875, 2490.8134765625, 15.484375}, {335.341796875, 2486.669921875, 15.484375}, {330.0751953125, 2496.310546875, 15.484375}, {325, 2480.7265625, 15.484375} } addEventHandler("onClientResourceStart", resourceRoot, function() for _, value in ipairs(positions) do local object = createObject(2427, value[1], value[2], value[3]) local colsphere = createColSphere (value[1], value[2], value[3], 1.5) local blip = createBlip(value[1], value[2], value[3], 33, 2.5, 255, 0, 0, 255, 0, 100) data[colsphere] = {object = object, blip = blip, colsphere = colsphere} setObjectScale(value.object, 1.5) addEventHandler("onClientColShapeHit", colsphere, onClientColShapeHit) addEventHandler("onClientColShapeLeave", colsphere, onClientColShapeLeave) end end ) function onClientColShapeHit(element, dimension) if not data[source] then return end if element == localP and dimension then bindKey('F','down', StartSeta, source) addEventHandler('onClientRender', getRootElement(), Text_Seta) end end function onClientColShapeLeave() unbindKey('F','down', StartSeta) removeEventHandler('onClientRender', getRootElement(), Text_Seta) end function StartSeta(_, _, colsphere) if data[colsphere] then unbindKey('F','down', StartSeta) removeEventHandler('onClientRender', getRootElement(), Text_Seta) removeEventHandler("onClientColShapeHit", colsphere, onClientColShapeHit) removeEventHandler("onClientColShapeLeave", colsphere, onClientColShapeLeave) destroyElement(data[colsphere].object) destroyElement(data[colsphere].blip) destroyElement(data[colsphere].colsphere) data[colsphere] = nil end end function Text_Seta () dxDrawText("Use (F) to pick this item", x*481, y*483, x*800, y*501, tocolor(255, 255, 255, 255), 1.35, "default-bold", "center", "top", false, false, false, false, false) end try this
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  4. Já tentou depurar o código para saber quais partes do código ele está lendo? Coloque um outputChatBox diferente depois de cada if e for. addEvent("Preis:LogarPerson", true) addEventHandler("Preis:LogarPerson", root, function(id) outputChatBox("A: "..id) local t = dbPoll(dbQuery(db, "SELECT * FROM persons WHERE ID=?", id), -1) local Conta = "" local ContaOficial = "" local Nome = "" local Sobrenome = "" local Emprego = "" for i,t2 in ipairs(t) do outputChatBox("B: "..i) Conta = t2.Conta ContaOficial = t2.ContaOficial Nome = t2.Nome Sobrenome = t2.Sobrenome Emprego = t2.Emprego end if (Conta ~= ContaOficial) then outputChatBox("C") logOut(source) logIn(source, getAccount(Conta), "PreisOlympia") end outputChatBox("D: "..tostring(Nome).."_"..tostring(Sobrenome)) setPlayerName(source, Nome .. "_" .. Sobrenome) setElementData(source, "Emprego", Emprego) outputChatBox("Logado com sucesso") triggerClientEvent(source, "Preis:CloseCriadorPersonagem", source) end)
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  5. Download (Github) https://github.com/gta191977649/MTASA-SkyGfx Note: the resource updates frequently, please always check the github for the latest verion SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III. if you enjoy vanilla San Andreas graphic, this mod is essential to have. to learn more about it from the original author (AAP), please see here. Now i will straight go through the documentation. Screenshots The Thanks List ren712 - for shaders & coronas help aap - for the original work & renderware engine help What have done or working in progress? Not Start yet/ not invesgate ? Partically Works Done & Fully Supported Pre-request Library Timecyc Parser Rendering the timecyc interpolation directly from timecyc.dat, interpretation algorithm conveted from librwgta. custom_coronas For rendering the classicFX, like VC style vehicle big headlight, trail light effect. DGS - (Optional) for the debugTools, But you're need dgs to work, i just a bit lazy with gui things Features Postfx Trails(Blur) - blurLeft,blurTop,blurRight,blurBottom works! Radiosity - Color Filter - ? PS2 PC Mobile - Night Version Goggles - Infrared Goggles - Building Pipeline SimplePS - BuildingVS - ? partially, some engine data requires to work, still working on that BuildingVSFX - For model with specular lighting property Not even start yet Vehicle Pipeline PS2 Pipeline - Done, you happy? Xbox Pipeline - ? Only specular lighting works. Pipeline tweaks radiosityFilterPasses - radiosityRenderPasses - radiosityIntensity - zwriteThreshold - detailMaps - leedsShininessMult - neoShininessMult - neoSpecularityMult - envShininessMult - envSpecularityMult - envPower - envFresnel - sunGlare - just see my feature PR. ps2ModulateBuilding - World Effect Dual Pass Render - Yeah, it's done, thanks to ren712 PS2 Alpha Test not even start yet Grass dualPassGrass - it overrides by dual pass render. grassBackfaceCull - grassAddAmbient - grassFixPlacement - only can do it via modify the mta engine ps2ModulateGrass - Shadows pedShadows - stencilShadows - Misc disableClouds - disableGamma - neoWaterDrops(xbox rain postfx) - neoBloodDrops - transparentLockon - lightningIlluminatesWorld - toogle timecyc lighting on world object. fixPcCarLight - coronaZtest - ? partially works, however this will breaks and bugs up the other corona's ztesting in mta. needs to work on a new solution. fixShadows - Special Misc FX (Unique addon by nurupo) vehicleClassicFx Show VC/III liked vehicle big headlight and light trails when you rotate the screen vehicleTrailLength Length of light trails (buffered frame) vehicleTrailDrawDist What distance should trails start visiable? vehicleHeadLightAlpha Alpha multiplier for head light vehicleRearLightAlpha Alpha multiplier for rear light buildingExtraBrightness Multiplier for building extra brightness vehicleExtraBrightness Multiplier for building extra brightness stochasticFilter Make repeative texture look better, ported from Valdir da Costa Júnior Bugs/Issue Sun can see through by walls -> Due to zTest disabled fixed by manually re-create sun from shader, thanks to Ren712 Element garbage collection for vehicle classic fx
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