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Everything posted by Castillo
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En este sale lo mismo cuando me mato con basuca sale Galaz le ha partido el culo a Galaz y cuando me suicido del freerom sale se ha suicidado eso esta bien pero cuando me mato yo mismo Galaz le ha partido el culo a Galaz con rocket ¿Que más se puede hacer? Ah cierto, ya se porque es, copia el codigo de nuevo y probalo.
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https://wiki.multitheftauto.com/wiki/OnPlayerChangeNick Podes intentar cancelar ese evento.
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function player_Wasted ( ammo, attacker, weapon, bodypart ) -- if there was an attacker if ( attacker ) then -- we declare our variable outside the following checks local tempString -- if the element that killed him was a player, local r,g,b = getPlayerNametagColor ( source ) --get the player's nametag colour if ( getElementType ( attacker ) == "player" ) then -- put the attacker, victim and weapon info in the string tempString = getPlayerName ( attacker ).." Le partio el culo a "..getPlayerName ( source ).." con una ("..getWeaponNameFromID ( weapon )..")" -- else, if it was a vehicle, elseif ( getElementType ( attacker ) == "vehicle" ) then -- we'll get the name from the attacker vehicle's driver tempString = getPlayerName ( getVehicleController ( attacker ) ).." mato a "..getPlayerName ( source ).." ("..getWeaponNameFromID ( weapon )..")" end -- if the victim was shot in the head, append a special message if ( bodypart == 9 ) then tempString = tempString.." (HEADSHOT!)" -- else, just append the bodypart name else tempString = tempString.." ("..getBodyPartName ( bodypart )..")" end if ( attacker == source ) then tempString == getPlayerName ( source ) .." se ha suicidado" end -- display the message outputChatBox ( tempString, root, 255, 255, 255, true ) -- Aca -- if there was no attacker, elseif ( not attacker or attacker == source ) then -- output a death message without attacker info outputChatBox ( getPlayerName ( source ) .." se ha suicidado", root, 255, 255, 255, true ) -- Y aca end end addEventHandler ( "onPlayerWasted", getRootElement(), player_Wasted )
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function player_Wasted ( ammo, attacker, weapon, bodypart ) -- if there was an attacker if ( attacker ) then -- we declare our variable outside the following checks local tempString -- if the element that killed him was a player, local r,g,b = getPlayerNametagColor ( source ) --get the player's nametag colour if ( getElementType ( attacker ) == "player" ) then -- put the attacker, victim and weapon info in the string tempString = getPlayerName ( attacker ).." Le partio el culo a "..getPlayerName ( source ).."con una ("..getWeaponNameFromID ( weapon )..")" -- else, if it was a vehicle, elseif ( getElementType ( attacker ) == "vehicle" ) then -- we'll get the name from the attacker vehicle's driver tempString = getPlayerName ( getVehicleController ( attacker ) ).." killed "..getPlayerName ( source ).." ("..getWeaponNameFromID ( weapon )..")" end -- if the victim was shot in the head, append a special message if ( bodypart == 9 ) then tempString = tempString.." (HEADSHOT!)" -- else, just append the bodypart name else tempString = tempString.." ("..getBodyPartName ( bodypart )..")" end -- display the message outputChatBox ( tempString, root, 255, 255, 255, true ) -- Aca -- if there was no attacker, else -- output a death message without attacker info outputChatBox ( getPlayerName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")", root, 255, 255, 255, true ) -- Y aca end end addEventHandler ( "onPlayerWasted", getRootElement(), player_Wasted ) Te señale donde cambie.
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Te referis a este tipo de color: #FF0000? tenes que ponerle en 'true' el colorCoded de outputChatBox.
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Eso lo copiaste directamente del link de la wiki que te pase, no tomes el credito de los demas.
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No te ofendas, pero esta seccion es para ayudar a crear scripts, no para darte cosas hechas.
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Son funciones y un evento, tenes que hacer un script.
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getPlayerName outputChatBox onPlayerWasted
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Change their description to "DELETE", so we can know they are yours.
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Solamente los comandos, no los argumentos del bind, ejemplo: Si yo pongo /bind Z warp Castillo esa funcion solo muestra el comando, osea "warp".
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Yes, use render targets. dxCreateRenderTarget dxSetRenderTarget dxDrawImageSection
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Si, pero debes verificar que el elemento GUI que el jugador dio click en, sea la gridlist tuya.
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You need to edit the scoreboard resource itself, see where it draws the player names, and add an exception.
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triggerClientEvent getElementPosition playSound3D
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No hay porque hacer eso, podes usar el evento onClientGUIClick para detectar cuando seleccionas un item en la gridlist, porque tenes que verificar en cada render?
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Podrias ver que binds tienen para cada letra, pero no te muestra mas que el comando. https://wiki.multitheftauto.com/wiki/Ge ... BoundToKey
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Esa es una terrible manera de hacer el script, es muy ineficiente.
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Es lo mismo que te dije por PM cuando me pediste ayuda.
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You can set the cursor alpha to 0 using setCursorAlpha and then draw another one using getCursorPosition + dxDrawImage.
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Do you have all the required files?
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And what error does it give you?
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I remember this used to happen when you minimized your game inside some interiors, but I haven't had this bug in a long time.
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I really don't understand anything of what you just said. You want to load pickup positions from a map file? or what?