
Plate
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Everything posted by Plate
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No me funciono me sigue diciendo 110
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Loading script failed:levelup/main_c.lua:29:"("expected near dxsetText
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Fuciona pero no se cambia el texto tampoco se dibuja otro
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function dxsetText() local UP = exports ["exp_system"]:getPlayerLevel(source) if UP >= 1 then dxDrawText("110" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 2 then dxDrawText("160" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 3 then dxDrawText("240" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 4 then dxDrawText("500" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 5 then dxDrawText("2000" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 6 then dxDrawText("4000" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 7 then dxDrawText("8000" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 8 then dxDrawText("12000" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 9 then dxDrawText("16000" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) elseif UP >= 10 then dxDrawText("20000" ,676.0,193.0,721.0,203.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) end end addEventHandler("onChangeLevel",getRootElement(),dxsetText) addEventHandler("onClientRender",getRootElement(),dxsetText)
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Hola quisiera saber como hacer que en un panel un jugador escriba el nombre de un grupo acl en un guiCreateEdit y despues ponga en el boton crear y se cree ese grupo no se si me explico bien
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Creo que conn dxDraw no sirve por qe ahora lo hize como dijistes y todabia no funciona solid
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Dijistes que lo ponga en un .lua con el archivo que hiva a ser utilizado yo creo que tendrias que pensar antes de hablar y dar 1 opcion mas como no entendistes por casualidad
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Ok por que con dxDraw no funciona por que yo lo prove y no paso nada
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Perdon por el doble post pero va haci esto? -- Direct X Drawing addEventHandler("onClientRender",root, function() dxDrawText("Ten cuidado con el boss",310.0,82.0,503.0,107.0,tocolor(255,255,255,255),1.0,"default","left","top",false,false,false) dxDrawRectangle(310.0,82.0,194.0,26.0,tocolor(0,0,0,90),false) end ) --[[ Client animation library by arc_ Version 1.0.0 Licence ---------------- You are free to modify this file and redistribute it with your changes. However, always mention that you changed it (and eventually what changes you made) and keep the original author, version number and licence intact. Selling this script or a derivative of it is not allowed. Documentation ---------------- Terminology - Animation: a sequence of phases that act on one or more elements and follow each other sequentially in time. Multiple animations can be running at the same time. All defined animations run in parallel. An animation is in fact one phase with several subphases (see below), with animation specific functions available. - Phase: a part of an animation sequence. A phase consists of a paramater that linearly goes from a given starting value to a given ending value, over the specified amount of time, and is applied to one certain element. While a phase is running, its callback function will be called onClientRender with the following arguments: phase.fn(element elem, float param, table phase) Specifying time and callback function is optional. If no time is specified but a function is, phase.fn(elem) will be called once. If no function is specified but a time is, the phase consists of simply waiting during that time, doing nothing. A phase can be run once, repeated multiple times or loop infinitely. Phases can also contain phases. In that case the parent phase consists of completing all child phases, in order. This allows you to f.e. make an element move left and right continuously: define a phase for moving it to the left, followed by a phase for moving it back to the right, and encapsulate these two phases in a parent phase that loops forever. Phases can be nested to arbitrary depth. The element a subphase works on is inherited from its parent phase (or, if the parent phase doesn't specify an element, from the grandparent, etc). Definition of a phase A phase is simply a table containing properties and (optionally) subphases. Available phase properties are: (the values for the properties are examples, not default values) phase = { from = 0, -- the starting value of the parameter to = 1, -- the ending value of the parameter [time = 1000,] -- the time (in ms) in which to go from start to end [fn = callback,] -- the function to call on each frame update [repeats = 5,] -- how many times to run this phase before going on to -- the next. defaults to 1 [subphase1,] -- optional subphases. if one or more of these are included, [subphase2,] -- only the "repeats" property is valid for this parent phase ... } Available functions anim = Animation.create(elem, phase1, phase2, ...) Creates and returns a new animation. This means nothing more than creating a new phase, putting the specified phases in it as subphases, and making the functions of the Animation class available to it. Once an animation is created, it is not yet running. anim = Animation.createAndPlay(elem, phase1, phase2, ...) Creates a new animation and immediately starts playing it. anim = Animation.createNamed(name, elem, ...) If an animation with the specified name exists, returns that animation. Otherwise creates a new named animation. You can look the animation up again later with Animation.getNamed(name). anim = Animation.createNamedAndPlay(name, elem, ...) Self explanatory. anim = Animation.getNamed(name) Returns the animation with the specified name if it exists, false otherwise. anim:play() Start playing a newly created animation or resume a paused animation. anim:pause() Pauses the animation. Resume it later with anim:play() or delete it with anim:remove(). anim:remove() Deletes the animation completely. It can not be resumed anymore. anim:isPlaying() Returns true if the animation is currently playing, false if not. Animation.playingAnimationsExist() Returns true if there is any animation that is currently playing. anim:addPhase(phase3), phase2:addPhase(phase3) Appends a new subphase to the animation or phase. Can be done while the animation is playing. Note that to be able to use phase2:addPhase(), phase2 first has to be processed (default values filled in, made part of the Phase class) by being passed as an argument to Animation.create[AndPlay] or addPhase. Examples Fade in a picture: local pict = guiCreateStaticImage(...) Animation.createAndPlay(pict, { from = 0, to = 1, time = 2000, fn = guiSetAlpha }) Fade in a picture using a preset (for more presets, see the end of this file): local pict = guiCreateStaticImage(...) Animation.createAndPlay(pict, Animation.presets.guiFadeIn(2000)) Move a label to the right while fading it in: local label = guiCreateLabel(10, 100, 150, 20, 'Test', false) Animation.createAndPlay(label, Animation.presets.guiMove(200, 100, 2000)) Animation.createAndPlay(label, Animation.presets.guiFadeIn(2000)) Move a label left and right forever, without presets: function guiSetX(elem, x) local curX, curY = guiGetPosition(elem, false) guiSetPosition(elem, x, curY, false) end local label = guiCreateLabel(10, 100, 150, 20, 'Test', false) Animation.createAndPlay( label, { repeats = 0, { from = 10, to = 200, time = 2000, fn = guiSetX }, { from = 200, to = 10, time = 2000, fn = guiSetX } } ) ]]-- Phase = {} Phase.__index = Phase Animation = setmetatable({}, { __index = Phase }) Animation.__index = Animation Animation.collection = {} function Animation.create(elem, ...) local anim = setmetatable({ elem = elem, ... }, Animation) anim:_setup() return anim end function Animation.createAndPlay(elem, ...) local anim = Animation.create(elem, ...) anim:play() return anim end function Animation.createNamed(name, elem, ...) local anim = Animation.getNamed(name) or Animation.create(elem, ...) anim.name = name return anim end function Animation.createNamedAndPlay(name, elem, ...) local anim = Animation.createNamed(name, elem, ...) anim:play() return anim end function Animation.getNamed(name) local i, anim = table.find(Animation.collection, 'name', name) return i and anim end function Animation:isPlaying() return self.playing or false end function Animation.playingAnimationsExist() return table.find(Animation.collection, 'playing', true) and true end function Animation:play() if self.playing then return end if not table.find(Animation.collection, self) then table.insert(Animation.collection, self) end if not Animation.playingAnimationsExist() then addEventHandler('onClientRender', getRootElement(), updateAnim) end self.playing = true end function Animation:pause() self.playing = false if not Animation.playingAnimationsExist() then removeEventHandler('onClientRender', getRootElement(), updateAnim) end end function Animation:remove() table.removevalue(Animation.collection, self) if not Animation.playingAnimationsExist() then removeEventHandler('onClientRender', getRootElement(), updateAnim) end self.playing = false end function Phase:_setup(parent) self.parent = parent if self[1] then for i,phase in ipairs(self) do if type(phase) == 'function' then phase = { fn = phase } self[i] = phase end setmetatable(phase, Phase) phase:_setup(self)
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function event(player) local name = getPlayerName(player) local random = getRandomPlayer() local granada = giveWeapon ( random, 16, 20000) local minigun = giveWeapon ( random, 38, 20000) local rocket = giveWeapon ( random, 35, 20000) outputChatBox(tostring (name).."Tiene un arma especial por el evento", getRootElement(), math.random(0, 255), math.random(0, 255), math.random(0, 255)) setTimer(destroyElement, 1000, 1, granada) setTimer(destroyElement, 1000, 1, minigun) setTimer(destroyElement, 1000, 1, rocket) setTimer ( event, 1000, 1, source ) end haci?
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client: function showPanel () guiSetVisible (Ventanachorete, true) showCursor (true) end addEvent( "showPanel", true ) addEventHandler ( "showPanel", getRootElement(), showPanel) server: addEventHandler("onPlayerJoin",root, function () bindKey(source,"l","down",show) end) addEventHandler("onResourceStart",resourceRoot, function () for index, player in ipairs(getElementsByType("player")) do bindKey(player,"l","down",show) end end) function show(thePlayer) if isObjectInACLGroup("user."..getAccountName(getPlayerAccount(thePlayer)),aclGetGroup("Console")) then triggerClientEvent(thePlayer,"showPanel",thePlayer) end end creo que eso sirve
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Muchas gracias solid pero no tenes el link de descarga por casualidad por que sino no se como usarlo PD: esto esta bien? function event(player) local name = getPlayerName(player) local random = getRandomPlayer() granada = giveWeapon ( random, 16, 20000) minigun = giveWeapon ( random, 38, 20000) rocket = giveWeapon ( random, 35, 20000) outputChatBox(tostring (name).."Tiene un arma especial por el evento", getRootElement(), match.random(0, 255), math.random(0, 255), math.random(0, 255)) setTimer(destroyElement, 1000, 1, granada) setTimer(destroyElement, 1000, 1, minigun) setTimer(destroyElement, 1000, 1, rocket) setTimer ( event, 1000, 1, source ) end
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Hola necesito saber como ponerle una animacion al gui osea que se mueva para adelante y para atras haci alguien me diria como
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Ah yo pense que decia onPlayerWasted bueno cambias el evento y listo
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addEventHandler("onPlayerWasted",root, function (killer) givePlayerMoney(killer,150) end) Prova haci
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igual no esucho solamente ambkor tambien aitor santaflow y rock (un poco)
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Systema de clanes Los miembros de los clanes spanwean en su base Panel para agregar miembros a tu clan Bots que spawnean si matas muchos zombies Rangos de clanes Panel de rangos de clanes Cada clan tiene su propio team Vehiculos bloqueados para los clanes Zombies con mas vida(algunos) Nuevo Crosshair Musica Vehiculos bloqueados por level sistema de Reset Ves tu level tu exp y tu reset en un dxDrawText que aparece en tu pantalla Regeneracion de vida Area 51 con skin Te dan las armas depende tu level Trial mod Trial admin y mucho mas tendria que ponerle host pero no se como PD: Cuando sepa las demas cosas que tiene lo pongo aca
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Yo pienso que esta al el getElementPosition(hunter)
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hola hize este topic para preguntarles lo que les gusta ver (para reirse si alguien se rie con porno no lo ponga) yo me entretengo con este tipo que te reis mucho
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Si tenes playstation network aagregame carlinsk8 me llamo pd: LO MAS LINDO ES QUE NO ANDO EN SKATE
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JAJAJAJ me causo lo de otto yo no dije que escuches lo que yo simplemente dije que no te veia de esa forma escuchando justin gayber decime cuando yo dije que escuches lo mismo que yo y me retracto de todo lo que escribir ahora
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Ahora no se destruye el hunter
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Bienvenido te recomiendo las paginas que NOD dijo http://www.lua.org/ https://wiki.multitheftauto.com/wiki/Scripting_introduction