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Vanlot

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Everything posted by Vanlot

  1. lol,el mochkla mel Alpha barka lé moch mochkla min alpha kent min arrow maw il marker arrow dima habat il lota 3oud bech t,thabet enou el marker tben wala la jareb bel "Checkpoint" ba3d badelha eli t7eb.
  2. barcha 3bed ta3ref e Teleporter w houwa ma3rouf barcha ki tmes marker twarpi l blasa jdid.fel example hetha marker mawjouda fel airport mta3 el LS w lo5ra fel airport mta3 el LV. local marker1= createMarker(1967.3199462891,-2177.8508300781,12.540625,"cylinder",1.5,0,255,0,255) local marker2= createMarker(1703.9216308594,1488.7879638672,9.640625,"cylinder", 1.5,0,255,0,255) function warpMe(player) if (source == marker1) then setElementPosition(player, 1707.3765869141,1486.5506591797,10.795643806458) elseif (source == marker2) then setElementPosition(player, 1965.5300292969,-2174.9704589844,13.502159118652) end end addEventHandler("onMarkerHit", root,warpMe) <meta> <script src ="teleporter.lua" type="server"/> </meta>
  3. raw el icon mta3 el Blip marbout b naw3 el HD eli sabou fel MTA mte3ek.
  4. maw yekteb mawjoud ,nedri 3lih ech ya7ki men aslou
  5. iberek fik belehi el kelma hethi chnouwa? mwgwd
  6. Vanlot

    Simple Help

    first of all this function working only on server side,So change the file to server side. hasObjectPermissionTo the blip is not defined so use this instead of line 17 local myBlip = createBlipAttachedTo ( player, 0, 2, 255, 0, 0 ) also try to change the function name for example: function destroyBlip() destroyElement(myBlip) end addEventHandler ( "onPlayerQuit", getRootElement(), destroyBlip)
  7. walahi 7asb mana3ref thama el Visa/MasterCard/American Express/Discover.3la 5ater ti tji tasna3 compte paypal ya3touk lista kemla menhom ma3neha akid mawjoudin
  8. Badel esm e topic le General Discussion bech la3bed lkol tnajem ta7ki fe Topic 3ali i7ebou...
  9. In my opinion "Sparrow" and "Samer" both of them should be moderators in this section because they are experienced and they also have great english skills.
  10. ربما النسخة التي تم تثبيتها هي فقط للاختبار أعتقد أنه يجب عليك شراء ترخيص
  11. use this to hide the GUI not tested but it should works. function initGUI() if (source== cButton) then if (guiGetVisible(Window) == true) then guiSetVisible ( Window, false ) showCursor ( false ) end end end addEventHandler ( "onClientGUIClick",guiRoot, initGUI)
  12. للأسف لقد تم إنشاء المجلس خارج القسم العربي
  13. لا إله إلا الله انه شيء محزن ان نرى شيء من هذا القبيل
  14. Tunisian Language: http://pastebin.com/FF6cDapb
  15. سأحاول ثم سأجيب
  16. السلام عليكم setPlayerStat اريد ان يكون شريط صحة اللاعب أطول لكن setPedStat لا يعمل. أيضا لا أستطيع استعمال peds لأنه فقط http://hmvartak.googlepages.com/hbar.JPG الرجاء المساعدة وشكرا
  17. This if you want to set the Window in the center. gtatbogt = "weapons TBOGT" gtatlad = "weapons TLAD" gtaiv = "weapons GTA IV" weaponGui = {} weaponGui["window"] = guiCreateWindow(200,0,328,250,"Selection weapon",false) weaponGui["btnclose"] = guiCreateButton(63,200,212,25,"Close",false,weaponGui["window"]) local screenW,screenH=guiGetScreenSize() local sizeW,sizeH=guiGetSize(weaponGui["window"],false) local x,y = (screenW-sizeW)/2,(screenH-sizeH)/2 guiSetPosition(weaponGui["window"],x,y,false) addEventHandler ( "onClientGUIClick", weaponGui["btnclose"], function ( btn, state ) if state == "up" then guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn1"] = guiCreateButton(63,40,212,40,""..gtatbogt.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn1"], function (btn, state) if state == "up" then outputChatBox(""..gtatbogt.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/tbogt/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/tbogt/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/tbogt/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/tbogt/satchel.dff", 363 ) engineReplaceModel(dff, 363) txd = engineLoadTXD("weapon/tbogt/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/tbogt/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/tbogt/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/tbogt/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/tbogt/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/tbogt/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/tbogt/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/tbogt/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/tbogt/shotgspa.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/tbogt/shotgspa.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) engineReplaceModel(dff, 338) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn2"] = guiCreateButton(63,90,212,40,""..gtatlad.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn2"], function (btn, state) if state == "up" then outputChatBox(""..gtatlad.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/tlad/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/tlad/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/tlad/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/tlad/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/tlad/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/tlad/poolcue.dff", 338 ) engineReplaceModel(dff, 338) txd = engineLoadTXD("weapon/tlad/shotgspa.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/tlad/shotgspa.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/tlad/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/tlad/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/tlad/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/tlad/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) engineReplaceModel(dff, 363) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn3"] = guiCreateButton(63,140,212,40,""..gtaiv.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn3"], function (btn, state) if state == "up" then outputChatBox(""..gtaiv.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/ak47.txd", 355 ) engineImportTXD(txd, 355) dff = engineLoadDFF("weapon/ak47.dff", 355 ) engineReplaceModel(dff, 355) txd = engineLoadTXD("weapon/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/shotgspa.txd", 349 ) engineImportTXD(txd, 349) dff = engineLoadDFF("weapon/shotgspa.dff", 349 ) engineReplaceModel(dff, 349) txd = engineLoadTXD("weapon/colt45.txd", 346 ) engineImportTXD(txd, 346) dff = engineLoadDFF("weapon/colt45.dff", 346 ) engineReplaceModel(dff, 346) txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/knifecur.txd", 335 ) engineImportTXD(txd, 335) dff = engineLoadDFF("weapon/knifecur.dff", 335 ) engineReplaceModel(dff, 335) txd = engineLoadTXD("weapon/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/molotov.txd", 344 ) engineImportTXD(txd, 344) dff = engineLoadDFF("weapon/molotov.dff", 344 ) engineReplaceModel(dff, 344) txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/rocketla.txd", 359 ) engineImportTXD(txd, 359) dff = engineLoadDFF("weapon/rocketla.dff", 359 ) engineReplaceModel(dff, 359) txd = engineLoadTXD("weapon/chromegun.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/chromegun.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/silenced.txd", 347 ) engineImportTXD(txd, 347) dff = engineLoadDFF("weapon/silenced.dff", 347 ) engineReplaceModel(dff, 347) txd = engineLoadTXD("weapon/missile.txd", 345 ) engineImportTXD(txd, 345) dff = engineLoadDFF("weapon/missile.dff", 345 ) engineReplaceModel(dff, 345) txd = engineLoadTXD("weapon/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) engineReplaceModel(dff, 338) txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) engineReplaceModel(dff, 363) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) guiSetVisible(weaponGui["window"], false) function show_window () local IsWindowVisible = guiGetVisible(weaponGui["window"]) if (IsWindowVisible == true) then guiSetVisible(weaponGui["window"], false) showCursor(false) end if (IsWindowVisible == false) then guiSetVisible(weaponGui["window"], true) showCursor(true) end end bindKey("F2", "down", show_window )
  18. plis how fix ? The text should be in the middle of the screen. these functions should help you: guiGetScreenSize guiGetSize guiSetPosition
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