xXMADEXx
Members-
Posts
2,718 -
Joined
-
Last visited
Everything posted by xXMADEXx
-
Here: addCommandHandler ( "skin", function ( p ) if ( isPlayerInACL ( p, "Admin" ) ) then setElementModel ( p, 1 ) end end ) function isPlayerInACL(player,acl) local account = getAccountName(getPlayerAccount(player)) if(isObjectInACLGroup("user."..account,aclGetGroup(acl))) then return true else return false end end
-
You could do something like: local hp = getElementHealth ( player ) setElementModel ( player, 200 ) setElementHealth ( player, hp )
-
Still don't really understand. But from what i can understand i guess you could do this: addEventHandler("onColShapeHit", getRootElement(), function test (hitElement) if (source == zone) and getElementType ( hitElement ) == "player" then triggerClientEvent ( hitElement, "BARhealth.start", hitElement, nemesis) end end) addEventHandler("onColShapeLeave", getRootElement(), function (leaveElement) if (source == zone) and getElementType ( leaveElement ) == "player" then triggerClientEvent ( leaveElement, "BARhealth.stop", leaveElement , nemesis) end end)
-
Not sure what you mean... addEventHandler("onColShapeHit", getRootElement(), function test (hitElement) if (source == zone) and getElementType ( hitElement ) == "player" then -- triggerClientEvent ("BARhealth", hitElement, nemesis) end end) addEventHandler("onColShapeLeave", getRootElement(), function (leaveElement) if (source == zone) and getElementType ( leaveElement ) == "player" then -- triggerClientEvent ("BARhealth", hitElement, nemesis) end end) ?
-
You can use a command, and when the player uses the command you can check to see if the player is in the admin ACL... Here is a function i made a while back that might help you. function isPlayerInACL(player,acl) local account = getAccountName(getPlayerAccount(player)) if(isObjectInACLGroup("user."..account,aclGetGroup(acl))) then return true else return false end end
-
function CheatMode(player,command) if not isWorldSpecialPropertyEnabled('hovercars') then setWorldSpecialPropertyEnabled('hovercars',true) else setWorldSpecialPropertyEnabled('hovercars',false) end end addCommandHandler('water', CheatMode,false) -- You don't need to check the command if the command is "water"
-
Load it with these functions: https://wiki.multitheftauto.com/wiki/Se ... _functions and Umm It should be animation.xml So, it should be this: <AnimationCadigories> <animationCategory id="Dance"> <animation id="Clap 1" block="DANCING" code="bd_clap" /> <animation id="Clap 2" block="DANCING" code="bd_clap1" /> <animation id="Dance Loop" block="DANCING" code="dance_loop" /> <animation id="Dan Down" block="DANCING" code="DAN_Down_A" /> <animation id="Dan Left" block="DANCING" code="DAN_Left_A" /> <animation id="Dan Loop" block="DANCING" code="DAN_Loop_A" /> <animation id="Dan Right" block="DANCING" code="DAN_Right_A" /> <animation id="Dan Up" block="DANCING" code="DAN_Up_A" /> <animation id="Dance 1" block="DANCING" code="dnce_M_a" /> <animation id="Dance 2" block="DANCING" code="dnce_M_b" /> <animation id="Dance 3" block="DANCING" code="dnce_M_c" /> <animation id="Dance 4" block="DANCING" code="dnce_M_d" /> <animation id="Dance 5" block="DANCING" code="dnce_M_e" /> </animationCategory> <animationCategory id="Airport"> <animation id="Brawl" block="Airport" code="thrw_barl_thrw" /> </animationCategory> <animationCategory id="Attractors"> <animation id="Stepsit_in" block="Attractors" code="Stepsit_in" /> <animation id="Stepsit_loop" block="Attractors" code="Stepsit_loop" /> <animation id="Stepsit_out" block="Attractors" code="Stepsit_out" /> </animationCategory> <animationCategory id="BOMBER"> <animation id="BOM_Plant" block="BOMBER" code="BOM_Plant" /> <animation id="BOM_Plant_2Idle" block="BOMBER" code="BOM_Plant_2Idle" /> <animation id="BOM_Plant_Crouch_In" block="BOMBER" code="BOM_Plant_Crouch_In" /> <animation id="BOM_Plant_In" block="BOMBER" code="BOM_Plant_In" /> <animation id="BOM_Plant_Loop" block="BOMBER" code="BOM_Plant_Loop" /> </animationCategory> <animationCategory id="BUDDY"> <animation id="buddy_crouchfire" block="BUDDY" code="buddy_crouchfire" /> <animation id="buddy_crouchreload" block="BUDDY" code="buddy_crouchreload" /> <animation id="buddy_fire" block="BUDDY" code="buddy_fire" /> <animation id="buddy_fire_poor" block="BUDDY" code="buddy_fire_poor" /> <animation id="buddy_reload" block="BUDDY" code="buddy_reload" /> </animationCategory> <animationCategory id="MISC"> <animation id="bitchslap" block="MISC" code="bitchslap" /> <animation id="BMX_celebrate" block="MISC" code="BMX_celebrate" /> <animation id="Case_pickup" block="MISC" code="Case_pickup" /> <animation id="door_jet" block="MISC" code="door_jet" /> <animation id="GRAB_L" block="MISC" code="GRAB_L" /> <animation id="Hiker_Pose" block="MISC" code="Hiker_Pose" /> <animation id="dle_Chat_02" block="MISC" code="dle_Chat_02" /> <animation id="KAT_Throw_O" block="MISC" code="KAT_Throw_O" /> <animation id="PASS_Rifle_Ply" block="MISC" code="PASS_Rifle_Ply" /> <animation id="Plane_hijack" block="MISC" code="Plane_hijack" /> <animation id="Run_Dive" block="MISC" code="Run_Dive" /> <animation id="Scratchballs_01" block="MISC" code="Scratchballs_01" /> <animation id="smlplane_door" block="MISC" code="smlplane_door" /> <animation id="CPR" block="MISC" code="CPR" /> <animation id="Door_Kick" block="MISC" code="Door_Kick" /> </animationCategory> </AnimationCadigories>
-
Thanks, works now
-
Hello guys, so, im working on my account system... right now, im making it so that when the player leaves, it saves all his data to the MySQL database. For some reason, the saving is very, very slow, and causes network trouble. It takes about 10 seconds after the player disconnects for all the data to be saved. Here is my code: [[ REMOVE BY xXMADEXx ]]
-
Try this: local sWidth,sHeight = guiGetScreenSize() local entrada = createMarker (2790.69849, -1618.30640, 15.35537, "cylinder", 1.5, 255, 255, 0, 170 ) local isPlayerRending = false function main () setTimer ( function() if not isPlayerRending then addEventHandler("onClientRender", root, render ) end GUIEditor.gridlist[1] = guiCreateGridList(sWidth*0.394, sHeight*0.236, sWidth*0.252, sHeight*0.296, false) guiGridListAddColumn(GUIEditor.gridlist[1], "Armas", 0.9) guiGridListSetItemText(GUIEditor.gridlist[1], 0, 1, "Uzi", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 1, 1, "Tec-9", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 2, 1, "Sniper", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 3, 1, "Shotgun", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 4, 1, "Satchel", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 5, 1, "Recortada", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 6, 1, "Rifle", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 7, 1, "Paracaidas", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 8, 1, "MP5", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 9, 1, "M4", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 10, 1, "Knife", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 11, 1, "Katana", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 12, 1, "Grenade", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 13, 1, "Desert Eagle", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 14, 1, "Combat Shotgun", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 15, 1, "Colt", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 16, 1, "Chainsaw", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 17, 1, "AK-47", false, false) guiGridListSetItemText(GUIEditor.gridlist[1], 18, 1, "Visores Nocturnos", false, false) GUIEditor.button[1] = guiCreateButton(sWidth*0.699, sHeight*0.466, sWidth*0.235, sHeight*0.049, "Comprar", false) GUIEditor.label[4] = guiCreateLabel(sWidth*0.718, sHeight*0.371, sWidth*0.190, sHeight*0.017, "Nombre: ---", false) GUIEditor.label[5] = guiCreateLabel(sWidth*0.718, sHeight*0.389, sWidth*0.190, sHeight*0.015, "Municiones: ---", false) GUIEditor.label[7] = guiCreateLabel(sWidth*0.718, sHeight*0.410, sWidth*0.190, sHeight*0.016, "Nivel: ---", false) GUIEditor.label[8] = guiCreateLabel(sWidth*0.718, sHeight*0.424, sWidth*0.190, sHeight*0.021, "Precio: ---", false) muestra = guiCreateStaticImage(sWidth*0.717, sHeight*0.234, sWidth*0.191, sHeight*0.126, ":admin/client/images/info.png", false) end, 5000, 1 ) end addEventHandler("onMarkerHit", entrada, main) function render() isPlayerRending = true dxDrawText("Tienda de Armas", sWidth*0.580, sHeight*0.189, sWidth*0.893, sHeight*0.215, tocolor(255, 255, 255, 255), 2.00, "default", "left", "top", false, false, true, false, false) dxDrawRectangle(sWidth*0.384, sHeight*0.219, sWidth*0.567, sHeight*0.332, tocolor(0, 0, 0, 240), true) dxDrawRectangle(sWidth*0.384, sHeight*0.194, sWidth*0.567, sHeight*0.025, tocolor(4, 75, 74, 240), true) end
-
with "addEventHandler("onClientRender",root,functionName)"
-
Post the code for the login...
-
The resource that contains the file "addons.lua"
-
Add this to the admin ACL group: "resource.[THE RESOURCE NAME]"
-
When ever you are dealing with DX functions, you have to add "onClientRender" to the function.
-
it is probably because the host dosn't allow remote connections. If you hosting computer on your local computer, i recommend that you use XAMPP, but if you have hosting, and they don't provide MySQL, use this website: http://www.freesqldatabase.com/
-
Well, thats strange.
-
^^ That is what that code will do.
-
Replace "giveWeapon" with this: setPedArmor(who,100) -- for armor setElementHealth ( who, 100 ) -- For health
-
What do you mean? Like make an armor or health pickup?
-
As he said, no one will make it for free. (Unless, they're really nice, which isn't very common.)
-
I cannot really understand your english, but try this: pickupuse = createPickup(225.93472, 1899.18359, 17.64806, 3, 348, 500, 0 ) function pickupsx ( player ) if ( source == pickupuse ) then setTimer( function ( who ) giveWeapon ( who, 24 ) end, 1000, 1, player ) end end addEventHandler("onPickupHit", getRootElement(),pickupsx )
-
You could use math functions, until its correct, here is an example: local rx, ry = guiGetScreenSize ( ) local width, height = ( rx / 50 ), ( ry / 50 ) dxDrawImage ( "imagePath/imagefile.png", 0, 0, width, height )
