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Sex*

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Everything posted by Sex*

  1. Your racevoting script is compiled, you cant add uncompiled stuff there.
  2. Sex*

    Autoteams

    So i want to put two autoteams together to make the ultimate autoteams script But it doesnt work, like at all, doesnt save, doesnt create teams. Error: Bad argument at addEventHandler line 39 Heres my script: ---------------do not change or touch this---------- Names={} Colors={} -------------------------------------------------------------- ---------------------------here put your clans read readme for instructions--------------------------------------- local names ={"The Professionals"} local colors ={"#ff4000"} -------- load------------ function loadTeams() for i,name in pairs(names) do Names[i]=name end for i,color in pairs(colors) do Colors[i] = color end addEventHandler("onResourceStart",getRootElement(),loadTeams) -----------check---------------------------- function check (player) local account = getPlayerAccount(source) local team = getAccountData (account, "team") return end local name = Names[i] local color = Colors[i] if not getTeamFromName(name) then createTeam(name,getColorFromString(color)) end local team = getTeamFromName(name) setPlayerTeam(player,team) end addEventHandler("onPlayerLogin",root,check) -------------------------------- ----------remove Empty Team ---------- function remove() for t,teams in pairs(names) do local team = getTeamFromName(teams) if team then if countPlayersInTeam ( team )==0 then destroyElement(team) end end end end --------------------------LOL--------------------------- These two old ones that work: function setTeam() local account = getPlayerAccount(source) -- gets players account local team = getAccountData (account, "team") -- gets players team if (team) and getTeamFromName(team) then setPlayerTeam(source, getTeamFromName(team)) -- sets players team end end addEventHandler("onPlayerLogin",root,setTeam) -- sets players team on login function save() local team = getPlayerTeam(source) -- Gets the players team local account = getPlayerAccount(source) if (team) and not isGuestAccount(account) then -- Checks to see if the player is a guest or not setAccountData(account, "team", getTeamName(team)) --saves team end end addEventHandler("onPlayerQuit", getRootElement(), save) -- saves team on quit ---------------do not change or touch this---------- Names={} Tags={} Colors={} ACL={} -------------------------------------------------------------- ---------------------------here put your clans read readme for instructions--------------------------------------- local names ={"Guest Team","xR Team"} local tags ={"","%-xR%|"} local colors ={"#e6e6e6","#ff4500"} local acls ={"none","none"} -------- load------------ function loadTeams() for i,name in pairs(names) do Names[i]=name end for i,tag in pairs(tags) do Tags[i]=tag end for i,color in pairs(colors) do Colors[i] = color end for i,acl in pairs(acls) do ACL[i] = acl end end addEventHandler("onResourceStart",getRootElement(),loadTeams) --------------------------------------------------- ----- move on start------------------ function moveOnStart() for i,player in pairs(getElementsByType("player")) do check(player) end end addEventHandler("onResourceStart",getRootElement(),moveOnStart) ------------------------------------------------------------------------- -----------check---------------------------- function check (player) setPlayerTeam(player,nil) for i,tag in pairs(tags) do if string.find(getPlayerName(player),tag) then local account=getPlayerAccount(player) if ACL[i]~="none" and not isObjectInACLGroup ( "user." ..getAccountName(account) , aclGetGroup ( ACL[i] ) ) then return end local name = Names[i] local color = Colors[i] if not getTeamFromName(name) then createTeam(name,getColorFromString(color)) end local team = getTeamFromName(name) setPlayerTeam(player,team) end end end -------------------------------- ----------remove Empty Team ---------- function remove() for t,teams in pairs(names) do local team = getTeamFromName(teams) if team then if countPlayersInTeam ( team )==0 then destroyElement(team) end end end end ----------------------------------------------------- -------NickChange------------- function nick(old,new) setTimer(check,1000,1,source) setTimer(remove,1500,1) end addEventHandler("onPlayerChangeNick",getRootElement(),nick) --------------------------------------------- -------Join-------------------------------- function join() setTimer(check,4000,1,source) end addEventHandler("onPlayerJoin",getRootElement(),join) ------------------------------- ---------Quit--------------------- function quit(player) setTimer(remove,1000,1) end addEventHandler("onPlayerQuit",getRootElement(),quit) ------------------------------------ ---------Login--------------------- function login() setTimer(check,1000,1,source) setTimer(remove,1500,1) end addEventHandler("onPlayerLogin",getRootElement(),login) ------------------------------------ ---------Logout--------------------- function logout() setTimer(check,1000,1,source) setTimer(remove,1500,1) end addEventHandler("onPlayerLogout",getRootElement(),logout) ------------------------------------ ----------blip-------------- function blip(player) local team = getPlayerTeam(player) if team then for v,blip in pairs(getAttachedElements(player)) do if getElementType(blip)=="blip" then local r,g,b =getTeamColor(team) setBlipColor(blip,r,g,b,255) setVehicleColor ( blip,r,g,b) end end end end function timer() setTimer(blip,3000,1,source) end addEventHandler("onPlayerSpawn",getRootElement(),timer) addEvent ( 'onPlayerPickUpRacePickup', true ) function zaa ( id, type, model ) if ( getPlayerTeam ( source ) ) then if ( eventName == 'onPlayerPickUpRacePickup' and id == 'vehiclechange' or id == 'repair' or id == 'nitro' ) then local r, g, b = getTeamColor ( getPlayerTeam ( source ) ) local vehicle = getPedOccupiedVehicle(source) setVehicleColor ( vehicle, r, g, b ); else local r, g, b = getTeamColor ( getPlayerTeam ( source ) ) local vehicle = getPedOccupiedVehicle(source) setVehicleColor ( vehicle, r, g, b ) end end end addEventHandler ( 'onPlayerVehicleEnter', root, zaa ) addEventHandler ( 'onPlayerPickUpRacePickup', root, zaa )
  3. Dude, you havent got event handler (Sry if u didnt post the full script.)
  4. I havent seen any map that script is compiled.
  5. I want that blocks messages from the maps "[DM]" exemple: [DM] Luiire: -[Mortal Style] Judt go to map script and delete outputchatbox message, its kinda annoying to do that but the simplest way.
  6. Now it works but it doesnt do animation at all.
  7. So i thought i do a slide effect like toptimes has to the deathlist, so i tried something but nothing happens It gave me this: [2013-03-22 17:09:02] WARNING: Loading script failed: deathlist123\rankingBoard-Pato_c.lua:208: 'end' expected (to close 'function' at line 15) near '<eof>' My modified script that doesnt work: gRoot = getRootElement() gMe = getLocalPlayer() sW , sH = guiGetScreenSize () TextScale = sH/1800 if TextScale < 0.5 then TextScale = 0.5 end TextFont = "bankgothic" RankingBoard = { anim = 360, state = true, animState = "closed", tick = getTickCount() } function drawRankingBoardIntreface() if RankingBoard.animState == "closed" then local tick = getTickCount() - RankingBoard.tick local progress = tick/1000 RankingBoard.anim = interpolateBetween(0,0,0,390,0,0,progress,"InOutBack") else local tick = getTickCount() - RankingBoard.tick local progress = tick/1000 RankingBoard.anim = interpolateBetween(390,0,0,0,0,0,progress,"OutBounce") end Places = {} Numbers = {} function startResource () for i=1,32 do Numbers[i] = "" Places[i] = "" end addEventHandler ( "onClientRender", gRoot, RankingBoardDrawing ) fileDelete("rankingBoard-Puma_c.lua") end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), startResource ) function RankingBoardDrawing () DeathList = Numbers[1].." "..Places[1].."/newline/".. (Numbers[2].." "..Places[2].."/newline/").. (Numbers[3].." "..Places[3].."/newline/").. (Numbers[4].." "..Places[4].."/newline/").. (Numbers[5].." "..Places[5].."/newline/").. (Numbers[6].." "..Places[6].."/newline/").. (Numbers[7].." "..Places[7].."/newline/").. (Numbers[8].." "..Places[8].."/newline/").. (Numbers[9].." "..Places[9].."/newline/").. (Numbers[10].." "..Places[10].."/newline/").. (Numbers[11].." "..Places[11].."/newline/").. (Numbers[12].." "..Places[12].."/newline/").. (Numbers[13].." "..Places[13].."/newline/").. (Numbers[14].." "..Places[14].."/newline/").. (Numbers[15].." "..Places[15].."/newline/").. (Numbers[16].." "..Places[16].."/newline/").. (Numbers[17].." "..Places[17].."/newline/").. (Numbers[18].." "..Places[18].."/newline/").. (Numbers[19].." "..Places[19].."/newline/").. (Numbers[20].." "..Places[20].."/newline/").. (Numbers[21].." "..Places[21].."/newline/").. (Numbers[22].." "..Places[22].."/newline/").. (Numbers[23].." "..Places[23].."/newline/").. (Numbers[24].." "..Places[24].."/newline/").. (Numbers[25].." "..Places[25].."/newline/").. (Numbers[26].." "..Places[26].."/newline/").. (Numbers[27].." "..Places[27].."/newline/").. (Numbers[28].." "..Places[28].."/newline/").. (Numbers[29].." "..Places[29].."/newline/").. (Numbers[30].." "..Places[30].."/newline/").. (Numbers[31].." "..Places[31].."/newline/").. (Numbers[32].." "..Places[32].."/newline/") local obramowanie = string.gsub(DeathList,"#%x%x%x%x%x%x","#000000") dxDrawColorTextPuma(obramowanie, 14, sH/3-1, sW+1 , sH-1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 14, sH/3, sW+1 , sH, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 14, sH/3+1, sW+1 , sH+1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 13, sH/3+1, sW , sH+1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 12, sH/3+1, sW-1 , sH+1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 12, sH/3, sW-1 , sH, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 12, sH/3-1, sW-1 , sH-1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 13, sH/3-1, sW , sH-1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(DeathList, 13, sH/3, sW , sH, tocolor(255,255,255,255), TextScale, TextFont , "left", "top") end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ function Adding (pos,name,moveing) Numbers[pos] = "#FF4000"..pos.." #FFFFFF)" if not moveing then setTimer(function() if Numbers[pos] == "#FF4000"..pos.." #FFFFFF)" then Numbers[pos] = "#FF4000"..pos.." #FFFFFF)" else Numbers[pos] = "#FF4000"..pos.." #FFFFFF)" end end, 100, 5) else Numbers[pos] = "#FF4000"..pos.." #FFFFFF)" end Places[pos] = name end addEvent( "showPlayersOnRankingBoard", true ) addEventHandler( "showPlayersOnRankingBoard", gRoot, Adding ) function hideAll () for i=1,32 do Numbers[i] = "" Places[i] = "" end end addEvent( "hideAll", true ) addEventHandler( "hideAll", gRoot, hideAll ) Toptimes where i took the animation parts: toptimes = { anim = 360, size = {380,160}, mapname = "N/A", label = {"Empty","Empty","Empty","Empty","Empty","Empty","Empty","Empty","Empty","Empty","Empty"}, time = {"","","","","","","","","","",""}, data = {"","","","","","","","","","",""}, country = {"","","","","","","","","","",""}, personal = {false,pos = 9,name="",time="",data="",country=""}, state = false, animState = "closed", tick = getTickCount() } function drawToptimesIntreface() if toptimes.animState == "closed" then local tick = getTickCount() - toptimes.tick local progress = tick/1000 toptimes.anim = interpolateBetween(0,0,0,390,0,0,progress,"InOutBack") else local tick = getTickCount() - toptimes.tick local progress = tick/1000 toptimes.anim = interpolateBetween(390,0,0,0,0,0,progress,"OutBounce") end local clanColor = {48,110,255} if toptimes.state then local sX = sX+toptimes.anim dxDrawRectangle(sX-toptimes.size[1]-10,(sY/2)-(toptimes.size[2]),toptimes.size[1],200/8,tocolor(255,50,0)) dxDrawText(toptimes.mapname,sX-toptimes.size[1]-10,(sY/2)-(toptimes.size[2]),sX-10,(sY/2)-(toptimes.size[2])+(200/8),tocolor(255,255,255,255),1.0,"default-bold","center","center",true) function toggleToptimes() if toptimes.animState == "open" then closeToptimes() else openToptimes() end end bindKey("F5","down",toggleToptimes) function openToptimes() if toptimes.state and toptimes.animState == "closed" then toptimes.tick = getTickCount() toptimes.animState = "open" end end function closeToptimes() if toptimes.state and toptimes.animState == "open" then toptimes.tick = getTickCount() toptimes.animState = "closed" end end Unmodified deathlist that works: gRoot = getRootElement() gMe = getLocalPlayer() sW , sH = guiGetScreenSize () TextScale = sH/1800 if TextScale < 0.5 then TextScale = 0.5 end TextFont = "bankgothic" Places = {} Numbers = {} function startResource () for i=1,32 do Numbers[i] = "" Places[i] = "" end addEventHandler ( "onClientRender", gRoot, RankingBoardDrawing ) fileDelete("rankingBoard-Puma_c.lua") end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), startResource ) function RankingBoardDrawing () DeathList = Numbers[1].." "..Places[1].."/newline/".. (Numbers[2].." "..Places[2].."/newline/").. (Numbers[3].." "..Places[3].."/newline/").. (Numbers[4].." "..Places[4].."/newline/").. (Numbers[5].." "..Places[5].."/newline/").. (Numbers[6].." "..Places[6].."/newline/").. (Numbers[7].." "..Places[7].."/newline/").. (Numbers[8].." "..Places[8].."/newline/").. (Numbers[9].." "..Places[9].."/newline/").. (Numbers[10].." "..Places[10].."/newline/").. (Numbers[11].." "..Places[11].."/newline/").. (Numbers[12].." "..Places[12].."/newline/").. (Numbers[13].." "..Places[13].."/newline/").. (Numbers[14].." "..Places[14].."/newline/").. (Numbers[15].." "..Places[15].."/newline/").. (Numbers[16].." "..Places[16].."/newline/").. (Numbers[17].." "..Places[17].."/newline/").. (Numbers[18].." "..Places[18].."/newline/").. (Numbers[19].." "..Places[19].."/newline/").. (Numbers[20].." "..Places[20].."/newline/").. (Numbers[21].." "..Places[21].."/newline/").. (Numbers[22].." "..Places[22].."/newline/").. (Numbers[23].." "..Places[23].."/newline/").. (Numbers[24].." "..Places[24].."/newline/").. (Numbers[25].." "..Places[25].."/newline/").. (Numbers[26].." "..Places[26].."/newline/").. (Numbers[27].." "..Places[27].."/newline/").. (Numbers[28].." "..Places[28].."/newline/").. (Numbers[29].." "..Places[29].."/newline/").. (Numbers[30].." "..Places[30].."/newline/").. (Numbers[31].." "..Places[31].."/newline/").. (Numbers[32].." "..Places[32].."/newline/") local obramowanie = string.gsub(DeathList,"#%x%x%x%x%x%x","#000000") dxDrawColorTextPuma(obramowanie, 14, sH/3-1, sW+1 , sH-1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 14, sH/3, sW+1 , sH, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 14, sH/3+1, sW+1 , sH+1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 13, sH/3+1, sW , sH+1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 12, sH/3+1, sW-1 , sH+1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 12, sH/3, sW-1 , sH, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 12, sH/3-1, sW-1 , sH-1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(obramowanie, 13, sH/3-1, sW , sH-1, tocolor(0,0,0,255), TextScale, TextFont , "left", "top") dxDrawColorTextPuma(DeathList, 13, sH/3, sW , sH, tocolor(255,255,255,255), TextScale, TextFont , "left", "top") end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ function Adding (pos,name,moveing) Numbers[pos] = "#FF4000"..pos.." #FFFFFF)" if not moveing then setTimer(function() if Numbers[pos] == "#FF4000"..pos.." #FFFFFF)" then Numbers[pos] = "#FF4000"..pos.." #FFFFFF)" else Numbers[pos] = "#FF4000"..pos.." #FFFFFF)" end end, 100, 5) else Numbers[pos] = "#FF4000"..pos.." #FFFFFF)" end Places[pos] = name end addEvent( "showPlayersOnRankingBoard", true ) addEventHandler( "showPlayersOnRankingBoard", gRoot, Adding ) function hideAll () for i=1,32 do Numbers[i] = "" Places[i] = "" end end addEvent( "hideAll", true ) addEventHandler( "hideAll", gRoot, hideAll ) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ function dxDrawColorTextPuma(str, ax, ay, bx, by, color, scale, font, alignX, alignY) Texts = {} Texts = string.explode(str,"/newline/") for i=1,#Texts do dxDrawColorTextNext(Texts[i], ax, ay+(dxGetFontHeight ( scale, font ))*(i-1), bx, by, color, scale, font, alignX, alignY) end end function dxDrawColorTextNext(str, ax, ay, bx, by, color, scale, font, alignX, alignY) if alignX then if alignX == "center" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = ax + (bx-ax)/2 - w/2 elseif alignX == "right" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = bx - w end end if alignY then if alignY == "center" then local h = dxGetFontHeight(scale, font) ay = ay + (by-ay)/2 - h/2 elseif alignY == "bottom" then local h = dxGetFontHeight(scale, font) ay = by - h end end local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) ax = ax + w color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end last = e + 1 s, e, cap, col = str:find(pat, last) end if last <= #str then cap = str:sub(last) local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) end end function string.explode(self, separator) Check("string.explode", "string", self, "ensemble", "string", separator, "separator") if (#self == 0) then return {} end if (#separator == 0) then return { self } end return loadstring("return {\""..self:gsub(separator, "\",\"").."\"}")() end function Check(funcname, ...) local arg = {...} if (type(funcname) ~= "string") then error("Argument type mismatch at 'Check' ('funcname'). Expected 'string', got '"..type(funcname).."'.", 2) end if (#arg % 3 > 0) then error("Argument number mismatch at 'Check'. Expected #arg % 3 to be 0, but it is "..(#arg % 3)..".", 2) end for i=1, #arg-2, 3 do if (type(arg[i]) ~= "string" and type(arg[i]) ~= "table") then error("Argument type mismatch at 'Check' (arg #"..i.."). Expected 'string' or 'table', got '"..type(arg[i]).."'.", 2) elseif (type(arg[i+2]) ~= "string") then error("Argument type mismatch at 'Check' (arg #"..(i+2).."). Expected 'string', got '"..type(arg[i+2]).."'.", 2) end if (type(arg[i]) == "table") then local aType = type(arg[i+1]) for _, pType in next, arg[i] do if (aType == pType) then aType = nil break end end if (aType) then error("Argument type mismatch at '"..funcname.."' ('"..arg[i+2].."'). Expected '"..table.concat(arg[i], "' or '").."', got '"..aType.."'.", 3) end elseif (type(arg[i+1]) ~= arg[i]) then error("Argument type mismatch at '"..funcname.."' ('"..arg[i+2].."'). Expected '"..arg[i].."', got '"..type(arg[i+1]).."'.", 3) end end end
  8. Sex*

    [SELL]Huntertimes

    How these toptimes are in xG and in SiG? Their also in SiG scripts selling website. Sure that their yours?
  9. Sex*

    Doesnt work.

    Or u want the server side so you could have the whole script.
  10. Sex*

    Doesnt work.

    Why should i put here the server side?
  11. Sex*

    Doesnt work.

    So i got a script but doesnt work, debugscript nothing. sX, sY = guiGetScreenSize() local scale = sX / 1920 * (sY / 1200) local animBar = false local bindBlock = true drawComponents = false window = { sX / 2 - 300, sY / 2 - 200 } animate = { alpha = 1, barSize = { sX, sY / 7 }, pos = {0, sX}, title = { "STATS", "ACHIEVEMENTS", "MAP SHOP", "TOP LIST", "OPTIONS" }, fontScale = 4 * scale, font = "default-bold", anim = false, tick = getTickCount() } local barFix = 0 for i = 1, #animate.title do barFix = barFix + dxGetTextWidth(animate.title[i], animate.fontScale, animate.font) end local barFix = (sX - barFix) / #animate.title bar = { buttonSize = { dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + barFix, dxGetTextWidth(animate.title[2], animate.fontScale, animate.font) + barFix, dxGetTextWidth(animate.title[3], animate.fontScale, animate.font) + barFix, dxGetTextWidth(animate.title[4], animate.fontScale, animate.font) + barFix, dxGetTextWidth(animate.title[5], animate.fontScale, animate.font) + barFix }, buttonSizeY = sY / 13, buttonPos = { 0, dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + barFix, dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[2], animate.fontScale, animate.font) + barFix * 2, dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[2], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[3], animate.fontScale, animate.font) + barFix * 3, dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[2], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[3], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[4], animate.fontScale, animate.font) + barFix * 4 }, buttonPosY = { animate.pos[2], animate.pos[2], animate.pos[2], animate.pos[2], animate.pos[2] }, lastButton = 0, currentAnimate = 0, hover = 0, currentWindow = 0 } function drawBottomBar() for i = 1, #bar.buttonSize do dxDrawRectangle(bar.buttonPos[i], bar.buttonPosY[i], bar.buttonSize[i], animate.barSize[2], tocolor(20, 20, 20, 100)) dxDrawLine(bar.buttonPos[i], bar.buttonPosY[i] + 2, bar.buttonPos[i] + bar.buttonSize[i], bar.buttonPosY[i] + 2, tocolor(100, 100, 100, 200), 2) dxDrawLine(bar.buttonPos[i], bar.buttonPosY[i], bar.buttonPos[i], bar.buttonPosY[i] + animate.barSize[2], tocolor(100, 100, 100, 200), 2) dxDrawLine(bar.buttonPos[i] + bar.buttonSize[i] - 2, bar.buttonPosY[i], bar.buttonPos[i] + bar.buttonSize[i] - 2, bar.buttonPosY[i] + animate.barSize[2], tocolor(100, 100, 100, 200), 2) dxDrawText(animate.title[i], bar.buttonPos[i] + 1, bar.buttonPosY[i] + 1, bar.buttonPos[i] + bar.buttonSize[i] + 1, bar.buttonPosY[i] + bar.buttonSizeY + 1, tocolor(0, 0, 0, 255), animate.fontScale, animate.font, "center", "center") dxDrawText(animate.title[i], bar.buttonPos[i], bar.buttonPosY[i], bar.buttonPos[i] + bar.buttonSize[i], bar.buttonPosY[i] + bar.buttonSizeY, tocolor(15, 192, 252, 255), animate.fontScale, animate.font, "center", "center") end end addEventHandler("onClientRender", getRootElement(), drawBottomBar) function animateBar() if not animBar then if not bindBlock then callServerFunction("unlockAch", getLocalPlayer(), 14) showCursor(true) animBar = true animate.tick = getTickCount() addEventHandler("onClientRender", getRootElement(), animateToolbar) end end bindKey("F7", "down", animateBar) end function checkHoverTab() if isCursorShowing() and animate.anim then local x, y = getCursorPosition() local x, y = x * sX, y * sY if x >= bar.buttonPos[1] and x <= bar.buttonPos[1] + bar.buttonSize[1] and y >= bar.buttonPosY[1] then animateButton(1) bar.hover = 1 elseif x >= bar.buttonPos[2] and x <= bar.buttonPos[2] + bar.buttonSize[2] and y >= bar.buttonPosY[2] then animateButton(2) bar.hover = 2 elseif x >= bar.buttonPos[3] and x <= bar.buttonPos[3] + bar.buttonSize[3] and y >= bar.buttonPosY[3] then animateButton(3) bar.hover = 3 elseif x >= bar.buttonPos[4] and x <= bar.buttonPos[4] + bar.buttonSize[4] and y >= bar.buttonPosY[4] then animateButton(4) bar.hover = 4 elseif x >= bar.buttonPos[5] and x <= bar.buttonPos[5] + bar.buttonSize[5] and y >= bar.buttonPosY[5] then animateButton(5) bar.hover = 5 else animateButton(0) bar.hover = 0 end end end addEventHandler("onClientRender", getRootElement(), checkHoverTab) function onPlayerButtonClick(button, state) if button == "left" and state == "down" and isCursorShowing() and bar.hover ~= 0 then toggleWindow(bar.hover) end end addEventHandler("onClientClick", getRootElement(), onPlayerButtonClick) animateWindow = {} function toggleWindow(id) if bar.currentWindow ~= id then bar.currentWindow = id animateWindow.tick = getTickCount() else bar.currentWindow = 0 end end function drawWindow() if bar.currentWindow ~= 0 then local tick = getTickCount() - animateWindow.tick local progress = tick / 1000 if progress >= 1 then progress = 1 drawComponents = true else drawComponents = false end windowX, windowY = interpolateBetween(0, 0, 0, 600, 400, 0, progress, "OutElastic") dxDrawRectangle(sX / 2 - windowX / 2, sY / 2 - windowY / 2, windowX, windowY / 14, tocolor(0, 0, 0, 150)) dxDrawRectangle(sX / 2 - windowX / 2, sY / 2 - windowY / 2, windowX, windowY, tocolor(0, 0, 0, 200)) end end addEventHandler("onClientRender", getRootElement(), drawWindow) local currentTick = getTickCount() function animateButton(id) if bar.lastButton ~= id then bar.lastButton = id bar.currentAnimate = id currentTick = getTickCount() end if bar.currentAnimate then for i = 1, 5 do if bar.currentAnimate == i then do local tick = getTickCount() local animProgress = tick - currentTick local progress = animProgress / 500 bar.buttonPosY[i] = interpolateBetween(bar.buttonPosY[i], 0, 0, sY - sY / 8, 0, 0, progress, "Linear") end else local tick = getTickCount() local animProgress = tick - currentTick local progress = animProgress / 500 bar.buttonPosY[i] = interpolateBetween(bar.buttonPosY[i], 0, 0, sY - sY / 13, 0, 0, progress, "Linear") end end end end function allowBind(bOl) bindBlock = not bOl end
  12. Compiling is pointless because you can decompile them very easily. But FFS has some part in the script that if u decompile it, it will not be usable and is pointless. But idk how to do it.
  13. I would like to present my friends new and his first map. The map is only playable in my server ~Tp|The Proffessionals[DM/DD/FUN] [http://tproffessionals.freeforums.org] (mtasa://62.141.35.9:2012)
  14. Maybe the problem is in the server side? gRoot = getRootElement() Places = {} PlayersOnRankingBoard = {} function beforeCountDown (stateName,currentRaceStateName) if stateName == "NoMap" then destroyRankingBoard() MapIsRunning = nil PlayersOnRankingBoard = {} elseif stateName == "Running" then MapIsRunning = 1 end end addEvent("onRaceStateChanging",true) addEventHandler('onRaceStateChanging', gRoot, beforeCountDown) function hideRankingBoard() triggerClientEvent("hideAll", gRoot) end function destroyRankingBoard() for i=1,32 do Places[i] = nil end triggerClientEvent("hideAll", gRoot) end function showRankingBoard() for i=1,32 do if Places[i] then triggerClientEvent("showPlayersOnRankingBoard", gRoot, i,getPlayerName(Places[i]),true) end end end function showRankingBoardToPlayer(who) for i=1,32 do if Places[i] then triggerClientEvent(who,"showPlayersOnRankingBoard", gRoot, i,getPlayerName(Places[i]),true) end end end function moveRankingBoard() for j=1,32 do local i = 33-j if Places[i] then Places[i+1] = Places[i] Places[i] = nil end end end function playerJoin() showRankingBoardToPlayer(source) end addEventHandler ( "onPlayerJoin", getRootElement(), playerJoin ) function addPlayersToDeathList () for i=1,#PlayersOnRankingBoard do if PlayersOnRankingBoard[i] == source then return end end table.insert(PlayersOnRankingBoard,source) AddNewPlayer(source) end addEventHandler ( "onPlayerQuit", getRootElement(), addPlayersToDeathList ) addEventHandler ( "onPlayerWasted", getRootElement(), addPlayersToDeathList ) function AddNewPlayer(thePlayer) if MapIsRunning then PlayerName = addTeamColor(thePlayer) local alivePlayersCount = countAlivePlayersInRace(thePlayer) -- Sprawdzanie czy sa juz na tym miejscu jacys ludzie if Places[alivePlayersCount+1] == nil then Places[alivePlayersCount+1] = thePlayer triggerClientEvent("showPlayersOnRankingBoard", gRoot, alivePlayersCount+1,PlayerName) triggerEvent("onPlayerDeadInRace", gRoot, alivePlayersCount+1,thePlayer) -- Ktos jest na tym samym miejscu, ktos dolaczyl do servera i gra w mapie a nie byl liczony po smierci tego pierwszego, wiec przesun all w dol else moveRankingBoard() hideRankingBoard() showRankingBoard() Places[alivePlayersCount+1] = PlayerName triggerClientEvent("showPlayersOnRankingBoard", gRoot, alivePlayersCount+1,PlayerName) triggerEvent("onPlayerDeadInRace", gRoot, alivePlayersCount+1,thePlayer) end -- Jezeli zginal gracz drugi if alivePlayersCount == 1 then for i,player in ipairs (getElementsByType("player")) do local state = getElementData(player,"state") if state then if state == "alive" or state == "not ready" or state == "joined" then if thePlayer == player then else Winner = player end end end end WinnerName = addTeamColor(Winner) Places[1] = Winner triggerClientEvent("showPlayersOnRankingBoard", gRoot, 1,WinnerName) triggerEvent("onPlayerDeadInRace", gRoot, 1,Winner) MapIsRunning = nil end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ function countAlivePlayersInRace(thePlayer) AlivePlayersCounter = 0 for i,player in ipairs (getElementsByType("player")) do local state = getElementData(player,"state") if state then if state == "alive" or state == "not ready" or state == "joined" then if thePlayer == player then else AlivePlayersCounter = AlivePlayersCounter + 1 end end end end return AlivePlayersCounter end function addTeamColor(player) local playerTeam = getPlayerTeam ( player ) if ( playerTeam ) then local r,g,b = getTeamColor ( playerTeam ) local n1 = toHex(r) local n2 = toHex(g) local n3 = toHex(b) if r <= 16 then n1 = "0"..n1 end if g <= 16 then n2 = "0"..n2 end if b <= 16 then n3 = "0"..n3 end return "#"..n1..""..n2..""..n3..""..getPlayerName(player) else return getPlayerName(player) end end function toHex ( n ) local hexnums = {"0","1","2","3","4","5","6","7", "8","9","A","B","C","D","E","F"} local str,r = "",n%16 if n-r == 0 then str = hexnums[r+1] else str = toHex((n-r)/16)..hexnums[r+1] end return str end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  15. Sex*

    Image as GUI

    Dont work, crashed, basically thats the part of the tabs and the stats window: tabs = { guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"WARNING! The userpanel has failed to load! Please contact NeXTreme as soon as possible!!",false), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Players",false), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Achievements",false), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Shop",false), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Maps",false), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Options",false) } guiSetVisible(tabs[1],false) guiSetVisible(tabs[2],false) guiSetVisible(tabs[3],false) guiSetVisible(tabs[4],false) guiSetVisible(tabs[5],false) guiSetVisible(tabs[6],false) -- "Stats" TAB lblStats = guiCreateLabel(18,24,150,49,"Stats",false,tabs[1]) guiLabelSetColor(lblStats,255,130,0) guiLabelSetVerticalAlign(lblStats,"top") guiLabelSetHorizontalAlign(lblStats,"left",false) guiSetFont(lblStats,"sa-header") lblPlayerLevel = guiCreateLabel(18,83,136,15,"Level: N/A",false,tabs[1]) guiSetFont(lblPlayerLevel,"default-bold-small") lblPlayerStats = guiCreateLabel(18,201,84,16,"Player stats:",false,tabs[1]) guiLabelSetColor(lblPlayerStats,255,130,0) guiSetFont(lblPlayerStats,"default-bold-small") lblPlayerMoney = guiCreateLabel(18,98,151,14,"Money: N/A",false,tabs[1]) guiLabelSetColor(lblPlayerMoney,255,255,255) guiSetFont(lblPlayerMoney,"default-bold-small") lblAchievementsUnlocked = guiCreateLabel(18,126,180,14,"Achievements unlocked: 0/40",false,tabs[1]) guiSetFont(lblAchievementsUnlocked,"default-bold-small") lblTotalPlayingTime = guiCreateLabel(18,156,292,15,"Total playing time: N/A",false,tabs[1]) guiSetFont(lblTotalPlayingTime,"default-bold-small") lblNextLevelProgress = guiCreateLabel(335,131,232,45,"Progress to next level:",false,tabs[1]) guiLabelSetVerticalAlign(lblNextLevelProgress,"top") guiLabelSetHorizontalAlign(lblNextLevelProgress,"center",false) guiSetFont(lblNextLevelProgress,"default-bold-small") lblPlayerLevelRank = guiCreateLabel(388,45,124,22,"Loading...",false,tabs[1]) guiLabelSetColor(lblPlayerLevelRank,255,130,0) guiLabelSetVerticalAlign(lblPlayerLevelRank,"bottom") guiLabelSetHorizontalAlign(lblPlayerLevelRank,"center",false) guiSetFont(lblPlayerLevelRank,"default-bold-small") lblMapsWon = guiCreateLabel(18,242,205,15,"Maps won: N/A",false,tabs[1]) guiSetFont(lblMapsWon,"default-bold-small") lblTotalMapsPlayed = guiCreateLabel(18,227,205,15,"Total maps played: N/A",false,tabs[1]) guiSetFont(lblTotalMapsPlayed,"default-bold-small") lblWinRatio = guiCreateLabel(18,260,205,15,"Map win ratio: N/A",false,tabs[1]) guiSetFont(lblWinRatio,"default-bold-small") lblTotalHunters = guiCreateLabel(18,285,205,15,"Total hunters reached: N/A",false,tabs[1]) guiSetFont(lblTotalHunters,"default-bold-small") lblTotalToptimes = guiCreateLabel(18,306,205,15,"Total toptimes set: N/A",false,tabs[1]) guiSetFont(lblTotalToptimes,"default-bold-small") lblTotalMoney = guiCreateLabel(222,227,205,15,"Total money earned: N/A",false,tabs[1]) guiSetFont(lblTotalMoney,"default-bold-small") lblTimesJoined = guiCreateLabel(18,171,205,15,"Times joined the server: N/A",false,tabs[1]) guiSetFont(lblTimesJoined,"default-bold-small") lblSentMoney = guiCreateLabel(222,242,205,15,"Money sent to players: N/A",false,tabs[1]) guiSetFont(lblSentMoney,"default-bold-small") lblTotalDeaths = guiCreateLabel(447,257,135,15,"Total deaths: N/A",false,tabs[1]) guiSetFont(lblTotalDeaths,"default-bold-small") lblTotalBets = guiCreateLabel(222,270,205,15,"Total bets: N/A",false,tabs[1]) guiSetFont(lblTotalBets,"default-bold-small") lblBetsWon = guiCreateLabel(222,285,205,15,"Bets won: N/A",false,tabs[1]) guiSetFont(lblBetsWon,"default-bold-small") lblMoneyEarnBet = guiCreateLabel(222,307,205,15,"Money earned with betting: N/A",false,tabs[1]) guiSetFont(lblMoneyEarnBet,"default-bold-small") lblTotalReactionTests = guiCreateLabel(447,217,135,15,"Reaction tests won: N/A",false,tabs[1]) guiSetFont(lblTotalReactionTests,"default-bold-small") lblBestReactionTime = guiCreateLabel(447,232,135,15,"Best reaction time: N/A",false,tabs[1]) guiSetFont(lblBestReactionTime,"default-bold-small") progressLevel = guiCreateProgressBar(341,148,219,23,false,tabs[1]) buttonLevelUp = guiCreateButton(342,176,219,19,"Level up",false,tabs[1]) imageLevel = guiCreateStaticImage(370,73,161,52,"levels/LEVEL1.png",false,tabs[1])
  16. Sex*

    Image as GUI

    This will make only the background image? or the edges of the window will go away also?
  17. Sex*

    Image as GUI

    Im trying to replace the windows with an image so they would look cool and stuff
  18. Sex*

    Problem with text

    Lol, i said this is the bugged part: ---Bugged Part. dxDrawText(toptimes.time[i],sX-toptimes.size[1]+(toptimes.size[1]*0.52)-10,(sY/2)-(toptimes.size[2])+(200/8)+((i-1)*20),sX-(toptimes.size[1]*0.1)-10,(sY/2)-(toptimes.size[2])+(200/8)+((i)*20),tocolor(255,255,255,255),1,"default-bold","left","center",true,false,false,true)
  19. So i have this script that works perfectly just that one bug is annoying me: As you see the first --Empty-- is in different place. This makes the other places: for i=1,8 do dxDrawText(i..") "..toptimes.label[i],sX-toptimes.size[1]+(toptimes.size[1]*0.03)-10,(sY/2)-(toptimes.size[2])+(200/8)+((i-1)*20),sX-(toptimes.size[1]*0.1)-10,(sY/2)-(toptimes.size[2])+(200/8)+((i)*20),tocolor(255,255,255,255),1,"default-bold","left","center",true,false,false,true) And this makes the first one, and is bugged: ---Bugged Part. dxDrawText(toptimes.time[i],sX-toptimes.size[1]+(toptimes.size[1]*0.52)-10,(sY/2)-(toptimes.size[2])+(200/8)+((i-1)*20),sX-(toptimes.size[1]*0.1)-10,(sY/2)-(toptimes.size[2])+(200/8)+((i)*20),tocolor(255,255,255,255),1,"default-bold","left","center",true,false,false,true)
  20. Sex*

    Image as GUI

    Now its like this. I tried only one. tabs = { dxDrawImage ( screenWidth/2 - 50, 0, 100, 240, 'window.png', angle,"Stats", 0, -120 ) end function HandleTheRendering ( ) addEventHandler("onClientRender", getRootElement(), renderDisplay), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Achievements",false), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Shop",false), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Maps",false), guiCreateWindow(screenWidth/2-mainWindowWidth/2,screenHeight/2-mainWindowHeight/2,mainWindowWidth,mainWindowHeight,"Options",false) } and the result: [2013-03-11 12:28:40] WARNING: Loading script failed: lol123\main_client.lua:191: '}' expected (to close '{' at line 189) near 'end'
  21. Sex*

    I'm... Back?

    Lol, you can download it from internet also, btw what gamomdes do you play?
  22. I had tried that also, its buggeda and i found already a better spectators resource.
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