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NIKO_19997

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About NIKO_19997

  • Birthday 13/09/1997

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  • Gang
    [GGC]
  • Location
    Santa Cruz, Chile

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  1. NIKO_19997

    Ayuda

    Verificas primero de que el jugador se encuentre en la dimensión usando getElementDimension. así: addEventHandler("onPlayerWasted", root, function() if ( getElementDimension( source ) == 1 ) then -- si el source esta en la dimension 1 local x,y,z = getElementPosition( source ); -- las coordenadas del jugador setTimer( spawnPlayer, 2000, 1, x, y, z, 0, math.random( 0, 288 ) ); -- el jugador es spawneado despues de 2 segundos else -- si el jugador no se encuentra en la dimension 1 la funcion regresará a end. return; end end) disculpa, pero creo que no explique bien, lo que quiero es poner el spawn de 50p por ejemplo en la dimension 1
  2. NIKO_19997

    Ayuda

    y si por ejemplo quiero que otro script funcione en la dimension 1 por ejemplo un spawn?
  3. NIKO_19997

    Ayuda

    hola, alguien me podria decir como puedo hacer que un script me funcione en la dimension 1? a lo que me refiero es a que por ejemplo el script "Blips" funcione solo en la dimension 1 Saludos
  4. sorry xDD, aqui esta: c_gui: local selectedRow = -1; local selectedGroup = -1; previousClass = -1; local weaponIcons = { }; local weaponLabels = { }; local weaponAmmoLabels = { }; function createGroupSelectionWnd( ) local selectionPos = { gridList:Position( false ) }; groupsGridList = GridList:Create( screenSize[ 1 ] - gridList:Size( false ) - 1053, screenSize[ 2 ] - 231, 279, 182, false ); groupsGridList: Alpha( .80 ); groupsGridList: AddColumn( "Categoria", .9 ); groupsGridList: SortingEnabled( false ); for _, group in ipairs( classGroups ) do groupsGridList:AddRow( false, group.name ); end groupsGridList:AddOnClick( groupSelected ); groupsGridList:Visible( false ); end function groupSelected( ) descrGridList:Visible( false ); weaponsGrid:Visible( false ); selectedGroup = groupsGridList:SelectedItem( ); playSound("click.wav") if selectedGroup ~= -1 then populateClassesGrid( classGroups[ selectedGroup + 1 ].classes ); else gridList:Clear( ); end previousClass = -1; end function createClassSelectionWnd( ) gridList = GridList:Create( screenSize[ 1 ] - 185, screenSize[ 2 ] - screenSize[ 2 ] / 3, 180, screenSize[ 2 ] / 3 - 5, false ); gridList:AddColumn( "Class:", .85 ); gridList:Alpha( .8 ); gridList:SortingEnabled( false ); gridList:AddOnClick( classSelected ); gridList:Visible( false ); local gridSize = { gridList:Size( false ) }; spawnBtn = Button:Create( screenSize[ 1 ] - gridList:Size( false ) - 1073, screenSize[ 1 ] - 665, 236, 53, "SPAWN", false ); spawnBtn:Font( "default-bold-small" ); spawnBtn:ColorOnHover( "FF5500FF" ); spawnBtn:AddOnClick( requestSpawn ); spawnBtn:Visible( false ); end function populateClassesGrid( classes ) gridList:Clear( ); for classIndex, class in pairs( classes ) do gridList:AddRow( true, class.name ); for skinIndex, skin in ipairs( class.skinMngr:GetSkins( ) ) do local row = gridList:AddRow( false, skin.name ); gridList:ItemData( row, 1, tostring( classIndex ) .."," .. tostring( skinIndex ) ); end end end function createPasswordWnd( ) passwordWnd = Window:Create( screenSize[ 1 ] / 2 - 200, screenSize[ 2 ] / 2 - 30, 400, 80, "" ); passwordWnd:AddLabel( 20, 35, "Password:" ); passTextBox = passwordWnd:AddTextBox( 80, 33, 150, 20, "" ); passTextBox:Masked( true ); passSpawnBtn = passwordWnd:AddButton( 315, 31, 70, 25, "Spawn" ); passSpawnBtn:AddOnClick( requestSpawn ); passCancelBtn = passwordWnd:AddButton( 235, 31, 70, 25, "Cancel" ); passCancelBtn:AddOnClick( function() passwordWnd:Visible( false ); fadeCamera( true ); showSpawnMenu( true, false ); end ); passwordWnd:Movable( false ); passwordWnd:Sizable( false ); passwordWnd:Visible( false ); end function classSelected ( ) selectedRow = gridList:SelectedItem( ); if selectedRow ~= -1 then playSound("click.wav") local data = split( gridList:ItemData( selectedRow, 1 ), string.byte(',') ); local classIndex = tonumber( data[ 1 ] ); local skinIndex = tonumber( data[ 2 ] ); local class = classGroups[ selectedGroup + 1 ].classes[ classIndex ]; local skin = classGroups[ selectedGroup + 1 ].classes[ classIndex ].skinMngr.skins[ skinIndex ]; enableSpawn( false ); if previousClass ~= classIndex then resizeWeaponsWnd( class.weaponMngr ); fadeCamera( false ); --setTimer( fadeCamera, 1000, 1 ); setTimer( moveCameraTo, 1000, 1, class, skin ); else teleportTempPed( skin ); end previousClass = classIndex; local classDescr = class.info; if classDescr then descrLabel:Text( classDescr ); descrGridList:Visible( true ); else descrGridList:Visible( false ); weaponsGrid:Visible( false ); end else descrGridList:Visible( false ); weaponsGrid:Visible( false ); end end function requestSpawn( pass ) selectedRow = gridList:SelectedItem(); if ( selectedGroup ~= -1 ) and ( selectedRow ~= -1 ) then local data = split( gridList:ItemData( selectedRow, 1 ), string.byte(',') ); local classIndex = tonumber( data[ 1 ] ); local skinIndex = tonumber( data[ 2 ] ); local class = classGroups[ selectedGroup + 1 ].classes[ classIndex ]; local skin = classGroups[ selectedGroup + 1 ].classes[ classIndex ].skinMngr.skins[ skinIndex ]; fadeCamera( false ); playSound("click.wav") if pass == spawnBtn then setTimer( triggerServerEvent, 1000, 1, "spawn_clientRequestSpawn", g_root, selectedGroup + 1, classIndex, skinIndex ); return; end setTimer( triggerServerEvent, 1000, 1, "spawn_clientRequestSpawn", g_root, selectedGroup + 1, classIndex, skinIndex, passTextBox:Text( ) ); end end function moveCameraTo( class, skin ) local camX, camY, camZ = class.cameraMngr.pos.x, class.cameraMngr.pos.y, class.cameraMngr.pos.z; local lookAtX, lookAtY, lookAtZ = class.cameraMngr.lookAt.x, class.cameraMngr.lookAt.y, class.cameraMngr.lookAt.z; fadeCamera( true ); --outputDebugString( "fading camera in" ); setCameraMatrix( camX, camY, camZ, lookAtX, lookAtY, lookAtZ ); setTimer( teleportTempPed, 500, 1, skin ); end local losTests = 0; -- line of sight function teleportTempPed( skin ) local x, y, z = getWorldFromScreenPosition( screenSize[ 1 ] - gridList:Size(false) / 2 - 70, ( screenSize[ 2 ] / 1.6 ) * .8, 10 ) local cX, cY, cZ; cX, cY, cZ = getCameraMatrix(); if not tempPed then createTempPed( skin.modelId ); else setElementPosition( g_ground, x, y, z - 1.02 ); setElementPosition( tempPed, x, y, z ); setElementModel( tempPed, skin.modelId ); x, y, z = getWorldFromScreenPosition( screenSize[ 1 ] - gridList:Size(false) / 2 - 70, ( screenSize[ 2 ] / 1.6 ) * .8, 11 ) end if not processLineOfSight( cX, cY, cZ, x, y, z ) then losTests = losTests + 1; if losTests < 3 then setTimer( teleportTempPed, 300, 1, skin ); return else destroyElement( g_ground ); destroyElement( tempPed ); tempPed = nil; createTempPed( skin.modelId ); enableSpawn( true ); losTests = 0; end else enableSpawn( true ); end end function createClassDescriptionWnd( ) descrGridList = GridList:Create( screenSize[ 1 ] - 305, 5, 300, 125, false ); descrTitleLbl = Label:Create( 8, 5, 100, 30, "Informacion:", false, descrGridList.gui ); descrTitleLbl:Font( "default-bold-small" ); descrTitleLbl:Color( 255, 150, 0 ); descrLabel = Memo:Create( 10, 25, 280, 90, "", false, descrGridList.gui ); descrLabel:ReadOnly( true ); descrGridList:Alpha( 0.8 ); descrGridList:Visible( false ); end function createClassWeaponWnd( ) local descrSize = { descrGridList:Size( false ) }; weaponsGrid = GridList:Create( screenSize[ 1 ] - 120, descrSize[ 2 ] + 4, 115, 40, false ); weaponsGrid:Alpha( .8 ); weaponsGrid:Visible( false ); end function enableSpawn( enable ) bringSpawnMenuToFront( ); gridList:Enabled( enable ); spawnBtn:Enabled( enable ); descrGridList:Visible( enable ); if enable == true then local data = split( gridList:ItemData( selectedRow, 1 ), string.byte(',') ); local classIndex = tonumber( data[ 1 ] ); local skinIndex = tonumber( data[ 2 ] ); local class = classGroups[ selectedGroup + 1 ].classes[ classIndex ]; if class.weaponMngr:WeaponCount( ) > 0 then weaponsGrid:Visible( enable ); else weaponsGrid:Visible( false ); end end end function resizeWeaponsWnd( weaponManager ) local minHeight = 18; local weapCount = weaponManager:WeaponCount( ); local weapons = weaponManager:GetWeapons( ); weaponsGrid:Size( 115, minHeight + ( weapCount * 40 ), false ); if weapCount > 0 then for i, icon in pairs( weaponIcons ) do if icon and icon.gui then destroyElement( icon.gui ); end end weaponIcons =
  5. ps, aparte de quedarme todo desordenado, en algunas cosas nose donde van
  6. hola, tengo una duda....modifique la GUI del spawn de 50P con el recurso "guieditor", pero eh intentado editar el c_gui del script y no puedo aparte de modificarlo, le agrege una ventana, algun consejo o algo para poder modificarlo? Saludos!
  7. Funciona perfecto!! Muchas gracias a ambos
  8. funciona, pero al sacarlo y intentar ponerlo denuevo no lo vuelve a poner
  9. hola, como puedo hacer que cuando vuelva a poner el comando /muro se desaparesca el objeto? lo unico que creo que me puede server es la funcion destroyElement, aqui el script: function tankHat ( source, commandName ) local x, y, z = getElementPosition ( source ) local tank = createObject ( 10828, x, y, z+5 ) attachElements ( tank, source, 0, 10, -2 ) setElementCollisionsEnabled (tank, true) else destroyElement (tank, true) end end addCommandHandler ( "muro", tankHat ) Saludos y espero me puedan ayudar!
  10. hola, que funciones debo usar para que en la pantalla aparesca algo asi como: Cuenta: NIKO_19997 Team: [GGC] o algo parecido a eso? Saludos!
  11. ando modificandolo, te aviso si funciona
  12. nose por que no me funciona el script, las ruedas se ven pero solo carga el .dff y nose por que el .txd no aqui el script function onResourceStart() end addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), onResourceStart) --- NIKO_19997 ---Wheels------------------------------------------------------------------------------------------- dff = engineLoadDFF("wheel_gn1.dff", 1097 ) engineReplaceModel(dff, 1097) txd = engineLoadTXD("wheel_gn1.txd", 1097 ) engineImportTXD(txd, 1097) dff = engineLoadDFF("wheel_gn2.dff", 1085 ) engineReplaceModel(dff, 1085) txd = engineLoadTXD("wheel_gn2.txd", 1085 ) engineImportTXD(txd, 1085) dff = engineLoadDFF("wheel_gn3.dff", 1096 ) engineReplaceModel(dff, 1096) txd = engineLoadTXD("wheel_gn3.txd", 1096 ) engineImportTXD(txd, 1096) dff = engineLoadDFF("wheel_gn4.dff", 1025 ) engineReplaceModel(dff, 1025) txd = engineLoadTXD("wheel_gn4.txd", 1025 ) engineImportTXD(txd, 1025) dff = engineLoadDFF("wheel_gn5.dff", 1098 ) engineReplaceModel(dff, 1098) txd = engineLoadTXD("wheel_gn5.txd", 1098 ) engineImportTXD(txd, 1098) dff = engineLoadDFF("wheel_sr1.dff", 1079 ) engineReplaceModel(dff, 1079) txd = engineLoadTXD("wheel_sr1.txd", 1079 ) engineImportTXD(txd, 1079) dff = engineLoadDFF("wheel_sr2.dff", 1075 ) engineReplaceModel(dff, 1075) txd = engineLoadTXD("wheel_sr2.txd", 1075 ) engineImportTXD(txd, 1075) dff = engineLoadDFF("wheel_sr3.dff", 1074 ) engineReplaceModel(dff, 1074) txd = engineLoadTXD("wheel_sr3.txd", 1074 ) engineImportTXD(txd, 1074) dff = engineLoadDFF("wheel_sr4.dff", 1081 ) engineReplaceModel(dff, 1081) txd = engineLoadTXD("wheel_sr4.txd", 1081 ) engineImportTXD(txd, 1081) dff = engineLoadDFF("wheel_sr5.txd", 1080 ) engineReplaceModel(dff, 1080) txd = engineLoadTXD("wheel_sr5.txd", 1080 ) engineImportTXD(txd, 1080) dff = engineLoadDFF("wheel_sr6.dff", 1073 ) engineReplaceModel(dff, 1073) txd = engineLoadTXD("wheel_sr6.txd", 1073 ) engineImportTXD(txd, 1073) dff = engineLoadDFF("wheel_lr1.dff", 1082 ) engineReplaceModel(dff, 1082) txd = engineLoadTXD("wheel_lr1.txd", 1082 ) engineImportTXD(txd, 1082) dff = engineLoadDFF("wheel_lr2.dff", 1078 ) engineReplaceModel(dff, 1078) txd = engineLoadTXD("wheel_lr2.txd", 1078 ) engineImportTXD(txd, 1078) dff = engineLoadDFF("wheel_lr3.dff", 1077 ) engineReplaceModel(dff, 1077) txd = engineLoadTXD("wheel_lr3.txd", 1077 ) engineImportTXD(txd, 1077) dff = engineLoadDFF("wheel_lr4.dff", 1076 ) engineReplaceModel(dff, 1076) txd = engineLoadTXD("wheel_lr4.txd", 1076 ) engineImportTXD(txd, 1076) dff = engineLoadDFF("wheel_lr5.dff", 1083 ) engineReplaceModel(dff, 1083) txd = engineLoadTXD("wheel_lr5.txd", 1083 ) engineImportTXD(txd, 1083) dff = engineLoadDFF("wheel_or1.dff", 1084 ) engineReplaceModel(dff, 1084) txd = engineLoadTXD("wheel_or1.txd", 1084 ) engineImportTXD(txd, 1084) Saludos!.
  13. NIKO_19997

    Ayuda

    Funciona!! Gracias Solid
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