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About Markeloff

  • Birthday 17/12/1998


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  1. Windows phones can run it.
  2. Markeloff

    [WIP] LIFE

    It is just groovy. Why don't you use serials instead of accounts?
  3. NG scripts are open source. Ask for help here.
  4. I don't think using 'call' as a function name is correct because call is already there. function adjustHydras() for i,veh in ipairs(getElementsByType ( "vehicle" )) do if getElementModel(veh) == 520 then setVehicleAdjustableProperty (veh,5000) end end end addEventHandler( "onClientResourceStart", resourceRoot, adjustHydras)
  5. I gave a try and made this. I hope it helps you to figure out how to do. var = false local screenWidth, screenHeight = guiGetScreenSize() browser_ = createBrowser(screenWidth, screenHeight, false, false) function webBrowserRender() if isElement(browser_) then dxDrawImage(0, 0, screenWidth, screenHeight, browser_, 0, 0, 0, tocolor(255,255,255,255), true) end end function loadBrowser_(bool) if bool == true then showCursor(true) loadBrowserURL(browser_, "https://www.youtube.com/watch?v=ohBQ59OXnYM") focusBrowser(browser_) addEventHandler("onClientRender", root, webBrowserRender) elseif bool == false then destroyElement(browser_) removeEventHandler("onClientRender", root, webBrowserRender) showCursor(false) end end bindKey("b","down", function() if var == true then var = false loadBrowser_(false) elseif var == false then var = true if isPedInVehicle(localPlayer) then loadBrowser_(true) end end end)
  6. Can you post your crosshair png? This is an example of a crosshair. It has to be 1/4 circular cropped like this.
  7. Copy this. -- Copyright (c) 2008, Alberto Alonso -- -- All rights reserved. -- -- Redistribution and use in source and binary forms, with or without modification, -- are permitted provided that the following conditions are met: -- -- * Redistributions of source code must retain the above copyright notice, this -- list of conditions and the following disclaimer. -- * Redistributions in binary form must reproduce the above copyright notice, this -- list of conditions and the following disclaimer in the documentation and/or other -- materials provided with the distribution. -- * Neither the name of the superman script nor the names of its contributors may be used -- to endorse or promote products derived from this software without specific prior -- written permission. -- -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR -- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, -- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR -- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF -- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING -- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. local Superman = {} -- Settings local ZERO_TOLERANCE = 0.00001 local MAX_ANGLE_SPEED = 6 -- In degrees per frame local MAX_SPEED = 1.0 local EXTRA_SPEED_FACTOR = 1.85 local LOW_SPEED_FACTOR = 0.40 local ACCELERATION = 0.025 local EXTRA_ACCELERATION_FACTOR = 1.8 local LOW_ACCELERATION_FACTOR = 0.85 local TAKEOFF_VELOCITY = 1.75 local TAKEOFF_FLIGHT_DELAY = 750 local SMOKING_SPEED = 1.25 local GROUND_ZERO_TOLERANCE = 0.18 local LANDING_DISTANCE = 3.2 local FLIGHT_ANIMLIB = "swim" local FLIGHT_ANIMATION = "Swim_Dive_Under" local FLIGHT_ANIM_LOOP = false local IDLE_ANIMLIB = "cop_ambient" local IDLE_ANIMATION = "Coplook_loop" local IDLE_ANIM_LOOP = true local MAX_Y_ROTATION = 55 local ROTATION_Y_SPEED = 3.8 -- Static global variables local thisResource = getThisResource() local rootElement = getRootElement() local localPlayer = getLocalPlayer() local serverGravity = getGravity() -- -- Utility functions -- local function isPlayerFlying(player) local data = getElementData(player, "superman:flying") if not data or data == false then return false else return true end end local function setPlayerFlying(player, state) if state == true then state = true else state = false end setElementData(player, "superman:flying", state) end local function iterateFlyingPlayers() local current = 1 local allPlayers = getElementsByType("player") return function() local player repeat player = allPlayers[current] current = current + 1 until not player or (isPlayerFlying(player) and isElementStreamedIn(player)) return player end end function Superman:restorePlayer(player) setPlayerFlying(player, false) setPedAnimation(player, false) setElementVelocity(player, 0, 0, 0) setElementRotation(player, 0, 0, 0) --setPedRotation(player, getPedRotation(player)) setElementCollisionsEnabled(player, true) self:destroySmokeGenerators(player) self.rotations[player] = nil self.previousVelocity[player] = nil end function Superman:createSmokeGenerator(player) local generator = createObject(2780, getElementPosition(player)) setElementCollisionsEnabled(generator, false) setObjectScale(generator, 0) return generator end function Superman:createSmokeGenerators(player) if not self.smokeGenerators[player] then local smokeGenerators = {} smokeGenerators[1] = self:createSmokeGenerator(player) attachElementToElement(smokeGenerators[1], player, 0.75, -0.2, -0.4, -40, 0, 60) smokeGenerators[2] = self:createSmokeGenerator(player) attachElementToElement(smokeGenerators[2], player, -0.75, -0.2, -0.4, -40, 0, -60) self.smokeGenerators[player] = smokeGenerators end end function Superman:destroySmokeGenerators(player) if self.smokeGenerators[player] then for k, v in ipairs(self.smokeGenerators[player]) do destroyElement(v) end self.smokeGenerators[player] = nil end end function angleDiff(angle1, angle2) angle1, angle2 = angle1 % 360, angle2 % 360 local diff = (angle1 - angle2) % 360 if diff <= 180 then return diff else return -(360 - diff) end end local function isPedInWater(ped) local pedPosition = Vector3D:new(getElementPosition(ped)) if pedPosition.z <= 0 then return true end local waterLevel = getWaterLevel(pedPosition.x, pedPosition.y, pedPosition.z) if not isElementStreamedIn(ped) or not waterLevel or waterLevel < pedPosition.z then return false else return true end end local function isnan(x) math.inf = 1/0 if x == math.inf or x == -math.inf or x ~= x then return true end return false end local function getVector2DAngle(vec) if vec.x == 0 and vec.y == 0 then return 0 end local angle = math.deg(math.atan(vec.x / vec.y)) + 90 if vec.y < 0 then angle = angle + 180 end return angle end -- -- Initialization and shutdown functions -- function Superman.Start() local self = Superman -- Register events addEventHandler("onClientResourceStop", getResourceRootElement(thisResource), Superman.Stop, false) addEventHandler("onPlayerJoin", rootElement, Superman.onJoin) addEventHandler("onPlayerQuit", rootElement, Superman.onQuit) addEventHandler("onClientRender", rootElement, Superman.processControls) addEventHandler("onClientRender", rootElement, Superman.processFlight) addEventHandler("onClientPlayerDamage", localPlayer, Superman.onDamage, false) addEventHandler("onClientElementDataChange", rootElement, Superman.onDataChange) addEventHandler("onClientElementStreamIn", rootElement, Superman.onStreamIn) addEventHandler("onClientElementStreamOut", rootElement, Superman.onStreamOut) -- Bind keys bindKey("jump", "down", Superman.onJump) -- Register commands addCommandHandler("superman", Superman.cmdSuperman) -- Initializate attributes self.smokeGenerators = {} self.rotations = {} self.previousVelocity = {} end addEventHandler("onClientResourceStart", getResourceRootElement(thisResource), Superman.Start, false) function Superman.Stop() local self = Superman setGravity(serverGravity) -- Restore all players animations, collisions, etc for player in iterateFlyingPlayers() do self:restorePlayer(player) end end -- -- Join/Quit -- function Superman.onJoin(player) local self = Superman local player = player or source setPlayerFlying(player, false) end function Superman.onQuit(reason, player) local self = Superman local player = player or source if isPlayerFlying(player) then self:restorePlayer(player) end end -- -- onDamage: superman is invulnerable -- function Superman.onDamage() local self = Superman if isPlayerFlying(localPlayer) then cancelEvent() end end -- -- onStreamIn: Reset rotation attribute for player -- function Superman.onStreamIn()
  8. function crosshair() local texture = dxCreateTexture ("YOURCROSSHAIR.png") local shader = dxCreateShader ( "sh.fx" ) dxSetShaderValue ( shader, "gTexture", texture ) engineApplyShaderToWorldTexture ( shader, "sitem16") end addEventHandler( "onClientResourceStart", resourceRoot,crosshair) This is sh.fx, just create a .fx and copy these lines. The file must be included in meta.xml. texture gTexture; technique TexReplace { pass P0 { Texture[0] = gTexture; } }
  9. How to store it? what's the ways to do that, i have no idea about storing password and how to get the password after storing it im sure it's possible because in other servers if someone lost his account pass he tell you ,your password You can store it when the client creates a new account using XML or SQL or setAccountData. If they are using /register to register an account, you can't store it. You need a custom login/register system.
  10. The idea is great, good job. I just warped there and got this. It was a bit laggy there. You don't need to create trains when the player is idle.
  11. There's still some luck but, not really efficient as you wish. You can increase or decrease the client's gamespeed when firing a certain weapon, then you reset it to default when he stops firing. I know that doesn't change a weapon property, but it does it. speed = false function changeSpeed(weapon, _, _, _, _, _, _) if speed == false then setGameSpeed(4) speed = true addEventHandler("onClientRender",root,checkFiring) end end addEventHandler("onClientPlayerWeaponFire", root, changeSpeed) function checkFiring() if getPedTask ( localPlayer, "secondary", "TASK_SECONDARY_ATTACK" ) ~= "TASK_SIMPLE_USE_GUN" then removeEventHandler("onClientRender",root,checkFiring) speed = false setGameSpeed(1) end end
  12. You need to add these lines; vehicleFuelTable = { -- {MODEL ID, MAX. FUEL}, {422,80}, {470,100}, {468,30}, {433,140}, {437,140}, {509,0}, {487,60}, {497,60}, {453,60}, } function getVehicleMaxFuel(loot) local modelID = getElementModel(getElementData(loot,"parent")) for i,vehicle in ipairs(vehicleFuelTable) do if modelID == vehicle[1] then return vehicle[2] end end return false end
  13. function resetWantedLevel ( attacker, weapon, bodypart, loss ) if attacker and getElementType(attacker) == "player" then local x,y,z = getElementPosition(attacker) local zone = getZoneName(x,y,z,true) if zone ~= "Las Venturas" then return end setPlayerWantedLevel(attacker,0) end end addEventHandler ( "onPlayerDamage", getRootElement (), resetWantedLevel )
  14. setPlayerHudComponentVisible ( player, "radar", false )
  15. Markeloff


    I guess you're in the wrong place but, run this little script anywhere and you'll get rid of everything. function remove() for i=550,20000 do removeWorldModel(i,10000,0,0,0) end setOcclusionsEnabled(false) setWaterLevel(-5000) end remove() -- This example is from the wiki.
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