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-.Paradox.-

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Everything posted by -.Paradox.-

  1. dxDrawImage((sx-imageWidth)/2, (sy-imageHeight)/2, imageWidth, imageHeight, "experience/ranks/" .. string.gsub(Level, "LV ", "") .. "." .. imageExtension, 0, 0, 0, tocolor(255, 255, 255, imageAlpha), postGUI)
  2. I'm using LV and name of the images are lvl_1.png etc
  3. @xDRul you must be in staff team first, myonlake code is working all what you have to do is changing the coordinates to the ones you want to you use.
  4. Actually there is another error in guiGetScreenSize
  5. I makes it by another way I didn't noticed the error in you're script but try this just change weapon name and location local weapons = {{fileName='weapon', model=34},} function load() for index, weapon in pairs(weapons) do tex = engineLoadTXD ( ''..weapon.fileName.. '.txd', weapon.model ) engineImportTXD ( tex, weapon.model ) mod = engineLoadDFF ( ''..weapon.fileName.. '.dff', weapon.model ) engineReplaceModel ( mod, weapon.model ) end end addEventHandler('onClientResourceStart',resourceRoot, function () setTimer ( load, 5000, 1) end)
  6. Won't work there is an error in debug dxDrawImage[Can't load]
  7. -.Paradox.-

    Help

    Yes it was in my library, and I post it btw I download it from community too and I forgot about it
  8. Okay I will fix it for you
  9. -.Paradox.-

    Help

    local Timer = {} Bribe = {} xMain_ = function( ) for index,v in ipairs (getElementsByType("player")) do xWanted_(v) end end addEventHandler("onResourceStart", resourceRoot, xMain_); xWanted_ = function(v) if not isElement(v) then return end Timer[v] = setTimer( function(player) if isElement(player) then local team = getPlayerTeam(player) if ( team and getTeamName(team) == "Police" ) then return end local Wanted = getPlayerWantedLevel ( player ); local x,y,z = getElementPosition ( player ); local Name = getPlayerName ( player ); if ( Wanted >= 1 ) then if Bribe[player] and isElement(Bribe[player]) then return end Bribe[player] = createObject(1247,x,y,z); attachElements (Bribe[player],player,0,0,1.6) ; outputChatBox(" [ "..Name.." ] Have [ "..Wanted.." ] Wanted Level! ",v,255,0,0,true); elseif ( Wanted == 0 and Bribe[player] and isElement(Bribe[player]) ) then destroyElement(Bribe[player]); Bribe[player] = nil end end end ,5000,0,v); end xJoin_ = function ( ) xWanted_(source); end addEventHandler("onPlayerJoin",root,xJoin_); xWantedDestroy_ = function ( ) if Timer[source] and isTimer(Timer[source]) then killTimer(Timer[source]); Timer[source] = nil end; if Bribe[source] and isElement(Bribe[source]) then destroyElement(Bribe[source]); Bribe[source] = nil end end addEventHandler("onPlayerQuit",root,xWantedDestroy_);
  10. Can you explain me what you want to do, you're English is bad.
  11. Hello guys i make a weapon shop everything is right but when i buy weapon it dont give it to me here is client side -- Client GUIEditor = { tab = {}, staticimage = {}, tabpanel = {}, label = {}, button = {}, Window = {}, gridlist = {} } shopWindow = guiCreateWindow(492, 178, 531, 446, "Resident Evil Weapon Shop", false) guiSetAlpha(shopWindow, 1.00) GUIEditor.tabpanel[1] = guiCreateTabPanel(11, 25, 359, 411, false, shopWindow) GUIEditor.tab[1] = guiCreateTab("Shop", GUIEditor.tabpanel[1]) GUIEditor.gridlist[1] = guiCreateGridList(5, 5, 330, 297, false, GUIEditor.tab[1]) GUIEditor.gridlist[2] = guiCreateGridList(10, 5, 339, 371, false, GUIEditor.tab[1]) guiGridListAddColumn(GUIEditor.gridlist[2], "Weapons", 0.4) guiGridListAddColumn(GUIEditor.gridlist[2], "$", 0.4) for i = 1, 17 do guiGridListAddRow(GUIEditor.gridlist[2]) end guiGridListSetItemText(GUIEditor.gridlist[2], 0, 1, "Chicago TypeWriter", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 0, 2, "5000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 1, 1, "Striker", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 1, 2, "4000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 2, 1, "Knife", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 2, 2, "500$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 3, 1, "TMP", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 3, 2, "7500$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 4, 1, "Punisher", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 4, 2, "1000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 5, 1, "Punisher Silenced", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 5, 2, "2500$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 6, 1, "Riotgun", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 6, 2, "5000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 7, 1, "Semi-Auto Rifle", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 7, 2, "6000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 8, 1, "M4", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 8, 2, "9000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 9, 1, "Rifle", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 9, 2, "3000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 10, 1, "Hand Canon", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 10, 2, "4700$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 11, 1, "Killer 7", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 11, 2, "2000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 12, 1, "Icendiary Greande", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 12, 2, "1500$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 13, 1, "Axe Katana", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 13, 2, "3000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 14, 1, "Rocket Launcher", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 14, 2, "10000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 15, 1, "Mine Thrower", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 15, 2, "10000$", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 16, 1, "Grenade", false, false) guiGridListSetItemText(GUIEditor.gridlist[2], 16, 2, "3500$", false, false) GUIEditor.button[1] = guiCreateButton(385, 362, 136, 64, "Close Shop", false, shopWindow) guiSetFont(GUIEditor.button[1], "default-bold-small") guiSetProperty(GUIEditor.button[1], "NormalTextColour", "FFFFFFFF") GUIEditor.button[2] = guiCreateButton(385, 284, 135, 63, "Buy Weapon", false, shopWindow) guiSetFont(GUIEditor.button[2], "default-bold-small") guiSetProperty(GUIEditor.button[2], "NormalTextColour", "FFFFFFFF") GUIEditor.label[1] = guiCreateLabel(389, 159, 131, 103, "Welcome Stranger Please Choose The Weapon You Want To Buy Have Fun In Our Server", false, shopWindow) guiSetFont(GUIEditor.label[1], "default-bold-small") guiLabelSetHorizontalAlign(GUIEditor.label[1], "left", true) GUIEditor.staticimage[1] = guiCreateStaticImage(396, 36, 91, 106, ":Experience/class/Curselogo.png", false, shopWindow) guiSetVisible(shopWindow, false) showCursor(false) function enableShops() if guiGetVisible(shopWindow) == false then guiSetVisible(shopWindow, true) showCursor(true) else guiSetVisible(shopWindow, false) showCursor(false) end end addCommandHandler("reshop", enableShops) function closeButton() guiSetVisible(shopWindow, false) showCursor(false) end addEventHandler ( "onClientGUIClick", GUIEditor.button[1], closeButton, false ) addEventHandler("onClientGUIClick", guiRoot, function() if source == GUIEditor.button[2] then local row = guiGridListGetSelectedItem(GUIEditor.gridlist[1]) if row == 0 then triggerServerEvent("setWeaponA", localPlayer) elseif row == 1 then triggerServerEvent("setWeaponB", localPlayer) elseif row == 2 then triggerServerEvent("setWeaponC", localPlayer) elseif row == 3 then triggerServerEvent("setWeaponD", localPlayer) elseif row == 4 then triggerServerEvent("setWeaponE", localPlayer) elseif row == 5 then triggerServerEvent("setWeaponF", localPlayer) elseif row == 6 then triggerServerEvent("setWeaponG", localPlayer) elseif row == 7 then triggerServerEvent("setWeaponH", localPlayer) elseif row == 8 then triggerServerEvent("setWeaponI", localPlayer) elseif row == 9 then triggerServerEvent("setWeaponJ", localPlayer) elseif row == 10 then triggerServerEvent("setWeaponK", localPlayer) elseif row == 11 then triggerServerEvent("setWeaponL", localPlayer) elseif row == 12 then triggerServerEvent("setWeaponM", localPlayer) elseif row == 13 then triggerServerEvent("setWeaponN", localPlayer) elseif row == 14 then triggerServerEvent("setWeaponO", localPlayer) elseif row == 15 then triggerServerEvent("setWeaponP", localPlayer) elseif row == 16 then triggerServerEvent("setWeaponQ", localPlayer) end end end) Thanks for helping
  12. Ok thanks and sorry i tought it's wrong that why i asked.
  13. I need one more thing, the image of levels are lvl_1.png lvl_2.png ........... lvl_23.png Were i have to define the name of the png file?
  14. Okay thank you, It was a tupid idea anyway
  15. -.Paradox.-

    Question

    Hello, I wa thinking about creating an underwater base, and I'm asking if there is a function to remove the water from a part of LS or another city and thanks.
  16. @Hunterix you forgot Androidlock XT Dreamboard AcrionSlider Brightslide Call delete MyWii Dock slider Five column dock Etc. ;D
  17. Try https://wiki.multitheftauto.com/wiki/SetWeaponFiringRate
  18. Ok thanks and can I use LV instead of Lvl because that's what I'm using and thanks
  19. Thanks a lot but where I can write the name of image like example "experience/ranks/lvl_"..Level..".png"
  20. @Mefisto_PL I'm using setElementData @myonlake thanks but I know how to draw images my problem is what I must use to create the script
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