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MisterQuestions

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  1. Hello, i created an script for animate a win message, the idea its to use interpolate between, it works one, then i added the intermediate and exit animation, but how to make all that at the rectangles and text?? I got it like: x1,y1,z1 And on dxText/Rectangle at x position i used: x1+z1 but the rectange keep moving and just get out from screen.
  2. Mira puedes hacer esto, cuando el jugador seleccione el mode, has que lo ponga en una dimensión, no puedes usar el mapmananger, tendras que crear tu propio sistema de mapas. Ya despues tendras que añadir definiciones a cada arena, como por ejemplo si el status es "nomap" cargue uno, si hay 0 players la arena este en estado de espera, cosas asi!
  3. Im sorry for awnsering on spanish but i think he doesnt understand... Hola, esta sección del foro es en ingles, el link que te mandaron arriba es para que la proxima vez postees allá, porfavor.
  4. It is possible to order elements from a table For example a players table, order players with team first, then players without team. It is possible make that? How?
  5. Why not use a voteredo different? That is the default one lel
  6. Wow, good luck, as i can see radar do show map parts, you should get all the objects, with their position a rotation, then draw them, what ever, just start with a renderTarget, and draw players, i think that its more important to start.
  7. Try registering at google, i dont remember web but they offer something for getting api's for thei apps.
  8. .-. already awnsered you, but if you don't know anything of lua scripting. Then try something easier do a script, this should create an xml file, when player changes of nick, add the oldnick to xml file.
  9. Nope, fade its done later, but idk, it works sometimes others no weird thing...
  10. Hey got n problem (Sorry for revive this post) But when players enter just see a black background But after some restarts of script ingame you can see blurred bground Why?
  11. check on mapmananger, at getting maps for gamemode, maybe gets confused with dm arena. modify arena core, definitions, etc...
  12. No im refering you where right Server To Client, just a simple code like... code = [[ variable = "this is a variable" outputChatBox(variable) ]] and then send that trough an event. Maybe you can encrypt code too with: base64Encode or teaEncode And send that as cache
  13. Debugscript 3?? I think would be more easy use a variable for getPlayerTeam, then a variable for getTeamName If teamName == "desired" then Edit: I changed this code like this..try now. function mandat(player, cmd, who, amount) local who = getPlayerFromName(who) local team = getPlayerTeam(player) if team then local name = getTeamName(team) if name == "Police" then local money = takePlayerMoney(who, tonumber(amount)) if money then outputChatBox("Player "..getPlayerName(who).." has been given ticket ("..tonumber(ile).."$)") else outputDebugString("Something fails!") end end end end addCommandHandler("ticket", mandat)
  14. I prefer use loadstring sending code at server side more "secure"
  15. Admin resource maybe changing it. (Admin has permission to modify acl, if necessary add missing rights) Else your server should be off then edit acl then start it again!
  16. Why not create an xml file for saving when player change it nick?
  17. but why i just got n orange render laggy? 0 Blur
  18. Hey all i was trying to make an background for a login panel. but doesn't work i just get a orange ground laggy Can some body help me? This is my code: client.lua function DrawTheBlurredBackground() dxSetRenderTarget(); dxUpdateScreenSource( myScreenSource ); dxDrawImage( 0, 0, screenW, screenH, myShader ); end function StartLoginPanel() showChat(false) showCursor(true) dxSetShaderValue( myShader, "ScreenSource", myScreenSource ); addEventHandler("onClientRender", root, DrawTheMainLoginPanel) addEventHandler( "onClientHUDRender", getRootElement(), DrawTheBlurredBackground ); end addEventHandler("onClientResourceStart",root,StartLoginPanel) BlurShader.fx texture ScreenSource; float BlurStrength; float2 UVSize; sampler TextureSampler = sampler_state { Texture = <ScreenSource>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; static const float2 poisson[16] = { float2(-0.326212f, -0.40581f), float2(-0.840144f, -0.07358f), float2(-0.695914f, 0.457137f), float2(-0.203345f, 0.620716f), float2(0.96234f, -0.194983f), float2(0.473434f, -0.480026f), float2(0.519456f, 0.767022f), float2(0.185461f, -0.893124f), float2(0.507431f, 0.064425f), float2(0.89642f, 0.412458f), float2(-0.32194f, -0.932615f), float2(-0.65432f, -0.87421f), float2(-0.456899f, -0.633247f), float2(-0.123456f, -0.865433f), float2(-0.664332f, -0.25680f), float2(-0.791559f, -0.59771f) }; float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0 { float4 color = tex2D(TextureSampler, TextureCoordinate); for(int i = 0; i < 16; i++) { float2 coord= TextureCoordinate.xy + (poisson[i] / UVSize * BlurStrength); color += tex2D(TextureSampler, coord); } return(color/17); } technique BlurShader { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }
  19. Hmmm, so like i done it it was correct, just i dindt define "resource".
  20. But im getting from another resource Still like that? Or the way i done it?
  21. Hey i have some dudes and this is some code tell me if it is correct please i never worked with meta settings u.u --//Getting it from a specific resource. --//get("[Access]"..[resource]..".settingName") setting = get("#"..resource..".settingName")
  22. Add the map tag to the resource name...
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