Negriukas
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Everything posted by Negriukas
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The problem right now is that it keep applying the shaders for old textures too, i mean that if i was in red team and spawned a hydra it apply the red paintjob and if i left the red team and spawned hydra, it doesnt apply the paintjob(normal) but when i join blue team and spawn hydra, it apply the paintjob for the current hydra and the first spawned hydra that was supposed to stay red, thanks
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Doesnt make any difference.. @DNL Yes it is a vehicle element, created by creatVehicle
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Hi, Whats wrong with this? I'm trying to apply a paintjob to hydra and if player was in like example 'Blue team' it should apply a paintjob to hydra with the specified texture 'hydrabody256-blue.png' and if i was in another team lets say 'Red team' it should apply a paintjob to hydra with this texture 'hydrabody256-red.png' , It works but it apply the paint job for all hydras except the default hydras, Hope you understand. Client: myShader = dxCreateShader( "hello.fx" ) red = dxCreateTexture("hydrabody256-red.png") blue = dxCreateTexture("hydrabody256-blue.png") addEvent("applyHydraTexture", true) addEventHandler("applyHydraTexture", root, function(vehicle, tex) local thePlayer = source local theVehicle = vehicle if thePlayer and theVehicle then if tex == 'Red' then engineApplyShaderToWorldTexture( myShader, "hydrabody256",getPedOccupiedVehicle(thePlayer) ) dxSetShaderValue(myShader, "gTexture", red) elseif tex == 'Blue' then engineApplyShaderToWorldTexture( myShader, "hydrabody256",getPedOccupiedVehicle(thePlayer) ) dxSetShaderValue(myShader, "gTexture", blue) end end end ) Server: if vehicleID == 520 and getPlayerTeam(source) then if getTeamName(getPlayerTeam(source)) == 'Red team' then texture = 'Red' elseif getTeamName(getPlayerTeam(source)) == 'Blue team' then texture = 'Blue' end return triggerClientEvent(source, 'applyHydraTexture', source, vehicle, texture) end
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Hello folks, I'm planning to make something with dx functions but i have no idea how to get one thing, I'm trying to draw a text representing where the bullet hits with onClientPlayerWeaponFire and dxDrawText, but i guess onClientPlayerWeaponFire has 6 args (starting positions and ending positions) So is there a way to draw this text on the screen without drawing text in 3D but in screen? Thank you Regards
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Let's say i have 20 mod in a folder, txd and dff, which makes them 40 file, I have to spam { 'txd','cars/infernus.txd','411'}, { 'dff','cars/infernus.dff','411'}, { 'txd','cars/name.txd','id'}, { 'dff','cars/name.txd','id'}, { 'txd','cars/name.txd','id'}, { 'dff','cars/name.txd','id'}, all the time? Is there any to get automatically the files from 'cars' folder and insert in a table etc...
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Is is possible to change original GTA SA projectiles velocity?
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Hello there, Is it possible the get the death reason of a random wasted guy? Like rammed, exploded, and etc I saw death reasons, But currently i'm making some edits on Killmessages scripts, It doesn't detect when a wasted guy got rammed or killed by a jet (hydra) it just outputs the weapon icon that he selected from freeroam panel, Thanks
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I will send it to you in Private Message, I don't want my code to be shared everywhere
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Hi, how i can remove an event handler triggered using 'triggerEvent' in server side? I already tried with removeEventHandler but it doesnt remove, any help?
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help please...
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help...