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-Blaze-

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Everything posted by -Blaze-

  1. Hello , I am trying to attach a blip to the chopper type vehicles. I will attach 2 blips, 1) the chopper body , 2) the rotor of the chopper. Is there a way i can make the rotor blip rotate so it looks like a working chopper on the map?
  2. Hello , I am working on a mounted machine gun script , that places big guns on cars and a player is able to go on top and use it. I am using createObject for making a base_minigun and then using createWeapon to make a custom weapon and attaching them both with attachElements However these are all made clientside (since createWeapon is a clientside function) and are not visible and synced with all the players. when a player uses the mounted gun , he is able to rotate it and direct the line of fire, but the rotation of the weapon cannot be seen by all the players. Is there a way i can sync the client side created object and custom weapon so it is visible to all the players? My code so far : Server : addEventHandler("onResourceStart", getResourceRootElement(getThisResource()), function() truck1 = createVehicle ( 470, 201.33500671387, 1908.2733154297, 17.640625 ,0,0,0, "Hex" ) setElementData( truck1, "mgtruck1", true) createBlipAttachedTo ( truck1, 0, 1) setTimer(triggerClientEvent, 500, 1, getRootElement(), "one", resourceRoot) end) i created the vehicle serverside because clientside vehicles aren't enterable. Client: function attachmgtotruckone() alltruck1 = getElementsByType ( "vehicle" ) for key, thetruck1 in ipairs ( alltruck1 ) do if getElementModel( thetruck1 ) == 470 then if getElementData(thetruck1, "mgtruck1" ) then local x, y, z = getElementPosition( thetruck1 ) local rx, ry, rz = getElementRotation( thetruck1 ) stand1 = createObject( 2985, x+2, y, z-1 ,rx,ry,rz+90) mountgun1 = createWeapon ( "minigun", 0, 0, 0 ) setElementAlpha( mountgun1, 50) attachElements( mountgun1, stand1, -0.2, 0 , 0.-- s8) --> attachElements( stand1, thetruck1, 0, 0, 0.6, 0, 0, 90) setElementCollisionsEnabled ( mountgun1, false ) setElementCollisionsEnabled ( stand1, false ) end end end end addEvent("one", true) addEventHandler("one", root, attachmgtotruckone) function moveup1() if isElement( stand1) then local thetruck1 = getElementAttachedTo ( stand1 ) if getElementData( localPlayer, "mg1controller") then if roty1 == 30 then return end attachElements( stand1, thetruck1, 0, 0, 0.6, 0, roty1+5, rotz1) roty1 = roty1+ 5 end end end function movedown1() if isElement( stand1) then local thetruck1 = getElementAttachedTo ( stand1 ) if getElementData( localPlayer, "mg1controller") then if roty1 == -30 then return end attachElements( stand1, thetruck1, 0, 0, 0.6, 0, roty1-5, rotz1) roty1 = roty1 - 5 end end end function moveleft1() if isElement( stand1) then local thetruck1 = getElementAttachedTo ( stand1 ) if getElementData( localPlayer, "mg1controller") then attachElements( stand1, thetruck1, 0, 0, 0.6, 0, roty1, rotz1+5) rotz1 = rotz1 + 5 end end end function moveright1() if isElement( stand1) then local thetruck1 = getElementAttachedTo ( stand1 ) if getElementData( localPlayer, "mg1controller") then attachElements( stand1, thetruck1, 0, 0, 0.6, 0, roty1, rotz1-5) rotz1 = rotz1 - 5 end end end bindKey("a", "down", moveleft1) bindKey("d", "down", moveright1) bindKey("s", "down", moveup1) bindKey("w", "down", movedown1)
  3. Post the recent working code here and i'll show you and explain how.
  4. function onPlayerClick(button, state, absX, absY, wx, wy, wz, element) if (element and getElementType(element) == "player" and state=="down") then if element ~= getLocalPlayer() then return end local x, y, z = getElementPosition(localPlayer) if (getDistanceBetweenPoints3D(x, y, z, wx, wy, wz) <=3) then RenderHolo() end end end addEventHandler("onClientClick", getRootElement(), onPlayerClick) Sorry , my bad. Try the above code . It should work.
  5. Well , if i didnt get you wrong , what you want to say is that if you click on a player or ped the window should show. If you click on yourself , it shouldnt show. Well , its easy. You just need to write an "if " statement to check that the clicked element is not the local player himself. Replace your first function with this -> function onPlayerClick(button, state, absX, absY, wx, wy, wz, element) if (element and getElementType(element) == "player" and state=="down") then if element == getLocalPlayer() then return end local x, y, z = getElementPosition(localPlayer) if (getDistanceBetweenPoints3D(x, y, z, wx, wy, wz) <=3) then RenderHolo() end end end addEventHandler("onClientClick", getRootElement(), onPlayerClick) Also , i would prefer not to use "element" as a parameter. Use "theelement" or something.
  6. Hello , I have 2 questions related to weapons . 1) How to calculate the rotation of a weapon while it is being aimed or it is stationary. (player's weapon) 2) Is it possible to hold weapons of similar types suck as a pistol and a silenced or a m4 and an AK-47. If yes , how? Thanks. Warm Regards.
  7. Thanks @TrapLord Studios™ and @NeverGiveup
  8. hey, i'm searching for an in-flight HUD , if anyone hasn't made one , i might as well be the first. Does one already exist at the community? if yes, could i have the link?
  9. Hello, Is there a way where 2 teams can be created and the players playing in game currently can be divided equally and set to those teams?
  10. hello everyone , is there a way to cancel the damage done to a player when he falls from a height?
  11. Thanks , @xXMADEXx it works just fine.
  12. Hello everybody , i'm trying to make a script where the last player in combat gets a reward. I'm using onVehicleExplode() to check on the number of alive players since it is a Shooter mode. How can i get the last player alive and set a variable to him so i may be able to give him money , exp ,etc.?
  13. hello everyone , i'm having some bugs in a game-mode when i use don't change option in the vote map. Is there a way to disable it in the vote map?
  14. Well , you can do that easily with a little bit of scripting knowledge. Set a timer that checks the players ammo every 50 milisecs . If ammo is lesser than 2 then toggle the fire control off. If more than 1 then toggle the fire control on. You can easily mess with the hud by adding a "-1" in the getPedTotalAmmo part.
  15. Hello everybody , i'd had been working on a zombie RPG project for a while , and now it's finished and hosted. Name - Zombie RPG - Missions , Mods , Bosses, Objectives Ip - mtasa://213.136.80.168:22008 some shots - well , there's a lot more , but i wouldn't want my ideas stolen . All RPG/Zombie lovers are welcome to join .
  16. I made some zombies with it and it worked just fine. use a timer to set the walking style. Example : when the ped is created setTimer(setPedWalkingStyle, 2000, 1, thePed, the ID)
  17. It doesen't need a rewrite . All you have to do is use setPedWalkingStyle when you create the ped.
  18. hey , this is a beautiful idea of yours, and i think i found the problem in your code . this should work - function loadModels() weapontxd1 = engineLoadTXD ("models/weap/ak47.txd"); weapondff1 = engineLoadDFF ("models/weap/ak47.dff"); end addEventHandler("onClientResourceStart",root,loadModels) function onClientPlayerSkinChange() if getElementData(localPlayer,"currentweapon_1") == "FNFAL" then if getElementData(localPlayer,"done") == true then return end engineImportTXD (weapontxd1, 355); engineReplaceModel (weapondff1, 355); setElementData( localPlayer, "done", true) elseif getElementData(localPlayer,"currentweapon_1") == "AK-47" then engineRestoreModel(355) setElementData( localPlayer, "done", false) else engineRestoreModel(355) setElementData( localPlayer, "done", false) end end addEventHandler("onClientPlayerWeaponSwitch",localPlayer,onClientPlayerSkinChange) you must use an element data so that models don't replace again and again when you switch , and in " weapondff1 = engineLoadDFF ("models/weap/ak47.dff");", the invisibility was 0. That's the reason the models didn't appear.
  19. yes , it can be done. and , setCameraTarget supports both , client and server.
  20. well , i tried this. col = {} Zombies = createTeam("Zombies") function getElementsWithinMarker(marker) if (not isElement(marker) or getElementType(marker) ~= "marker") then return false end local markerColShape = getElementColShape(marker) local elements = getElementsWithinColShape(markerColShape) return elements end function makeazombie(source) local x, y, z = getElementPosition( source ) zombie = exports [ "slothBot" ]:spawnBot ( x+7, y, z, 90, 285, 0, 0, Zombies, 0,"hunting", true ) setElementData( zombie, "loler", true) col[1] = createMarker( 0, 0, 0, "cylinder", 10, 0, 255, 0, 100) attachElements(col[1], zombie, 0, 0, -1) setElementParent(col[1],zombie) killTimer = setTimer( function() local howmany = getElementsWithinMarker ( col[1] , "player") if (#howmany == 0) then if (zombie) then killPed( zombie ) end end end, 5000, 0) end addCommandHandler("zombie", makeazombie) function test(hitElement, mD) if (source == col[1]) then outputChatBox("you entered", hitElement) end end addEventHandler ( "onMarkerHit", getRootElement(), test ) but it doesn't work. any help?
  21. hello, today i was making a script related to zombies. here it is. well, when the person , who created it , is far away from the zombie , the zombie gets killed. Zombies = createTeam("Zombies") function makeazombie(source) local x, y, z = getElementPosition( source ) zombie = exports [ "slothBot" ]:spawnBot ( x+7, y, z, 90, 285, 0, 0, Zombies, 0,"hunting", true ) setElementData( zombie, "loler", true) gay = setTimer( function () local xL,yL,zL = getElementPosition( zombie ) local xx, yx, zx = getElementPosition( source ) if getDistanceBetweenPoints3D (xx,yx,zx,xL,yL,zL) > 50 then if (zombie) then killPed( zombie ) if (gay) then killTimer(gay) outputChatBox( " the zombie was killed ", source) end end end end, 5000, 0) end addCommandHandler("zombie", makeazombie) But if there are any other players around ( in his range of 50) , when the person gone farther than 50 , then he shoudn't die, so that he can attack the others in his range. But if there is no one in the range of 50 , then he should be killed. Any idea how i can do this?
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