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NeXuS™

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Everything posted by NeXuS™

  1. Can you explain your problem better?
  2. I suppose this should be moved to the "Trash" section. @Dutchman101.
  3. You can use account data or the player's serial.
  4. You can use dxCreateRenderTarget and draw the textures on that rendertarget creating one "texture".
  5. NeXuS™

    Skin

    If you have an "Admin" ACL and you give right to that ACL, all users in that ACL can use the command. It doesn't matter if you use isObjectInACLGroup or just use the restricted feature in the addCommandHandler.
  6. NeXuS™

    Skin

    You can use that function too.
  7. NeXuS™

    Skin

    function Skin(thePlayer, commandName) setElementModel(thePlayer, 10) end addCommandHandler("skin", Skin, true) And then you have to write <right name="command.skin" access="true"/> into the ACL group which should have the right.
  8. NeXuS™

    Skin

    Do you mean you want ACL access for the command?
  9. I mean, I suppose you have to edit the scoreboard resource too.
  10. NeXuS™

    distance

    Can you give me an IP so I can test it out on your server?
  11. NeXuS™

    distance

    Try this. function dxDrawImageOnElement() local playerPosition = {getElementPosition(localPlayer)} local elementPosition = {getElementPosition(data.element)} local distance = math.floor(getDistanceBetweenPoints3D(elementPosition[1], elementPosition[2], elementPosition[3], playerPosition[1], playerPosition[2], playerPosition[3])) local clear = isLineOfSightClear(elementPosition[1], elementPosition[2], elementPosition[3], playerPosition[1], playerPosition[2], playerPosition[3], false, false, false, false, true, false, false, nil) local coords = {getScreenFromWorldPosition(elementPosition[1], elementPosition[2], elementPosition[3]+0.3)} if coords[1] and coords[2] and clear then local maxWidth = data.width local maxHeight = data.height local reachMaxAt = 5 -- How far you have to be to get the maxWidth and maxHeight as the actual width and height local nonflooderDistance = getDistanceBetweenPoints3D(elementPosition[1], elementPosition[2], elementPosition[3], playerPosition[1], playerPosition[2], playerPosition[3]) local actualWidth = data.width*(reachMaxAt/nonflooderDistance) > maxWidth and maxWidth or data.width*(reachMaxAt/nonflooderDistance) local actualHeight = data.height*(reachMaxAt/nonflooderDistance) > maxHeight and maxHeight or data.height*(reachMaxAt/nonflooderDistance) dxDrawText(distance.."m", coords[1], coords[2], coords[1], coords[2], tocolor(255, 255, 255, 255), 0.9, font, "center", "center", false, false) dxDrawImage(coords[1], coords[2], actualWidth, actualHeight, data.image..".png", 0, 0, 0, tocolor(255, 255, 255, 255), false) end end
  12. NeXuS™

    distance

    Your english is quite hard to understand. Maybe try to describe it a bit better or make a post in your own language. Can you send your code that you have now?
  13. NeXuS™

    distance

    You have to multiply it with a calculated value of the distance.
  14. You can use a script which is called boneattach or create it yourself.
  15. Use getPlayerName on those variables.
  16. I suppose they've changed the models of the weapons.
  17. Use this script to get the texture names.
  18. Can you do a picture of what's happening and what should happen?
  19. You still have to use getCursorPosition whether it returns a value from 0 to 1. Btw, you can easily recreate the function to have it do the multiplication automatically.
  20. BTW, you shouldn't use local p0 = dbPoll(dbQuery(db, "SELECT * FROM `vehicles`"), -1); these, with -1.
  21. Do you wanna render it 3D? Because those examples are using the dxDrawImage function.
  22. I don't think there is anything that can block it from moving up or down. Are you sure you are using the right button?
  23. You could create the character on client-side, which would only create the character for your specified player.
  24. And what's the problem with the script?
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