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Posts
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Everything posted by kasya85
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Yes man, I would love you to help me on that
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This may work. But I don't know how to make part of a ped to be invisible. I tried to make the texture invisible, but this is just a texture, the model is not hiding.
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Hello everyone! I have idea to create a cool system of customization non-cj skins, but I need some help. The idea is I want to create skin (via 3ds max) with a lot of clothes variants (shirts, pants, shoes and etc) and by scripting make visible only one (suppose shirt), but the rest of variants will be not visible so the playes would be able to set their own skin variant as they wish. But my skills in shaders very poor and I don't know how to hide or show specific ped part. Which shader I have to use? So I hope you will help me guys. There is system I think made same way (there is the demonstation video):
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Is there any way to disable mta sa setVehiclePlateText? The problem is I want to replace gta sa vehicle plates to my own by shaders, the new background of vehicle plates is working good but font of gta sa vehicle plates is very poor quality. I tried to replace txd 'platecharset', but it's not working. So I got that, font on vehicle plates in mta is mta sa own and I don't know how to replace it or disable mta sa vehicle plates, maybe someone knows or maybe it's not impossible Thank's for your help
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onPlayerWasted is server side event only, you can't use it client side.
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try this myShader = dxCreateShader ( "your filepath" , 0, 0, false, "vehicle" ) engineApplyShaderToWorldTexture ( myShader, "your texture", your vehicle element )
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try this local body = {"body1", "body2"} for _,Value in ipairs( body ) do local Row = guiGridListAddRow( GUIEditor.gridlist[1] ) guiGridListAddRow ( GUIEditor.gridlist[1], Row, Value ) guiGridListSetItemData ( GUIEditor.gridlist[1], Row, Value ) end
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I'm trying to use police and medical extra CJ's clothes but I have a bug with it (The model is broken at neck/head) The code is: addPedClothes(myelement, "medictr", "medictr", 17) or addPedClothes(myelement, "policetr", "policetr", 17) Screenshotes: Can anybody explain what's going on and how to fix it? Thank you
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my attempts to remove "less light" have not been successful another way: the player's head is always white with no shadow effect I will be grateful if you say how to add "less light" to the player's head (it is object) Shader?!
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Is "less light" texture which applied to a player or what? If it is then which texture I have to change?
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what exactly shaders I have to use?
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The ped's color changes when he is in the shadows. How to remove this effect? (Make ped's color only one color with no changing)
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which textures I have to change?
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What can I have to do that hide blood of the ped after using setPedHeadless? P.S. setPedFootBloodEnabled is not working, I read somewhere that need use shaders
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Guys, I need your help I have GTA V style radar I need that radar areas shows on my radar createRadarArea code of the radar local enableBlips = true local renderNorthBlip = true local alwaysRenderMap = false local worldW, worldH = 3072, 3072 local blip = 12 local sx, sy = guiGetScreenSize() local rt = dxCreateRenderTarget(290, 175) local xFactor, yFactor = sx/1366, sy/768 local yFactor = xFactor function findRotation(x1,y1,x2,y2) local t = -math.deg(math.atan2(x2-x1,y2-y1)) if t < 0 then t = t + 360 end; return t; end function getPointFromDistanceRotation(x, y, dist, angle) local a = math.rad(90 - angle); local dx = math.cos(a) * dist; local dy = math.sin(a) * dist; return x+dx, y+dy; end function drawRadar() if (not isPlayerMapVisible()) then local mW, mH = dxGetMaterialSize(rt) local x, y = getElementPosition(localPlayer) local X, Y = mW/2 -(x/(6000/worldW)), mH/2 +(y/(6000/worldH)) local camX,camY,camZ = getElementRotation(getCamera()) dxSetRenderTarget(rt, true) if alwaysRenderMap or getElementInterior(localPlayer) == 0 then dxDrawRectangle(0, 0, mW, mH, 0xFF7CA7D1) --render background dxDrawImage(X - worldW/2, mH/5 + (Y - worldH/2), worldW, worldH, "image/world.jpg", camZ, (x/(6000/worldW)), -(y/(6000/worldH)), tocolor(255, 255, 255, 255)) end dxSetRenderTarget() dxDrawRectangle((10)*xFactor+30, sy-((200+10))*yFactor, (300)*xFactor, (185)*yFactor, tocolor(0, 0, 0, 175)) dxDrawImage((10+5)*xFactor+30, sy-((200+5))*yFactor, (300-10)*xFactor, (175)*yFactor, rt, 0, 0, 0, tocolor(255, 255, 255, 150)) local rx, ry, rz = getElementRotation(localPlayer) local lB = (15)*xFactor local rB = (15+290)*xFactor local tB = sy-(205)*yFactor local bB = tB + (175)*yFactor local cX, cY = (rB+lB)/2, (tB+bB)/2 +(35)*yFactor local toLeft, toTop, toRight, toBottom = cX-lB, cY-tB, rB-cX, bB-cY for i, v in ipairs( getElementsByType('radararea') ) do --I DONT WANT TO DO end if renderNorthBlip then local rot = -camZ+180 local bpx, bpy = getPointFromDistanceRotation(cX, cY, math.sqrt(toTop^2 + toRight^2), rot) --get position local bpx = math.max(lB, math.min(rB, bpx)) local bpy = math.max(tB, math.min(bB, bpy)) --cap position to screen local dist = getDistanceBetweenPoints2D(cX, cY, bpx, bpy) --get distance to the capped position local bpx, bpy = getPointFromDistanceRotation(cX, cY, dist, rot) --re-calculate position based on new distance if bpx and bpy then --if position was obtained successfully local bpx = math.max(lB, math.min(rB, bpx)) local bpy = math.max(tB, math.min(bB, bpy)) --cap position just in case dxDrawImage(bpx -(blip*2)/2+30, bpy -(blip*2)/2, blip*2, blip*2, "image/blip/4.png", 0, 0, 0) --draw north (4) blip end end dxDrawImage(cX -(blip*2)*xFactor/2+30, cY -(blip*2)*yFactor/2, (blip*2)*xFactor, (blip*2)*yFactor, "image/player.png", camZ-rz, 0, 0) end end addEventHandler("onClientRender", root, drawRadar) I need advice, my math skill isn't good so I need your help guys
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how can i get coordinates front and behind of the vehicle?
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debugging errors on client side scripts (output errors on the screen or something like that) is it possible?
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createEffect function is a client-side function and will be visible only for the player but example i wanna that an effect (attached to a player) will be visible for everyone. how can i do this?
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onClientObjectDamage is the client-side event, but for some reason when a player damage the object it is triggered for all players WHY? my code: function outputLoss(loss, attaker) if getPedWeapon (attaker ) == 0 and getElementType ( source ) == "object" and getElementModel ( source ) == 1985 then --action end end addEventHandler("onClientObjectDamage",root, outputLoss)
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Help, please. getPedControlState is not working getPedControlState(localPlayer, "radar_move_south") getPedControlState(localPlayer, "radar_move_north") getPedControlState(localPlayer, "radar_move_west") getPedControlState(localPlayer, "radar_move_east") code: function drawMap() if getPedControlState(localPlayer, "radar_move_north") then --action elseif getPedControlState(localPlayer, "radar_move_south") then --action elseif getPedControlState(localPlayer, "radar_move_west") then --action elseif getPedControlState(localPlayer, "radar_move_east") then --action end end end addEventHandler("onClientRender",getRootElement(),drawMap)
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Help me set vehicle handling (like driving drunk) setVehicleHandling