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Kors's Achievements
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How stop ?
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------------------ Yeah, tnx all for try help me , my misstake , resource save-system, is set pos spawn in lspd.
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Dont work :C i spawn in lspd , i think i have resource with thet spawn in lspd
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I don’t understand , how fix , what remove , wHat add
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No warnings, no errors, addEventHandler("onResourceStart", resourceRoot, function() for i,player in ipairs(getElementsByType("player")) do spawn(player) end end ) function spawn(player) spawnPlayer ( player, -728.69219970703+math.random(1,1), 1547.8328857422+math.random(1,1),38.977741241455, 90, 71 ) fadeCamera(player, true) setCameraTarget(player, player) end addEventHandler("onPlayerLogin", root, function() spawn(source) end ) addEventHandler("onPlayerWasted", root, function() local skin = getElementModel ( source ) setTimer(spawn, 1800, 1, source) setTimer(setElementModel, 1800, 1, source, skin) end )
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Can you add ? I add , line 15, thet not work ?
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When player, register and enter the server, he spawn in LSPD , how can i fix thet? in borph.lua i set my position but thet work when player die, addEventHandler("onResourceStart", resourceRoot, function() for i,player in ipairs(getElementsByType("player")) do spawn(player) end end ) function spawn(player) spawnPlayer ( player, -728.69219970703+math.random(1,1), 1547.8328857422+math.random(1,1),38.977741241455, 90, 71 ) fadeCamera(player, true) setCameraTarget(player, player) end addEventHandler("onPlayerLogin", root, function() spawn(source) end ) addEventHandler("onPlayerWasted", root, function() local skin = getElementModel ( source ) setTimer(spawn, 1800, 1, source) setTimer(setElementModel, 1800, 1, source, skin) end )
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May be May be can decide in standard playerblip resource? I’ll try what u say , I hope thet work
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radar local enableBlips = true local renderNorthBlip = falsee local alwaysRenderMap = false --true = always render map, false = only render when in interior world 0 (radar will stay, only the map will stop rendering) local alwaysRenderOxygen = false --true = always render oxygen, false = only when oxygen not full/local player in water local disableGTASAhealth = false --Disable GTASA's HUD health display local disableGTASAarmor = false --Disable GTASA's HUD armour display local disableGTASAoxygen = false --Disable GTASA's HUD oxygen display local worldW, worldH = 3686, 3686 --map image dimensions - if map image changed, please edit appropriately local blip = 12 --Blip size, pixels relative to 1366x768 resolution local healthOkayR, healthOkayG, healthOkayB = 102, 204, 102 --RGB for health which is 'okay' (50% or more) local healthBadR, healthBadG, healthBadB = 200, 200, 0 --RGB for health which is 'bad' (25%) local healthCriticalR, healthCriticalG, healthCriticalB = 200, 0, 0 --RGB for health which is 'critically low' (near/at 0%) local armorColorR, armorColorG, armorColorB = 0, 102, 255 local oxygenColorR, oxygenColorG, oxygenColorB = 255, 255, 0 local sx, sy = guiGetScreenSize() local rt = dxCreateRenderTarget(290, 175) local xFactor, yFactor = sx/1366, sy/768 local yFactor = xFactor --otherwise the radar looses it's 2:3 ratio. function findRotation(x1,y1,x2,y2) --Author: Doomed_Space_Marine & robhol 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) --Author: robhol 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() setPlayerHudComponentVisible("radar", false) if disableGTASAhealth then setPlayerHudComponentVisible("health", false) end if disableGTASAarmor then setPlayerHudComponentVisible("armour", false) end if disableGTASAoxygen then setPlayerHudComponentVisible("breath", false) end 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, sy-((200+10))*yFactor, (300)*xFactor, (185)*yFactor, tocolor(20, 20, 20, 200)) dxDrawImage((10+5)*xFactor, sy-((200+5))*yFactor, (300-10)*xFactor, (175)*yFactor, rt, 0, 0, 0, tocolor(255, 255, 255, 220)) local health = math.max(math.min(getElementHealth(localPlayer)/(0.232018558500192*getPedStat(localPlayer, 24) -32.018558511152), 1), 0) local armor = math.max(math.min(getPedArmor(localPlayer)/100, 1), 0) local oxygen = math.max(math.min(getPedOxygenLevel(localPlayer)/(1.5*getPedStat(localPlayer, 225) +1000), 1), 0) 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 blib = getElementsByType("blip") for v=1, #blib do local value = blib[v] local bx, by = getElementPosition(value) local actualDist = getDistanceBetweenPoints2D(x, y, bx, by) local maxDist = getBlipVisibleDistance(value) if actualDist <= maxDist and getElementDimension(value)==getElementDimension(localPlayer) and getElementInterior(value)==getElementInterior(localPlayer) then local dist = actualDist/(6000/((worldW+worldH)/2)) local rot = findRotation(bx, by, x, y)-camZ local bpx, bpy = getPointFromDistanceRotation(cX, cY, math.min(dist, math.sqrt(toTop^2 + toRight^2)), rot) local bpx = math.max(lB, math.min(rB, bpx)) local bpy = math.max(tB, math.min(bB, bpy)) local bid = getElementData(value, "customIcon") or getBlipIcon(value) local _, _, _, bcA = getBlipColor(value) local bcR, bcG, bcB = 255, 255, 255 if getBlipIcon(value) == 0 then bcR, bcG, bcB = getBlipColor(value) end local bS = getBlipSize(value) dxDrawImage(bpx -(blip*bS)*xFactor/2, bpy -(blip*bS)*yFactor/2, (blip*bS)*xFactor, (blip*bS)*yFactor, "image/blip/"..bid..".png", 0, 0, 0, tocolor(bcR, bcG, bcB, bcA)) end 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, 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, cY -(blip*2)*yFactor/2, (blip*2)*xFactor, (blip*2)*yFactor, "image/player.png", camZ-rz, 0, 0) end end addEventHandler("onClientRender", root, drawRadar) addEventHandler("onClientResourceStop", resourceRoot, function() setPlayerHudComponentVisible("radar", true) if disableGTASAhealth then setPlayerHudComponentVisible("health", true) end if disableGTASAarmor then setPlayerHudComponentVisible("armour", true) end if disableGTASAoxygen then setPlayerHudComponentVisible("breath", true) end end)
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playerblips, or what?