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Hydra

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Everything posted by Hydra

  1. This is the english section. Go post this in your native language
  2. local txd = {} local dff = {} local col = {} txd[1] = engineLoadTXD ( "mod1.txd" ) engineImportTXD ( txd[1], 3356 ) dff[1]= engineLoadDFF ( "mod1.dff" ) engineReplaceModel ( dff[1], 3356 ) col[1] = engineLoadCOL( "mod1.col" ) engineReplaceCOL( col[1], 3356 ) txd[2] = engineLoadTXD ( "mod2.txd" ) engineImportTXD ( txd[2], 3357 ) dff[2] = engineLoadDFF ( "mod2.dff" ) engineReplaceModel ( dff[2], 3357 ) col[2] = engineLoadCOL( "mod2.col" ) engineReplaceCOL( col[2], 3357 ) just an example Is not required to put local txd = {}, you can put txd1, txd2 etc.. but it's more easy to do like the example above.
  3. https://wiki.multitheftauto.com/wiki/OnClientExplosion this is the event
  4. You posted this in the wrong place
  5. You will need to use these: setElementModel() ---GUI--- onClientGUIClick ---DX---- onClientClick
  6. If you want your object to spin use moveObject() instead moveObject(theObject, timer, x, y, z, rotX, rotY, rotZ)
  7. Look at the default race resource and see how it was made
  8. You forgot to put the rotation arguments in the function: function rotateobj(obj, rx, ry, rz) setElementRotation(obj, rx, ry, rz) end Make sure you put the function in the meta.xml too <export function="rotateobj" type="shared" /> Type can be: client, server or shared local abc = exports.yourResource --// This is more easy than to put exports.resource:function local building = createObject(18002, 0, 0, 5) function rotatingObject() abc:rotateobj(building, 0, 0, 5) end addCommandHandler("rotatemyobj", rotatingObject)
  9. for money and skin you can use setAccountData, getAccountData, setElementData & getElementData. For faction better use database(db) https://wiki.multitheftauto.com/wiki/setAccountData https://wiki.multitheftauto.com/wiki/GetAccountData https://wiki.multitheftauto.com/wiki/SetElementData https://wiki.multitheftauto.com/wiki/GetElementData https://wiki.multitheftauto.com/wiki/Database
  10. using interpolateBetween Small example: local abc = false local alpha = 0 local tick = 0 function d() if abc then alpha = interpolateBetween(0, 0, 0, 255, 0, 0, (tick-getTickCount())/2500, "Linear") else alpha = interpolateBetween(255, 0, 0, 0, 0, 0, (tick-getTickCount())/2500, "Linear") end dxDrawRectangle(screenW * 0.2000, screenH * 0.3000, screenW * 0.0600, screenH * 0.0600, tocolor(255, 0, 0, alpha), false) end addEventHandler("onClientRender", root, d) function anim() if not animState then animState = true abc = true else animState = false abc = false end end bindKey("f2", "down", anim)
  11. setElementPosition(localPlayer, x-yourValue, y, z+0.5) ex
  12. You can use engineApplyShaderToWorldTexture and make client -> server -> client to be visible for others too
  13. set an element data for that group and use this: function a() if getElementData(localPlayer, "ClanName") then -- do something here else outputChatBox("You are not allowed to use this command", 255, 0, 0) end end addCommandHandler("abc1", a)
  14. Try reset your binds from MTA Settings
  15. You use the same variable for all of them, try using something like dff1, dff2, txd1, txd2 etc..
  16. Hydra

    Screen Size

    mostly at x and y
  17. Hydra

    Screen Size

    Yes it's possible to do that with rectangle too
  18. local myMarker = createMarker(0, 0, 5, "cylinder", 1.5, 255, 255, 255, 255, getRootElement()) function a(hitElement, matchingDimension) if hitElement == source then killPed(hitElement) else end end addEventHandler("onPlayerMarkerHit", myMarker, a) Is this what you want?
  19. Hydra

    Screen Size

    For text to be good positioned I use this: local screenW, screenH = guiGetScreenSize() resW = screenW/1600 --(put your resolution here instead of 1600) resH = screenH/900 --(put your resolution here instead of 900) function a() dxDrawText("asd", screenW * 0.2000, screenH * 0.3000, screenW * 0.0350, screenH * 0.0350, tocolor(255, 255, 255, 255), 1.00*resW, "bankgothic", "left", "top", false, false, false, false) end -- I put *resW on the text scale
  20. onClientVehicleDamage or onVehicleDamage
  21. Use the resource texture_names to see the blips texture name, create all blips on the map in different positions and that's it
  22. Use engineApplyShaderToWorldTexture
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