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mucuk6547

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Everything posted by mucuk6547

  1. this script rhino also throws bombs how do you convert it to the type of bullets.
  2. bomb throws bullets type how do i codes below SERVER: function ExplosionAmmo ( hitX, hitY, hitZ, Texp ) createExplosion ( hitX, hitY, hitZ, Texp, source ) end addEvent( "ExplosiveAmmo", true ) addEventHandler( "ExplosiveAmmo", root, ExplosionAmmo ) function ExplosiveLaser (muzzleX, muzzleY, muzzleZ, hmx, hmy, hmz, colorR, colorG, colorB) for x,p in ipairs(getElementsByType("player")) do if p ~= source then triggerClientEvent ("DrawLaserForAll", p, muzzleX, muzzleY, muzzleZ, hmx, hmy, hmz, colorR, colorG, colorB) end end end addEvent( "ExplosiveLaser", true ) addEventHandler( "ExplosiveLaser", root, ExplosiveLaser ) Client: reloadTime = 2000 -- for Hunter range = 2 -- To increase range, set this value to 1. To decrease range, use 3. My code is optimized for 2. event = nil fired = false drawHandler = nil armedVehicles = {[601]=true} w, h = guiGetScreenSize() height = nil endY = nil r, g = 255, 0 time = 0 local hmx, hmy, hmz function getPositionFromElementOffset(element,offX,offY,offZ) local m = getElementMatrix ( element ) -- Get the matrix local x = offX * m[1][1] + offY * m[2][1] + offZ * m[3][1] + m[4][1] local y = offX * m[1][2] + offY * m[2][2] + offZ * m[3][2] + m[4][2] local z = offX * m[1][3] + offY * m[2][3] + offZ * m[3][3] + m[4][3] return x, y, z end function onStart() height = math.ceil(h / 50) if height < 19 then height = 19 end endY = math.ceil((h/100)*6) corona = createMarker (0, 0, -10, "corona", 1.0, 200, 100, 0, 150) bindKey ( "mouse1", "down", toggleHunter ) color = tocolor(255, 255, 255, 200) end addEventHandler("onClientResourceStart", resourceRoot, onStart) function entering( thePlayer, seat ) if thePlayer == localPlayer then toggleControl ( "vehicle_fire", true ) toggleControl ( "vehicle_secondary_fire", true ) local model = getElementModel ( source ) if model == 601 then drawHandler = addEventHandler("onClientRender", root, reloadFinished) end if model == 601 then toggleControl ( "vehicle_fire", false ) toggleControl ( "vehicle_secondary_fire", false ) addEventHandler("onClientRender", root, marker) event = true end end end addEventHandler("onClientVehicleEnter", getRootElement(), entering) function exit( thePlayer, seat ) if thePlayer == localPlayer then local model = getElementModel ( source ) if model == 601 then if event ~= nil then removeEventHandler("onClientRender", root, marker) event = nil end toggleControl ( "vehicle_fire", true ) toggleControl ( "vehicle_secondary_fire", true ) end end end addEventHandler("onClientVehicleExit", getRootElement(), exit) addEventHandler("onClientElementDestroy", getRootElement(), function () if (getElementModel(source) == 601 and getVehicleController(source) == localPlayer) then if event ~= nil then removeEventHandler("onClientRender", root, marker) event = nil end toggleControl ( "vehicle_secondary_fire", true ) end end) function wasted() if source == localPlayer then if event ~= nil then removeEventHandler("onClientRender", root, marker) event = nil end toggleControl ( "vehicle_fire", true ) toggleControl ( "vehicle_secondary_fire", true ) end end addEventHandler ( "onClientPlayerWasted", getLocalPlayer(), wasted ) function clientResourceStop() toggleControl ( "vehicle_fire", true ) toggleControl ( "vehicle_secondary_fire", true ) end addEventHandler( "onClientResourceStop", getResourceRootElement(getThisResource()), clientResourceStop ) local muzzleX, muzzleY, muzzleZ local turX, turY, turZ function toggleHunter() if fired == false then if isPedInVehicle ( localPlayer ) and not isCursorShowing() then local veh = getPedOccupiedVehicle ( localPlayer ) if (veh) then if ( getElementModel ( veh ) == 601 ) then fired = true turX, turY, turZ = getElementPosition(veh) local cx,cy,cz = getVehicleComponentPosition( veh, "misc_a" ) local x, y, z = getVehicleComponentPosition( veh, "misc_c" ) local barrelX, barrelY, barrelZ = getPositionFromElementOffset(veh,cx,cy,cz) muzzleX, muzzleY, muzzleZ = getPositionFromElementOffset(veh,x,y,z) local velX = (muzzleX - barrelX) /range local velY = (muzzleY - barrelY) /range local velZ = (muzzleZ - barrelZ) /range local vx, vy, vz = getElementVelocity(veh) setElementVelocity (veh, vx+(((velX/3)*(-1))/50), vy+(((velY/3)*(-1))/50), vz+(((velZ/3)*(-1))/50) ) addEventHandler("onClientRender", root, drawLine) removeEventHandler("onClientRender", root, reloadFinished) drawHandler = nil start = getTickCount() drawHandler = addEventHandler("onClientRender", root, reload) time = 2000 soundTimer = setTimer(function() local sound = playSound("LaserSound.wav") setSoundVolume(sound, 1) end, 50, 1) end end end end end local colorR, colorG, colorB = 255, 0, 0 function colorsLasersHunter (command, dataR, dataG, dataB) if dataR and dataG and dataB then if (type(tonumber(dataR)) == "number") and (type(tonumber(dataG)) == "number") and (type(tonumber(dataB)) == "number") then if tonumber(dataR) then if tonumber(dataR) >= 0 and tonumber(dataR) <= 255 then colorR = tonumber(dataR) end end if tonumber(dataG) then if tonumber(dataG) >= 0 and tonumber(dataG) <= 255 then colorG = tonumber(dataG) end end if tonumber(dataB) then if tonumber(dataB) >= 0 and tonumber(dataB) <= 255 then colorB = tonumber(dataB) end end end end end addCommandHandler ("SClaser", colorsLasersHunter) local Texp = 2 function drawLine() dxDrawLine3D ( muzzleX, muzzleY, muzzleZ, hmx, hmy, hmz, tocolor ( colorR, colorG, colorB, 255 ), 10) triggerServerEvent ( "ExplosiveAmmo", localPlayer, hmx, hmy, hmz, Texp ) triggerServerEvent ( "ExplosiveLaser", localPlayer, muzzleX, muzzleY, muzzleZ, hmx, hmy, hmz, colorR, colorG, colorB ) removeEventHandler("onClientRender", root, drawLine) end addEvent ("DrawLaserForAll", true) function DrawLaserForAllPlayers (xi, yi, zi, xf, yf, zf, crL, cgL, cbL) dxDrawLine3D ( xi, yi, zi, xf, yf, zf, tocolor ( crL, cgL, cbL, 255 ), 10) soundTimer2 = setTimer( function() local sound = playSound3D("LaserSound.wav", xf, yf, zf, true) setSoundVolume(sound, 4) setTimer (function () if sound then stopSound ( sound ) end end, 500, 1) end, 50, 1) end addEventHandler ("DrawLaserForAll", getLocalPlayer(), DrawLaserForAllPlayers) function reload() if not isPedInVehicle(localPlayer) then removeEventHandler("onClientRender", root, reload) drawHandler = nil end setMarkerColor ( corona, 255, 0, 0, 100 ) local getTime = (getTickCount()) - start local height = math.ceil(h / 50) if height < 19 then height = 19 end dxDrawRectangle (0, h-endY-height-6, height+6, endY, tocolor(0,0,0,150), false) local endY = math.ceil((h/100)*6) endY = endY - 4 if getTime <= time then endY = (getTime/time)*endY else removeEventHandler("onClientRender", root, reload) drawHandler = nil drawHandler = addEventHandler("onClientRender", root, reloadFinished) if getElementModel(getPedOccupiedVehicle(localPlayer)) ~= 425 then local sfx = playSFX ( "genrl", 136, 72 ) setSoundVolume (sfx, 1) end setMarkerColor ( corona, r, g, 0, 150 ) start = nil fired = false end dxDrawRectangle (2, h-endY-height-8, height+2, endY, tocolor(220,0,0,150), false) end function reloadFinished() if not isPedInVehicle(localPlayer) then removeEventHandler("onClientRender", root, reloadFinished) drawHandler = nil else dxDrawRectangle (0, h-endY-height-6, height+6, endY, tocolor(0,0,0,150), false) dxDrawRectangle (2, h-endY-height-4, height+2, endY-4, tocolor(220,0,0,150), false) end end function marker() if not isPedInVehicle(localPlayer) then removeEventHandler("onClientRender", getRootElement(), marker) if isTimer(soundTimer) then killTimer(soundTimer) end fired = false drawHandler = nil setElementPosition (corona, 0, 0, -10) else local vx, vy, vz = nil, nil, nil local cx, cy, cz = nil, nil, nil local veh = getPedOccupiedVehicle ( localPlayer ) if veh then local x, y, z = getVehicleComponentPosition( veh, "misc_a" ) cx, cy, cz = getPositionFromElementOffset( veh, x, y, z ) x, y, z = getVehicleComponentPosition( veh, "misc_c" ) vx, vy, vz = getPositionFromElementOffset( veh, x, y, z ) if vx ~= nil then local velX = (vx - cx) /range local velY = (vy - cy) /range local velZ = (vz - cz) /range local vx1, vy1 = cx + (velX * 50 * 0.1), cy + (velY * 50 * 0.1) local vx2, vy2 = cx + (velX * 50 * 0.2), cy + (velY * 50 * 0.2) local vx3, vy3 = cx + (velX * 50 * 0.3), cy + (velY * 50 * 0.3) local vx4, vy4 = cx + (velX * 50 * 0.5), cy + (velY * 50 * 0.5) local vx5, vy5 = cx + (velX * 50 * 0.6), cy + (velY * 50 * 0.6) local vx6, vy6 = cx + (velX * 50 * 0.7), cy + (velY * 50 * 0.7) local vx7, vy7 = cx + (velX * 50 * 0.8), cy + (velY * 50 * 0.8) local m1 = cz + (velZ * 50 * 0.1) - ((getGravity()*2400*0.01)/2) local m2 = cz + (velZ * 50 * 0.2) - ((getGravity()*2400*0.04)/2) local m3 = cz + (velZ * 50 * 0.3) - ((getGravity()*2400*0.09)/2) local m4 = cz + (velZ * 50 * 0.5) - ((getGravity()*2400*0.25)/2) local m5 = cz + (velZ * 50 * 0.6) - ((getGravity()*2400*0.36)/2) local m6 = cz + (velZ * 50 * 0.7) - ((getGravity()*2400*0.49)/2) local m7 = cz + (velZ * 50 * 0.8) - ((getGravity()*2400*0.64)/2) local hit, mx, my, mz, elementHit = processLineOfSight (cx, cy, cz, vx1, vy1, m1, true, true, true, true, true, false, false, false, veh) if hit == false then hit, mx, my, mz, elementHit = processLineOfSight (vx1, vy1, m1, vx2, vy2, m2, true, true, true, true, true, false, false, false, veh) if hit == false then hit, mx, my, mz, elementHit = processLineOfSight (vx2, vy2, m2, vx3, vy3, m3, true, true, true, true, true, false, false, false, veh) if hit == false then hit, mx, my, mz, elementHit = processLineOfSight (vx3, vy3, m3, vx4, vy4, m4, true, true, true, true, true, false, false, false, veh) if hit == false then hit, mx, my, mz, elementHit = processLineOfSight (vx4, vy4, m4, vx5, vy5, m5, true, true, true, true, true, false, false, false, veh) if hit == false then hit, mx, my, mz, elementHit = processLineOfSight (vx5, vy5, m5, vx6, vy6, m6, true, true, true, true, true, false, false, false, veh) if hit == false then hit, mx, my, mz, elementHit = processLineOfSight (vx6, vy6, m6, vx7, vy7, m7, true, true, true, true, true, false, false, false, veh) if hit == false then mx, my, mz = vx7, vy7, m7 end end end end end end end local dist = getDistanceBetweenPoints3D ( vx, vy, vz, mx, my, mz ) if dist < 50 then r = 5.1 * dist g = 255 elseif dist >= 50 then r = 255 g = 255 - ((dist-50) * 5.1) end hmx, hmy, hmz = mx, my, mz setElementPosition (corona, mx, my, mz) setMarkerColor ( corona, r, g, 0, 150 ) if not drawHandler then drawHandler = addEventHandler("onClientRender", root, reloadFinished) end end end end end PLS HELP
  3. No, I just want to add the sniper scope to another weapon.
  4. Hi friends I've made a few additions to the animation of lyin down on the ground but can't help me shoot. https://youtu.be/EFCjsMNfSPo
  5. Hi I want to add a sniper rifle binoculars rifle mtada how do I help
  6. Hi ben gta cleo file mta or how do I help
  7. https://yadi.sk/d/ijzGVYKyNXMhXw txd file
  8. Hello rwanalyze is not showing locked but unlocked how do I unlock it ?
  9. Hi all, rwanalyze is not showing locked but unlocked how do I unlock it ?
  10. Hi all I want to connect to the thermal vision to the night vision so how do I want to combine a button per thermal thermal will be opened to a more complete night vision mode will be opened how can I help.
  11. Hi all I want to connect to the thermal vision to the night vision so how do I want to combine a button per thermal thermal will be opened to a more complete night vision mode will be opened how can I help.
  12. hello i want to open a dff file but i can't open rw analyze would help if it seems blank
  13. I'm doing drawing, but can you help mta come out wrong?
  14. I'il be very happy if you do.
  15. Hello I do not get into an object I'm doing in 3ds can not convert what is going to be bug
  16. do you know how to convert mta
  17. Hi all I want to make light objects can help.
  18. How do I get 2 people in a car for 1 person? please help. for example, I want to put 2 people in hydra
  19. I'm going to have 2 cars, but two will be different.
  20. hello I would like to make a 2 from hydra to briefly a tool I want to copy how can I do.
  21. Hello, I'm going to do a gas mask and when I write it with a command, can you help the game's grenade bomb not affect us?
  22. pls new link driver 2
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