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Gaimo

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  1. I have the following problem, I need the blip to be stuck to the edge of the radar. I know I need to do some sort of math.clump, to prevent the blip from rendering outside of the minimap's border function math.clamp( _in, low, high ) return math.min( math.max( _in, low ), high ) end I performed some tests and almost succeeded, however, I'm not sure if the way I implemented to position the blips was the most efficient. How does the radar work? It is based on shader_hud_mask, and it is rendered like this: Any idea how I can do this?
  2. I just changed the texture of the radar outline, radardisc.
  3. I solved the problem by doing this: function dxNewDrawText(...) arg = {...} arg[4] = arg[2] + arg[4] arg[5] = arg[3] + arg[5] dxDrawText(unpack(arg)) end But I would like to understand the reason to use end position.
  4. What would be the performance difference between customData and setElementData with addElementDataSubscriber?
  5. Gaimo

    [REL] Ball

    Add kick animation - Any animation suggestions, I don't know how to create animations. Add a power bar - This one is good for changing the ball's distance. Add a way to guide the ball while running - This one I don't exactly know how to do. why don't you share your ressource on the mta community ? I'm too lazy to put the information in meta.xml I use Google Translate.
  6. All function related to physics are unavailable yet right? local terrainData = { 3,3,3,3, 3,0,0,3, 3,0,0,3, 3,3,3,3, } local terrainShape = physicsCreateShape(physics, "heightfieldterrain", 4,4, terrainData) local terrain = physicsCreateStaticCollision(terrainShape) physicsSetProperties(terrain, "position", 0,0,5) physicsSetProperties(terrain, "scale", 5,5,1) -- in terrain, sets mesh density, now mesh has size 20x20units, one vertex every 5 units With this script plus shader it would be possible to create custom terrains, right?
  7. Gaimo

    check jump

    local tick = getTickCount() local delay = 150 -- ms local jump = false addEventHandler("onClientRender", root, function() if getTickCount() - tick > delay then if getPedControlState(localPlayer, "jump") and not jump then outputChatBox("jump") jump = true elseif not getPedControlState(localPlayer, "jump") and jump then jump = false end tick = getTickCount() end end) So you can detect, regardless of the key that the player presses.
  8. I know an HTML HUD might not be the best option, I'm still sharing it in case anyone wanted to see some HTML resource as an example. Download
  9. I converted the mod from gta sa to mta -> original mod mta version -> download
  10. Debugscript 3 limpo, feito em DGS, descompilado. Contato: Gaimo#0152 - discord
  11. A simple RP for removing trash from the beach. full server-side, you get $ 50 for every garbage collected, you need pAttach. Any bug found can report here. Download
  12. local object = createObject(1265, 0,0,3) setElementVelocity(object, 0,0,0) wiki createObject Note: Dynamic objects do not automatically have physics applied to them. Use setElementVelocity(object, 0, 0, 0) to fix this. would it be a bug?
  13. local function removeShadow(vehicle) local shader = dxCreateShader("files/replace.fx", 0, 0, false, "vehicle") local texture = dxCreateTexture("files/remove.png") dxSetShaderValue(shader, "gTexture", texture) engineApplyShaderToWorldTexture(shader, "shad_car", vehicle) end and local function removeShadow(vehicle) local shader = dxCreateShader("files/replace.fx", 0, 0, false) local texture = dxCreateTexture("files/remove.png") dxSetShaderValue(shader, "gTexture", texture) engineApplyShaderToWorldTexture(shader, "shad_car", localPlayer) end Neither worked, I want to remove the shadow of a specific vehicle, not all. The texture name of the shadow I know is "shad_car" And this replace shader works because I used it in other things, I just don't understand why it didn't work for the shade. Any solution?
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