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Arcanjo Miguel

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  1. Poxa perdão mas vc pode me ajuda eu so queria um block tec mesmo
  2. Nossa mn nossa mn muito obg mn po mn po mn o @Gaimo vc e foda cara se n fosse vc criar esse topico ia ficar mas um dia quebrando a cabeça pra remover os sons dar armas muito obg mesmo vcs e de +
  3. Ola eu gostaria de saber se e possivel assim que o cara for atingido pela arma do id 24 ela caise do veiculo com a animação especificada com uma espece de bloqueador de tecla que assim que o player for atingido ela n consigo apertar nenhum botão pra n cortar animação tipo bloquear o W,S,A,D,F1,F2 . i assim por diante. Se não tiver uma maneira de retirar o alvo do veiculo ao ser atingido ficarei grato se podesse me ajudar pelo menos no bloque mesmo. desde ja agradeço. --serv.lua: addEventHandler("onPlayerWeaponFire", root, function (weapon, endX, endY, endZ, hitElement, startX, startY, startZ) local weaponType = getPlayerWeapon (source) if weaponType == 24 then local x,y,z = getElementPosition(source) if (isElement(hitElement) and getElementType(hitElement) == "player") then local hx,hy,hz = getElementPosition(hitElement) else local hx,hy,hz = endX, endY, endZ end for key, value in ipairs(getElementsByType("player")) do local px, py, pz = getElementPosition(value) local distance = getDistanceBetweenPoints3D(x, y, z, px, py, pz) if distance < 16 then triggerClientEvent(value, "fire_effect", root, source, hitElement, weapon, endX, endY, endZ) print("tiro") end end end end) for key, value in ipairs(getElementsByType("player")) do toggleControl ( value, "fire", true ) setElementData(value, "teaser:caido", false) setPedAnimation(value) end addEvent("teaser_letal", true ) addEventHandler("teaser_letal", getRootElement(), function () if not (getElementData(source, "teaser:caido")) then setElementData(source, "teaser:caido", true) setTimer(setElementData, 15000, 1, source, "teaser:caido", false) setElementFrozen(source, true) setTimer(setElementFrozen, 14000, 1, source, false) setPedAnimation(source, "ped", "KO_shot_stom", -1, false, false, true) setTimer(setPedAnimation, 15000, 1, source) end end) client.lua local iRechargeDelay = 10000 local iHitWiresBlinkDuration = 5000 local iMissWiresBlinkDuration = 100 local iDisableDuration = 15000 local iMaxDistance = 14 local iLastShot = 0 local iLastHit = 0 local pTaserSound = nil local pHeartbeatSound = nil local pTaserShotsAround = {} local pWakeUpTimer = {} local fProgress = 0 local pTaserBeamMaterial = dxCreateTexture("files/img/beam.png") local pBlockedControlsList = { "jump","cursor", "forwards", "backwards", "left", "right", "previous_weapon", "next_weapon", "aim_weapon", } addEventHandler("onClientKey", root, function(button, press) local theVehicle = getPedOccupiedVehicle ( localPlayer ) if theVehicle then if (button == "lctrl" or button == "rctrl") then cancelEvent() end end end) function timerIn () if not fProgress then fProgress = 0 end fProgress = fProgress + 1 if fProgress > 100 then killTimer(execTimer) fProgress = false removeEventHandler( "onClientRender", root, DrawTaserCharge) end end function DrawTaserCharge() local tx, ty, tz = getPedTargetStart(localPlayer) local sx, sy = getScreenFromWorldPosition( tx, ty, tz ) if sx and sy then if tonumber((fProgress or 0) > 100) then removeEventHandler( "onClientRender", root, DrawTaserCharge) end if (fProgress >= 1) then end end end addEvent("fire_effect", true ) addEventHandler("fire_effect", getRootElement(), function (attack, vitima, weapons, fx, fy, fz) if attack then if weapons then local shot_data = { started = getTickCount(), source = attack, target = vitima, fix = fx, fiy = fy, fiz = fz, } table.insert(pTaserShotsAround, shot_data) if #pTaserShotsAround == 1 then addEventHandler( "onClientRender", root, dxFio) end end end if localPlayer == vitima then if isElement(viSound) then stopSound(viSound) end viSound = playSound( "files/sound/heartbeat.mp3") setTimer(stopSound, 20000, 1, viSound) triggerServerEvent("teaser_letal", localPlayer, localPlayer) end if attack == localPlayer then toggleControl("fire", false) setTimer(toggleControl, 12000, 1, "fire", true) execTimer = setTimer(timerIn, 100, 0) fProgress = 0 addEventHandler( "onClientRender", root, DrawTaserCharge) end if isElement(pTaserSound) then stopSound(pTaserSound) end x,y,z = getElementPosition(attack) pTaserSound = playSound3D( "files/sound/taser.mp3", x,y,z ) end) addEvent("cancel_effect", true ) addEventHandler("cancel_effect", getRootElement(), function () if isElement(pTaserSound) then stopSound(pTaserSound) end removeEventHandler( "onClientRender", root, dxFio) print("Som desativado") end) function dxFio () if #pTaserShotsAround == 0 then removeEventHandler( "onClientRender", root, dxFio) end for i, shot in pairs(pTaserShotsAround) do if getPedWeapon(shot.source) == 24 then local x,y,z = getPedWeaponMuzzlePosition( shot.source ) if isElement(shot.target) then local vx,vy,vz = getElementPosition(shot.target) end for i=1,3 do local vecRandBias = Vector3( math.random(1,1)/10, math.random(1,1)/10, math.random(1,1)/10 ) if getElementType(shot.target) == "player" then local tx,ty,tz = getPedBonePosition( shot.target, 2 ) dxDrawMaterialLine3D( x,y,z, Vector3(tx,ty,tz)+vecRandBias, pTaserBeamMaterial, 0.01 ) print("Type1 ") else dxDrawMaterialLine3D( x,y,z, Vector3(shot.fix,shot.fiy,shot.fiz)+vecRandBias, pTaserBeamMaterial, 0.01 ) print("Type2 ") end end if getTickCount() - shot.started >= iHitWiresBlinkDuration then if shot.source == localPlayer then toggleControl( "aim_weapon", true ) end table.remove(pTaserShotsAround, i) end else if getTickCount() - shot.started >= iMissWiresBlinkDuration then table.remove(pTaserShotsAround, i) end end end end function cancelTazerDamage(attacker, weapon, bodypart, loss) if (weapon==24) then cancelEvent() end end addEventHandler("onClientPlayerDamage", localPlayer, cancelTazerDamage) local txd = engineLoadTXD ( "files/mdl/taser.txd" ) engineImportTXD ( txd, 348 ) local dff = engineLoadDFF ( "files/mdl/taser.dff" ) engineReplaceModel ( dff, 348 )
  4. Bom primeiramente quero agradecer por ser um novo membro do fórum mta.mas em fim gostaria de saber como funciona para acrescentar uma arma que já existe a uma outra que Tam bem existe exemplo eu pegar uma uzi e fizer como se fosse a mp5 mudando a animação mas o dano e as configurações da arma permanece só muda a animação em sim será possíveil ??
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