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  1. Primero que todo ¿Es posible esto? Hola como están, quisiera saber si me pueden ayudar con lo siguiente: --[[ for i,v in ipairs(getElementsByType("player")) do setElementData(source,"last_damage",0,false) end for i,v in ipairs(getElementsByType("ped")) do setElementData(source,"last_damage",0,false) end]] --Structure=ID,X rotation,Z rotation,boneID parts = { {2908,-90,-90,6}, --head {2907,-90,0,3}, --torso {2906,-90,-180,33}, --lA {2906,-90,0,23}, --rA {2905,-90,-90,42}, --lL {2905,-90,-90,52} --rL } koef = {[0]=1, [1]=1, [2]=2, [3]=2, [4]=2, [5]=2, [6]=2, [7]=2, [8]=2, [9]=2, [22]=3, [23]=3, [24]=3, [25]=5, [26]=5, [27]=5, [28]=4, [29]=4, [32]=4, [30]=4, [31]=4, [33]=5, [34]=5, [35]=7, [36]=7, [37]=0, [38]=7, [16]=7, [17]=0, [18]=0, [39]=6, [41]=0, [42]=0, [43]=0, [10]=1, [11]=1, [12]=1, [13]=1, [14]=1, [15]=1, [44]=0, [45]=0, [46]=0, [40]=0, [19]=7, [37]=0, [50]=8, [51]=7, [53]=0, [54]=0, [59]=7} function createBloodAtPos(theElement) local x,y,z = getElementPosition(theElement) fxAddBlood(x,y,z,0,0,3,100) end --[[ function onDamage(attacker,weapon,part,loss) if not loss then loss = 0 end setElementData(source,"last_damage",loss,false) end]] function onRender() for i,v in ipairs(getElementsByType("object",getResourceRootElement(getThisResource()))) do if math.random(1,5) == 1 then createBloodAtPos(v) end end for i,v in ipairs(getElementsByType("sound",getResourceRootElement(getThisResource()))) do setSoundSpeed(v,getGameSpeed()) end end function onPlayerWasted(theKiller,theReason) setElementAlpha(source,0) math.randomseed(getTickCount()) local x,y,z = getElementPosition(source) local x2,y2,z2 if theKiller then x2,y2,z2 = getElementPosition(theKiller) else x2,y2,z2 = getElementPosition(source) x2 = x2 + math.random(-1,1) y2 = y2 + math.random(-1,1) z2 = z2 + math.random(-1,1) end local x1,y1,z1 = getElementPosition(getLocalPlayer()) --Sound play local theSound = playSound("sounds/hit"..tostring(math.random(1,6))..".wav") local dis = getDistanceBetweenPoints3D(x1,y1,z1,x,y,z) setSoundVolume(theSound,1/(dis/10)) setSoundSpeed(theSound,getGameSpeed()) --Meat creating for i,v in ipairs(parts) do local bX,bY,bZ = getPedBonePosition(source,v[4]) local thePart = createObject(v[1],x,y,z,v[2],0,getPedRotation(source)-v[3]) setElementCollisionsEnabled(thePart,false) setElementInterior(thePart,getElementInterior(source)) local oX = x-x2 local oY = y-y2 local vecLength = math.sqrt((oX * oX) + (oY * oY)) oX = oX/vecLength oY = oY/vecLength local k = 1 if theReason ~= 49 then if theReason then k = koef[theReason] end else local vX,vY,vZ = getElementVelocity(theKiller) local actualspeed = (vX^2 + vY^2 + vZ^2)^(0.5) k = actualspeed*20 end oX = x+(oX*k) oY = y+(oY*k) oX = oX + math.random(-1,1) oY = oY + math.random(-1,1) local oZ = getGroundPosition(oX,oY,z) local is,x3,y3,z3 = processLineOfSight(x,y,z,oX,oY,oZ,true,false,false,true,false) if is == true then oX = x3 oY = y3 oZ = z3 end moveObject(thePart,400/getGameSpeed(),oX,oY,oZ,math.random(360),math.random(360),math.random(360)) setTimer(destroyElement,20000,1,thePart) end end function onSpawn() setElementAlpha(source,255) end addEventHandler("onClientPedWasted",getRootElement(),onPlayerWasted) addEventHandler("onClientPlayerWasted",getRootElement(),onPlayerWasted) addEventHandler("onClientPlayerSpawn",getRootElement(),onSpawn) addEventHandler("onClientRender",getRootElement(),onRender) --[[ addEventHandler("onClientPedDamage",getRootElement(),onDamage) addEventHandler("onClientPlayerDamage",getRootElement(),onDamage)]] Ese es un script que al morir salen pedazos de carne y sangre por todos lados como si se despedazara el player, lo que quisiera es que en vez de ser trozos de carne y sangre lo que salga que sea algo como lo de este vídeo: Si pueden notarlo al morir salen brillos esparcidos uniformemente, y con un sonido, espero sus respuestas y su posible ayuda por favor !
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