Joker_Mta Posted July 18, 2012 Share Posted July 18, 2012 (edited) بسم الله الرحمن الرحيم السلام عليكم ورحمة الله وبركاته انا ودي اصنع سكربت السباون التنقل عند ضغط زر انا بخليه كـ أول سكربت لي المهم الي عرفته انا : ---------------------------buttons spawn---------------- tem5 = guiCreateButton(10,190,90,30,"tem5",false,SpawnPanel ) ---------------------------Link buttons spawn---------------- function onGuiClick (button, state, absoluteX, absoluteY) if source == tem5 then "2192.2094726563" y="1676.8177490234" z="12.328513145447" rot="91.98" /> end end addEventHandler ("onClientGUIClick", getRootElement(), onGuiClick) شباب بنسبه لأول سكربت لي يعني ياريت تعدلونه وتشرحون لي بعض ألأشياء وشكرا Please help edit script first Edited July 18, 2012 by Guest Link to comment
Joker_Mta Posted July 18, 2012 Author Share Posted July 18, 2012 وفي شي ثاني : ---------------------------buttons spawn---------------- tem5 = guiCreateButton(10,190,90,30,"tem5",false,SpawnPanel ) ---------------------------Link buttons spawn---------------- function onGuiClick (button, state, absoluteX, absoluteY) if source == tem5 then setElementPosition ( source, 0, 0, 0 ) setElementPosition ( source, true ) end end addEventHandler ("onClientGUIClick", getRootElement(), onGuiClick) Link to comment
TAPL Posted July 18, 2012 Share Posted July 18, 2012 أنصحك تستخدم ذا المود https://community.multitheftauto.com/ind ... ls&id=1152 Link to comment
Joker_Mta Posted July 18, 2012 Author Share Posted July 18, 2012 انا اريد اعمل ساعدني في زر واحد Link to comment
TAPL Posted July 18, 2012 Share Posted July 18, 2012 انا اريد اعمل ساعدني في زر واحد كودك غير مفهوم و كله أخطاء ياليت تشرح وتوضح الي تبي تسويه بالتفصيل Link to comment
Joker_Mta Posted July 18, 2012 Author Share Posted July 18, 2012 اوك حبيبي اريد اذا شخص ضغط على زر يتوجه للبدايه ياريت فهمت Link to comment
TAPL Posted July 18, 2012 Share Posted July 18, 2012 اوك حبيبي اريد اذا شخص ضغط على زر يتوجه للبدايهياريت فهمت ---------------------------buttons spawn---------------- tem5 = guiCreateButton(10,190,90,30,"tem5",false,SpawnPanel) ---------------------------Link buttons spawn---------------- function onGuiClick(button, state, absoluteX, absoluteY) if source == tem5 then setElementPosition(localPlayer,2192.2094726563,1676.8177490234,12.328513145447) setPedRotation(localPlayer,91.98) end end addEventHandler("onClientGUIClick", root, onGuiClick) Link to comment
Joker_Mta Posted July 18, 2012 Author Share Posted July 18, 2012 تسلم ربي يعطيك الف عافيه Link to comment
Joker_Mta Posted July 19, 2012 Author Share Posted July 19, 2012 طيب ممكن تخلي ذا الكود لليزر يشتغل على طول اول مايدخل الاعب مو لازم يكتب في اف8 Client-- -- laserpointer client.lua -- by vick --[[ Player Element Data -- changing these to an invalid value can break this script "laser.on" -- tells you player has turned laser on "laser.aim" -- tells you player is aiming and laser is drawn "laser.red", "laser.green", "laser.blue", "laser.alpha" Exported Functions: SetLaserEnabled(player, state) -- (element:player, bool:state) -- returns false if invalid params, true otherwise IsLaserEnabled(player) -- (element:player) -- returns true or false SetLaserColor(player, r,g,b,a) -- (element:player, int:r, int:g, int:b, int:a) -- returns true GetLaserColor(player) -- (element:player) -- returns r,g,b,a (int:) or false but shouldnt happen. IsPlayerWeaponValidForLaser(player) -- (element:player) -- returns true or false ]] local dots = {} -- store markers for each players laser pointer CMD_LASER = "laser" -- command to toggle laser on/off CMD_LASERCOLOR = "lasercolor" -- command to change laser color laserWidth = 2 -- width of the dx line dotSize = .05 -- size of the dot at the end of line localPlayer = getLocalPlayer() -- for colorpicker picklasercolor = 0 colorPickerInitialized = 0 oldcolors = {r=255,g=0,b=0,a=255} addEventHandler("onClientResourceStart", getRootElement(), function(res) if res == getThisResource() then outputChatBox("laserpointer by vick loaded", 245,0,0) SetLaserEnabled(localPlayer, true) SetLaserColor(localPlayer, oldcolors.r,oldcolors.g,oldcolors.b,oldcolors.a) if colorPickerInitialized == 0 then -- attempt to init colorpicker stuff initColorPicker() end elseif res == getResourceFromName("colorpicker") then if colorPickerInitialized == 0 then -- attempt to init colorpicker stuff initColorPicker() end end end ) addEventHandler("onClientResourceStop", getRootElement(), function(res) if res == getThisResource() then outputChatBox("unloaded laserpointer", 245,0,0) SetLaserEnabled(localPlayer, false) end end ) addEventHandler("onClientElementDataChange", localPlayer, function(dataName, oldValue) if getElementType(source) == "player" and source == localPlayer and dataName == "laser.on" then local newValue = getElementData(source, dataName) if oldValue == true and newValue == false then unbindKey("aim_weapon", "both", AimKeyPressed) elseif oldValue == false and newValue == true then bindKey("aim_weapon", "both", AimKeyPressed) end end end ) addEventHandler( "onClientRender", getRootElement(), function() local players = getElementsByType("player") for k,v in ipairs(players) do if getElementData(v, "laser.on") then DrawLaser(v) end end end ) addEventHandler( "onClientPreRender", getRootElement(), function() local players = getElementsByType("player") for k,v in ipairs(players) do if getElementData(v, "laser.on") then --DrawLaser(v) end end end ) function AimKeyPressed(key, state) -- attempt to sync when aiming with binds, getPedControlState seems weird... if state == "down" then setElementData(localPlayer, "laser.aim", true, true) elseif state == "up" then setElementData(localPlayer, "laser.aim", false, true) end --outputChatBox(key .. " " .. state) end function DrawLaser(player) if getElementData(player, "laser.on") then local targetself = getPedTarget(player) if targetself and targetself == player then targetself = true else targetself = false end if getElementData(player, "laser.aim") and IsPlayerWeaponValidForLaser(player) == true and targetself == false then local x,y,z = getPedWeaponMuzzlePosition(player) if not x then outputDebugString("getPedWeaponMuzzlePosition failed") x,y,z = getPedTargetStart(player) end local x2,y2,z2 = getPedTargetEnd(player) if not x2 then --outputDebugString("getPedTargetEnd failed") return end local x3,y3,z3 = getPedTargetCollision(player) local r,g,b,a = GetLaserColor(player) if x3 then -- collision detected, draw til collision and add a dot dxDrawLine3D(x,y,z,x3,y3,z3, tocolor(r,g,b,a), laserWidth) DrawLaserDot(player, x3,y3,z3) else -- no collision, draw til end of weapons range dxDrawLine3D(x,y,z,x2,y2,z2, tocolor(r,g,b,a), laserWidth) DestroyLaserDot(player) end else DestroyLaserDot(player) -- not aiming, remove dot, no laser end else DestroyLaserDot(player) end end function DrawLaserDot (player, x,y,z) if not dots[player] then dots[player] = createMarker(x,y,z, "corona", .05, GetLaserColor(player)) else setElementPosition(dots[player], x,y,z) end end function DestroyLaserDot(player) if dots[player] and isElement(dots[player]) then destroyElement(dots[player]) dots[player] = nil end end function SetLaserColor(player,r,g,b,a) setElementData(player, "laser.red", r) setElementData(player, "laser.green", g) setElementData(player, "laser.blue", b) setElementData(player, "laser.alpha", a) return true end function GetLaserColor(player) r = getElementData(player, "laser.red") g = getElementData(player, "laser.green") b = getElementData(player, "laser.blue") a = getElementData(player, "laser.alpha") return r,g,b,a end function IsPlayerWeaponValidForLaser(player) -- returns false for unarmed and awkward weapons local weapon = getPedWeapon(player) if weapon and weapon > 21 and weapon < 39 and weapon ~= 35 and weapon ~= 36 then return true end return false end function SetLaserEnabled(player, state) -- returns false if invalid params passed, true if successful changed laser enabled if not player or isElement(player) == false then return false end if getElementType(player) ~= "player" then return false end if state == nil then return false end if state == true then -- enable laser setElementData(player, "laser.on", true, true) setElementData(player, "laser.aim", false, true) --bindKey("aim_weapon", "both", AimKeyPressed) -- done in onClientElementDataChange return true elseif state == false then -- disable laser setElementData(player, "laser.on", false, true) setElementData(player, "laser.aim", false, true) --unbindKey("aim_weapon", "both", AimKeyPressed) -- done in onClientElementDataChange return true end return false end function IsLaserEnabled(player) -- returns true or false based on player elementdata "laser.on" if getElementData(player, "laser.on") == true then return true else return false end end function ToggleLaserEnabled(cmd) player = localPlayer if IsLaserEnabled(player) == false then SetLaserEnabled(player, true) outputChatBox("laser on", 245,0,0) else SetLaserEnabled(player, false) outputChatBox("laser off", 245,0,0) end end function ChangeLaserColor(cmd, r,g,b,a) local player = localPlayer if colorPickerInitialized == 1 and getResourceFromName("colorpicker") then oldcolors.r, oldcolors.g, oldcolors.b, oldcolors.a = GetLaserColor(player) picklasercolor = 1 if exports.colorpicker:requestPickColor(true,true,"Choose Laser Color",oldcolors.r,oldcolors.g,oldcolors.b,oldcolors.a) == false then exports.colorpicker:cancelPickColor() return false end return true else if r and g and b and a then r,g,b,a = tonumber(r), tonumber(g), tonumber(b), tonumber(a) if r and g and b and a then if r < 0 or g < 0 or b < 0 or a < 0 or r > 255 or g > 255 or b > 255 or a > 255 then outputChatBox("Invalid colors: (0-255) usage: /" ..CMD_LASERCOLOR.. " r g b a", 245,0,0) return false else outputChatBox("Changed Laser Color to: "..r.." "..g.." "..b.." ".. a, r,g,b) SetLaserColor(player,r,g,b,a) return true end end end end outputChatBox("Invalid colors: (0-255) usage: /" ..CMD_LASERCOLOR.. " r g b a", 245,0,0) return false end addCommandHandler(CMD_LASER, ToggleLaserEnabled) addCommandHandler(CMD_LASERCOLOR, ChangeLaserColor) -- if color picker resource running, initialize events for it function initColorPicker() if getResourceFromName("colorpicker") == false then return false end addEventHandler("onClientPickedColor", localPlayer, function(r,g,b,a) if picklasercolor == 1 then SetLaserColor(source,r,g,b,a) end end ) addEventHandler("onClientCancelColorPick", localPlayer, function() if picklasercolor == 1 then SetLaserColor Link to comment
top sniper Posted July 19, 2012 Share Posted July 19, 2012 طيب ممكن تخلي ذا الكود لليزر يشتغل على طول اول مايدخل الاعب مو لازم يكتب في اف8Client-- -- laserpointer client.lua -- by vick --[[ Player Element Data -- changing these to an invalid value can break this script "laser.on" -- tells you player has turned laser on "laser.aim" -- tells you player is aiming and laser is drawn "laser.red", "laser.green", "laser.blue", "laser.alpha" Exported Functions: SetLaserEnabled(player, state) -- (element:player, bool:state) -- returns false if invalid params, true otherwise IsLaserEnabled(player) -- (element:player) -- returns true or false SetLaserColor(player, r,g,b,a) -- (element:player, int:r, int:g, int:b, int:a) -- returns true GetLaserColor(player) -- (element:player) -- returns r,g,b,a (int:) or false but shouldnt happen. IsPlayerWeaponValidForLaser(player) -- (element:player) -- returns true or false ]] local dots = {} -- store markers for each players laser pointer CMD_LASER = "laser" -- command to toggle laser on/off CMD_LASERCOLOR = "lasercolor" -- command to change laser color laserWidth = 2 -- width of the dx line dotSize = .05 -- size of the dot at the end of line localPlayer = getLocalPlayer() -- for colorpicker picklasercolor = 0 colorPickerInitialized = 0 oldcolors = {r=255,g=0,b=0,a=255} addEventHandler("onClientResourceStart", getRootElement(), function(res) if res == getThisResource() then outputChatBox("laserpointer by vick loaded", 245,0,0) SetLaserEnabled(localPlayer, true) SetLaserColor(localPlayer, oldcolors.r,oldcolors.g,oldcolors.b,oldcolors.a) if colorPickerInitialized == 0 then -- attempt to init colorpicker stuff initColorPicker() end elseif res == getResourceFromName("colorpicker") then if colorPickerInitialized == 0 then -- attempt to init colorpicker stuff initColorPicker() end end end ) addEventHandler("onClientResourceStop", getRootElement(), function(res) if res == getThisResource() then outputChatBox("unloaded laserpointer", 245,0,0) SetLaserEnabled(localPlayer, false) end end ) addEventHandler("onClientElementDataChange", localPlayer, function(dataName, oldValue) if getElementType(source) == "player" and source == localPlayer and dataName == "laser.on" then local newValue = getElementData(source, dataName) if oldValue == true and newValue == false then unbindKey("aim_weapon", "both", AimKeyPressed) elseif oldValue == false and newValue == true then bindKey("aim_weapon", "both", AimKeyPressed) end end end ) addEventHandler( "onClientRender", getRootElement(), function() local players = getElementsByType("player") for k,v in ipairs(players) do if getElementData(v, "laser.on") then DrawLaser(v) end end end ) addEventHandler( "onClientPreRender", getRootElement(), function() local players = getElementsByType("player") for k,v in ipairs(players) do if getElementData(v, "laser.on") then --DrawLaser(v) end end end ) function AimKeyPressed(key, state) -- attempt to sync when aiming with binds, getPedControlState seems weird... if state == "down" then setElementData(localPlayer, "laser.aim", true, true) elseif state == "up" then setElementData(localPlayer, "laser.aim", false, true) end --outputChatBox(key .. " " .. state) end function DrawLaser(player) if getElementData(player, "laser.on") then local targetself = getPedTarget(player) if targetself and targetself == player then targetself = true else targetself = false end if getElementData(player, "laser.aim") and IsPlayerWeaponValidForLaser(player) == true and targetself == false then local x,y,z = getPedWeaponMuzzlePosition(player) if not x then outputDebugString("getPedWeaponMuzzlePosition failed") x,y,z = getPedTargetStart(player) end local x2,y2,z2 = getPedTargetEnd(player) if not x2 then --outputDebugString("getPedTargetEnd failed") return end local x3,y3,z3 = getPedTargetCollision(player) local r,g,b,a = GetLaserColor(player) if x3 then -- collision detected, draw til collision and add a dot dxDrawLine3D(x,y,z,x3,y3,z3, tocolor(r,g,b,a), laserWidth) DrawLaserDot(player, x3,y3,z3) else -- no collision, draw til end of weapons range dxDrawLine3D(x,y,z,x2,y2,z2, tocolor(r,g,b,a), laserWidth) DestroyLaserDot(player) end else DestroyLaserDot(player) -- not aiming, remove dot, no laser end else DestroyLaserDot(player) end end function DrawLaserDot (player, x,y,z) if not dots[player] then dots[player] = createMarker(x,y,z, "corona", .05, GetLaserColor(player)) else setElementPosition(dots[player], x,y,z) end end function DestroyLaserDot(player) if dots[player] and isElement(dots[player]) then destroyElement(dots[player]) dots[player] = nil end end function SetLaserColor(player,r,g,b,a) setElementData(player, "laser.red", r) setElementData(player, "laser.green", g) setElementData(player, "laser.blue", b) setElementData(player, "laser.alpha", a) return true end function GetLaserColor(player) r = getElementData(player, "laser.red") g = getElementData(player, "laser.green") b = getElementData(player, "laser.blue") a = getElementData(player, "laser.alpha") return r,g,b,a end function IsPlayerWeaponValidForLaser(player) -- returns false for unarmed and awkward weapons local weapon = getPedWeapon(player) if weapon and weapon > 21 and weapon < 39 and weapon ~= 35 and weapon ~= 36 then return true end return false end function SetLaserEnabled(player, state) -- returns false if invalid params passed, true if successful changed laser enabled if not player or isElement(player) == false then return false end if getElementType(player) ~= "player" then return false end if state == nil then return false end if state == true then -- enable laser setElementData(player, "laser.on", true, true) setElementData(player, "laser.aim", false, true) --bindKey("aim_weapon", "both", AimKeyPressed) -- done in onClientElementDataChange return true elseif state == false then -- disable laser setElementData(player, "laser.on", false, true) setElementData(player, "laser.aim", false, true) --unbindKey("aim_weapon", "both", AimKeyPressed) -- done in onClientElementDataChange return true end return false end function IsLaserEnabled(player) -- returns true or false based on player elementdata "laser.on" if getElementData(player, "laser.on") == true then return true else return false end end function ToggleLaserEnabled(cmd) player = localPlayer if IsLaserEnabled(player) == false then SetLaserEnabled(player, true) outputChatBox("laser on", 245,0,0) else SetLaserEnabled(player, false) outputChatBox("laser off", 245,0,0) end end function ChangeLaserColor(cmd, r,g,b,a) local player = localPlayer if colorPickerInitialized == 1 and getResourceFromName("colorpicker") then oldcolors.r, oldcolors.g, oldcolors.b, oldcolors.a = GetLaserColor(player) picklasercolor = 1 if exports.colorpicker:requestPickColor(true,true,"Choose Laser Color",oldcolors.r,oldcolors.g,oldcolors.b,oldcolors.a) == false then exports.colorpicker:cancelPickColor() return false end return true else if r and g and b and a then r,g,b,a = tonumber(r), tonumber(g), tonumber(b), tonumber(a) if r and g and b and a then if r < 0 or g < 0 or b < 0 or a < 0 or r > 255 or g > 255 or b > 255 or a > 255 then outputChatBox("Invalid colors: (0-255) usage: /" ..CMD_LASERCOLOR.. " r g b a", 245,0,0) return false else outputChatBox("Changed Laser Color to: "..r.." "..g.." "..b.." ".. a, r,g,b) SetLaserColor(player,r,g,b,a) return true end end end end outputChatBox("Invalid colors: (0-255) usage: /" ..CMD_LASERCOLOR.. " r g b a", 245,0,0) return false end addCommandHandler(CMD_LASER, ToggleLaserEnabled) addCommandHandler(CMD_LASERCOLOR, ChangeLaserColor) -- if color picker resource running, initialize events for it function initColorPicker() if getResourceFromName("colorpicker") == false then return false end addEventHandler("onClientPickedColor", localPlayer, function(r,g,b,a) if picklasercolor == 1 then SetLaserColor(source,r,g,b,a) end end ) Link to comment
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