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Doesnt work.


Sex*

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Posted

So i got a script but doesnt work, debugscript nothing.

sX, sY = guiGetScreenSize() 
local scale = sX / 1920 * (sY / 1200) 
local animBar = false 
local bindBlock = true 
drawComponents = false 
window = { 
  sX / 2 - 300, 
  sY / 2 - 200 
} 
animate = { 
  alpha = 1, 
  barSize = { 
    sX, 
    sY / 7 
  }, 
  pos = {0, sX}, 
  title = { 
    "STATS", 
    "ACHIEVEMENTS", 
    "MAP SHOP", 
    "TOP LIST", 
    "OPTIONS" 
  }, 
  fontScale = 4 * scale, 
  font = "default-bold", 
  anim = false, 
  tick = getTickCount() 
} 
local barFix = 0 
for i = 1, #animate.title do 
  barFix = barFix + dxGetTextWidth(animate.title[i], animate.fontScale, animate.font) 
end 
local barFix = (sX - barFix) / #animate.title 
bar = { 
  buttonSize = { 
    dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + barFix, 
    dxGetTextWidth(animate.title[2], animate.fontScale, animate.font) + barFix, 
    dxGetTextWidth(animate.title[3], animate.fontScale, animate.font) + barFix, 
    dxGetTextWidth(animate.title[4], animate.fontScale, animate.font) + barFix, 
    dxGetTextWidth(animate.title[5], animate.fontScale, animate.font) + barFix 
  }, 
  buttonSizeY = sY / 13, 
  buttonPos = { 
    0, 
    dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + barFix, 
    dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[2], animate.fontScale, animate.font) + barFix * 2, 
    dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[2], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[3], animate.fontScale, animate.font) + barFix * 3, 
    dxGetTextWidth(animate.title[1], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[2], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[3], animate.fontScale, animate.font) + dxGetTextWidth(animate.title[4], animate.fontScale, animate.font) + barFix * 4 
  }, 
  buttonPosY = { 
    animate.pos[2], 
    animate.pos[2], 
    animate.pos[2], 
    animate.pos[2], 
    animate.pos[2] 
  }, 
  lastButton = 0, 
  currentAnimate = 0, 
  hover = 0, 
  currentWindow = 0 
} 
function drawBottomBar() 
  for i = 1, #bar.buttonSize do 
    dxDrawRectangle(bar.buttonPos[i], bar.buttonPosY[i], bar.buttonSize[i], animate.barSize[2], tocolor(20, 20, 20, 100)) 
    dxDrawLine(bar.buttonPos[i], bar.buttonPosY[i] + 2, bar.buttonPos[i] + bar.buttonSize[i], bar.buttonPosY[i] + 2, tocolor(100, 100, 100, 200), 2) 
    dxDrawLine(bar.buttonPos[i], bar.buttonPosY[i], bar.buttonPos[i], bar.buttonPosY[i] + animate.barSize[2], tocolor(100, 100, 100, 200), 2) 
    dxDrawLine(bar.buttonPos[i] + bar.buttonSize[i] - 2, bar.buttonPosY[i], bar.buttonPos[i] + bar.buttonSize[i] - 2, bar.buttonPosY[i] + animate.barSize[2], tocolor(100, 100, 100, 200), 2) 
    dxDrawText(animate.title[i], bar.buttonPos[i] + 1, bar.buttonPosY[i] + 1, bar.buttonPos[i] + bar.buttonSize[i] + 1, bar.buttonPosY[i] + bar.buttonSizeY + 1, tocolor(0, 0, 0, 255), animate.fontScale, animate.font, "center", "center") 
    dxDrawText(animate.title[i], bar.buttonPos[i], bar.buttonPosY[i], bar.buttonPos[i] + bar.buttonSize[i], bar.buttonPosY[i] + bar.buttonSizeY, tocolor(15, 192, 252, 255), animate.fontScale, animate.font, "center", "center") 
  end 
end 
addEventHandler("onClientRender", getRootElement(), drawBottomBar) 
function animateBar() 
  if not animBar then 
    if not bindBlock then 
      callServerFunction("unlockAch", getLocalPlayer(), 14) 
      showCursor(true) 
      animBar = true 
      animate.tick = getTickCount() 
      addEventHandler("onClientRender", getRootElement(), animateToolbar) 
      end 
end 
bindKey("F7", "down", animateBar) 
end 
function checkHoverTab() 
  if isCursorShowing() and animate.anim then 
    local x, y = getCursorPosition() 
    local x, y = x * sX, y * sY 
    if x >= bar.buttonPos[1] and x <= bar.buttonPos[1] + bar.buttonSize[1] and y >= bar.buttonPosY[1] then 
      animateButton(1) 
      bar.hover = 1 
    elseif x >= bar.buttonPos[2] and x <= bar.buttonPos[2] + bar.buttonSize[2] and y >= bar.buttonPosY[2] then 
      animateButton(2) 
      bar.hover = 2 
    elseif x >= bar.buttonPos[3] and x <= bar.buttonPos[3] + bar.buttonSize[3] and y >= bar.buttonPosY[3] then 
      animateButton(3) 
      bar.hover = 3 
    elseif x >= bar.buttonPos[4] and x <= bar.buttonPos[4] + bar.buttonSize[4] and y >= bar.buttonPosY[4] then 
      animateButton(4) 
      bar.hover = 4 
    elseif x >= bar.buttonPos[5] and x <= bar.buttonPos[5] + bar.buttonSize[5] and y >= bar.buttonPosY[5] then 
      animateButton(5) 
      bar.hover = 5 
    else 
      animateButton(0) 
      bar.hover = 0 
    end 
  end 
end 
addEventHandler("onClientRender", getRootElement(), checkHoverTab) 
function onPlayerButtonClick(button, state) 
  if button == "left" and state == "down" and isCursorShowing() and bar.hover ~= 0 then 
    toggleWindow(bar.hover) 
  end 
end 
addEventHandler("onClientClick", getRootElement(), onPlayerButtonClick) 
animateWindow = {} 
function toggleWindow(id) 
  if bar.currentWindow ~= id then 
    bar.currentWindow = id 
    animateWindow.tick = getTickCount() 
  else 
    bar.currentWindow = 0 
  end 
end 
function drawWindow() 
  if bar.currentWindow ~= 0 then 
    local tick = getTickCount() - animateWindow.tick 
    local progress = tick / 1000 
    if progress >= 1 then 
      progress = 1 
      drawComponents = true 
    else 
      drawComponents = false 
    end 
    windowX, windowY = interpolateBetween(0, 0, 0, 600, 400, 0, progress, "OutElastic") 
    dxDrawRectangle(sX / 2 - windowX / 2, sY / 2 - windowY / 2, windowX, windowY / 14, tocolor(0, 0, 0, 150)) 
    dxDrawRectangle(sX / 2 - windowX / 2, sY / 2 - windowY / 2, windowX, windowY, tocolor(0, 0, 0, 200)) 
  end 
end 
addEventHandler("onClientRender", getRootElement(), drawWindow) 
local currentTick = getTickCount() 
function animateButton(id) 
  if bar.lastButton ~= id then 
    bar.lastButton = id 
    bar.currentAnimate = id 
    currentTick = getTickCount() 
  end 
  if bar.currentAnimate then 
    for i = 1, 5 do 
      if bar.currentAnimate == i then 
        do 
          local tick = getTickCount() 
          local animProgress = tick - currentTick 
          local progress = animProgress / 500 
          bar.buttonPosY[i] = interpolateBetween(bar.buttonPosY[i], 0, 0, sY - sY / 8, 0, 0, progress, "Linear") 
        end 
      else 
        local tick = getTickCount() 
        local animProgress = tick - currentTick 
        local progress = animProgress / 500 
        bar.buttonPosY[i] = interpolateBetween(bar.buttonPosY[i], 0, 0, sY - sY / 13, 0, 0, progress, "Linear") 
      end 
    end 
  end 
end 
function allowBind(bOl) 
  bindBlock = not bOl 
end 
  

Posted

To prove that you didn't steal the script. If your friend did it/got it, you should have proof that he sent it to you and it isn't stolen.

Posted
To prove that you didn't steal the script. If your friend did it/got it, you should have proof that he sent it to you and it isn't stolen.

Or u want the server side so you could have the whole script.

Posted

You made me laugh now. Are you going to show a proof that this script is not stolen or not? I doubt anyone's gonna help you until you prove that.

Posted

Sex, How? If he wants your scripts, then he is not good scripter.

Anderl is already good(or skilled) scripter. We don't give support laked scripts.

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