Sex* Posted March 20, 2013 Share Posted March 20, 2013 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 Link to comment
Anderl Posted March 20, 2013 Share Posted March 20, 2013 Old excuse, where is the server side code? Link to comment
Sex* Posted March 20, 2013 Author Share Posted March 20, 2013 Why should i put here the server side? Link to comment
Anderl Posted March 20, 2013 Share Posted March 20, 2013 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. Link to comment
Sex* Posted March 20, 2013 Author Share Posted March 20, 2013 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. Link to comment
Anderl Posted March 20, 2013 Share Posted March 20, 2013 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. Link to comment
Cadu12 Posted March 20, 2013 Share Posted March 20, 2013 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. Link to comment
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