DanielZ3RO Posted January 23, 2014 Share Posted January 23, 2014 Hola, tengo este problema con el gore mod que cuando mato varios zombies quedan solo las cabezas y no se quitan, intente quitar la parte de la cabeza pero despues sale es el torso, quiero que cuando muera no queden esas cosas Link to comment
PhantomDamn Posted January 23, 2014 Share Posted January 23, 2014 Si desaparecen, ya lo comprove.. solo debes cambiar el setTimer esta en 20000 milisegundos ( 20 Segundos ) , o quiza no tengas la ultima version ( https://community.multitheftauto.com/index.php?p=resources&s=details&id=2363 ) Link to comment
DanielZ3RO Posted January 23, 2014 Author Share Posted January 23, 2014 Panthom Yo Cambie El Timer Para Que Fueran 2 Segundos y Todo Bien Pero Si La Muerte No Es Headshot Queda La Cabeza Flotando, y probe con la ultima version y mato a un ped y queda todos los pedazos hechando sangre ._. Link to comment
PhantomDamn Posted January 24, 2014 Share Posted January 24, 2014 Lo testeare de nuevo y te aviso en un momento. ---------------------------------------------------------- Efectivamente, tratare de ver por que. Link to comment
Anthrax Posted July 31, 2014 Share Posted July 31, 2014 Si DanielZ3RO tiene razon, yo tambien tengo ese mismo problema, en que las cabezas no se eliminan. como puedo eliminar eso? me gustaria saber Este es el ultimo script del goremod outputChatBox("#00FF00>>#FFFF00This server using#FF0000 Gore Mod#FFFF00 made by #00FF00Crazy",255,0,0,true) --[[ 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,10000,1,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)]] Link to comment
Recommended Posts