.:HyPeX:. Posted March 15, 2014 Share Posted March 15, 2014 well i cant spawn them, not even setting them streamable or anything. PedTDM = createPed(0,502.93051147461, -10.852199554443,1000.6799926758,126.002746) setElementInterior(PedTDM, 17) setElementStreamable(PedTDM, false) setElementPosition(PedTDM,502.93051147461, -10.852199554443,1000.6799926758) setElementData(PedTDM, "text","Team Deathmatch") setPedAnimation(PedTDM, "DANCING","dnce_M_a", 1000, true,false) PedM = createPed(0,481.27551269531, -19.967199325562,1000.6799926758,355.002746) setElementStreamable(PedTDM, false) setPedAnimation(PedM, "DANCING","dnce_M_a", 1000, true,false) setElementInterior(PedM, 17) setElementData(PedM, "text", "Missions | Co-Op") setElementPosition(PedM, 481.27551269531, -19.967199325562,1000.6799926758) Link to comment
.:HyPeX:. Posted March 15, 2014 Author Share Posted March 15, 2014 /debugscript 3 Any errors? Nope. Link to comment
.:HyPeX:. Posted March 15, 2014 Author Share Posted March 15, 2014 Bump, cant make this work.. Link to comment
Moderators IIYAMA Posted March 15, 2014 Moderators Share Posted March 15, 2014 You sure they aren't created? if isElement(PedM) then outputChatBox("PedM does exist.") end Link to comment
pa3ck Posted March 15, 2014 Share Posted March 15, 2014 Are you sure your interior is set to 17 and dimension to 0? Link to comment
.:HyPeX:. Posted March 15, 2014 Author Share Posted March 15, 2014 The peds come about line 280 EDIT: They exist (@IIYAMA) EDIT2: Fixed it by frozing them, Peds were just falling off the objects b4 they were loaded. local startx = 487.60119628906 local starty = -3.6586000919342 local startz = 1000 local screenStartX = guiGetScreenSize() local SPECWIDTH = screenStartX local screenStartX = screenStartX * 0 local SPECHEIGHT = (SPECWIDTH / 16) * 7 local screenStartY = SPECHEIGHT / 2 local BANDS = 40 local use_dx = true object = createObject(16000, 487.60119628906,-3.6586000919342,1000.7130126953, 0,0,180) setElementInterior(object, 17, 487.60119628906,-3.6586000919342,1000.7130126953) setObjectScale(object, 0.3) setElementCollidableWith(getLocalPlayer(), object, false) object1 = createObject(8838, 484.20709228516,-3.1703000068665,1001.5739746094,0,270,0) object2 = createObject(8838,484.41659545898,-3.3726000785828,1001.5739746094,0,270,90) object3 = createObject(8838,490.80099487305,-3.373899936676,1001.5739746094, 0,270,90) object4 = createObject(8838,490.99771118164,-3.1575000286102,1001.5739746094,0,270,180) setElementCollidableWith(getLocalPlayer(), object1, false) setElementCollidableWith(getLocalPlayer(), object2, false) setElementCollidableWith(getLocalPlayer(), object3, false) setElementCollidableWith(getLocalPlayer(), object4, false) setObjectScale(object1, 0.2) setObjectScale(object2, 0.2) setObjectScale(object3, 0.2) setObjectScale(object4, 0.2) setElementInterior(object1, 17) setElementInterior(object2, 17) setElementInterior(object3, 17) setElementInterior(object4, 17) timer = setTimer(function() setTime(1,0) setWeather(63) end, 5000,0) local peakData, ticks, maxbpm, startTime, release, peak, peaks function reset ( ) peaks = {} for k=0, BANDS - 1 do peaks[k] = {} end peakData = {} ticks = getTickCount() maxbpm = 1 bpmcount = 1 startTime = 0 release = { } peak = 0 end function changeMeta(stream) if tags then tags.stream_title = stream end end addEventHandler("onClientSoundChangedMeta", getRootElement(), changeMeta) timerSound = setTimer(function() Lobby = getTeamFromName("#006677 - Lobby | Welcome - ") if getPlayerTeam(getLocalPlayer()) ~= Lobby then setSoundVolume(stream, 0) else setSoundVolume(stream, 1) end end, 1000, 0) addEventHandler("onClientResourceStart", root, function () if ( stream ) then destroyElement(stream) end -- Deal with sound setRadioChannel(0) stream = playSound3D("http://pub5.di.fm:80/di_chilloutdreams",startx, starty, startz, true) setSoundVolume(stream, 1) setSoundMinDistance(stream, 1) setSoundMaxDistance(stream, 10000) startTicks = getTickCount() ticks = getTickCount() reset ( ) -- Deal with shaders -- Create shader shader_cinema, tec = dxCreateShader ( "texreptransform.fx" ) if not shader_cinema then return end -- If the image is too bright, you can darken it -- If the image is too bright, you can darken it dxSetShaderValue ( shader_cinema, "gBrighten", -0.25 ) -- Set the angle, grayscaled, rgb local radian=math.rad(0) dxSetShaderValue ( shader_cinema, "gRotAngle", radian ) dxSetShaderValue ( shader_cinema, "gGrayScale", 0 ) dxSetShaderValue ( shader_cinema, "gRedColor", 0 ) dxSetShaderValue ( shader_cinema, "gGrnColor", 0 ) dxSetShaderValue ( shader_cinema, "gBluColor", 0 ) -- Set image alpha (1 max) dxSetShaderValue ( shader_cinema, "gAlpha", 1 ) -- Set scrolling (san set negative and positive values) dxSetShaderValue ( shader_cinema, "gScrRig", 0) dxSetShaderValue ( shader_cinema, "gScrDow", 0) -- Scale and offset (don't need to change that) dxSetShaderValue ( shader_cinema, "gHScale", 1 ) dxSetShaderValue ( shader_cinema, "gVScale", 1 ) dxSetShaderValue ( shader_cinema, "gHOffset", 0 ) dxSetShaderValue ( shader_cinema, "gVOffset", 0 ) if not shader_cinema then outputChatBox( "Could not create shader. Please use debugscript 3" ) return else -- new render target slightly bigger tar = dxCreateRenderTarget ( SPECWIDTH, SPECHEIGHT ) -- reduce our width SPECWIDTH = SPECWIDTH - 6 -- Apply our shader to the drvin_screen texture engineApplyShaderToWorldTexture ( shader_cinema, "drvin_screen" ) end addEventHandler("onClientRender", root, function ( ) -- Get 2048 / 2 samples and return BANDS bars ( still needs scaling up ) local fftData = getSoundFFTData(stream, 2048, BANDS) -- get our screen size local w, h = guiGetScreenSize() -- if fftData is false it hasn't loaded if ( fftData == false ) then dxDrawText("Stream not loaded yet.", w-300, h-150) return end -- Draw a nice now playing thingy local myx, myy = guiGetScreenSize() local len = string.len("You are in the Lobby, feel free to relax or join the fight") dxDrawText("You are in the Lobby, feel free to relax or join the fight.", w-(270+(len*4)), h-150,myx,myy,tocolor(0,104,255,255), 1.5, "default-bold") -- Calculate our bars by the fft data calc ( fftData, stream ) end) end) -- Util stuff function timetostring ( input, input2 ) local minutes = input / 60 local seconds = input % 60 local minutes2 = input2 / 60 local seconds2 = input2 % 60 return string.format("%2.2i:%2.2i", minutes2, seconds2) end function avg ( num ) return maxbpm / bpmcount end function avg2 ( num1, num2, num ) return (num1+num2)/num end function round(num, idp) return tonumber(string.format("%." .. (idp or 0) .. "f", num)) end function getAverageBPM ( ) return maxbpm / bpmcount end function min ( num1, num2 ) return num1 <= num2 and num1 or num2 end function max ( num1, num2 ) return num1 >= num2 and num1 or num2 end function calc ( fft, stream ) -- Render to a render target and clear it dxSetRenderTarget( tar, true ) -- Set a random seed math.randomseed ( getTickCount ( ) ) -- Get our "Average" bpm local bpm = getSoundBPM ( stream ) if ( bpm == false or bpm == nil or bpm == 0 ) then bpm = 1 end local calced = {} local y = 0 local bC=0 local specbuf = 0 local w, h = guiGetScreenSize() local r,g,b = 0,0,0 local var = bpm + 37 -- use bpm to determine r,g,b though there are better ways of doing this. if ( var <= 56 ) then r,g,b = 99, 184, 255 end if ( var >= 57 and var < 83 ) then r,g,b = 238, 174, 238 end if ( var >= 83 and var < 146 ) then r,g,b = 238, 174, 238 end if ( var >= 146 and var < 166 ) then r,g,b = 99, 184, 255 end if ( var > 166 and var <= 200 ) then r,g,b = 238, 201, 0 end if ( var >= 200 ) then r,g,b = var, 0, 0 end local tags = getSoundMetaTags(stream) local bSpawnParticles = true if ( bpm <= 1 and getSoundBPM ( stream ) == false and getSoundPosition ( stream ) <= 20 ) then r,g,b = 255, 255, 255 dxDrawImage ( 0, 00, SPECWIDTH, SPECHEIGHT+100, "bg.png", 0, 0,0, tocolor(r, g, b, 255) ) dxDrawText(string.format("Learning...", bpm), screenStartX+10, screenStartY-30, screenStartX+10, screenStartY-30, tocolor(255, 255, 255, 255 ), 1.5, "arial") bSpawnParticles = false else -- always make this bigger because when you tint it the image will look smaller. local var = 600 local var2 = 400 dxDrawImage ( -var2, -var, SPECWIDTH+(var2*2), SPECHEIGHT+(var*2)+100, "bg.png", 0, 0,0, tocolor(r, g, b, 255) ) end local movespeed = (1 * (bpm / 180)) + 1 local dir = bpm <= 100 and "down" or "up" local prevcalced = calced -- loop all the bands. for x, peak in ipairs(fft) do local posx = x - 1 -- fft contains our precalculated data so just grab it. peak = fft [ x ] y=math.sqrt(peak)*3*(SPECHEIGHT-4); -- scale it (sqrt to make low values more visible) if (y > 200+SPECHEIGHT) then y=SPECHEIGHT+200 end -- cap it calced[x] = y y = y - 1 if ( y >= -1 ) then dxDrawRectangle((posx*(SPECWIDTH/BANDS))+10+screenStartX, screenStartY, 10, max((y+1)/4, 1), tocolor(r, g, b, 255 )) end if ( bSpawnParticles == true ) then for key = 0, 40 do if ( peaks[x][key] == nil ) then if ( #peaks[x] <= 20 and prevcalced[x] <= calced[x] and ( release[x] == true or release[x] == nil ) and y > 1 ) then local rnd = math.random(0, 0) peaks[x][key] = {} if ( dir == "up" ) then peaks[x][key]["pos"] = screenStartY else peaks[x][key]["pos"] = screenStartY+((y+1)/4) end peaks[x][key]["posx"] = (posx*(SPECWIDTH/BANDS))+12+screenStartX+(2-key) peaks[x][key]["alpha"] = 128 peaks[x][key]["dirx"] = 0 release Link to comment
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