Dr.Ah[M]ed<3 Posted July 26, 2014 Share Posted July 26, 2014 هلا ب شباب انا عندي خريطة gta v اوكي مشكلة حقتها ماتظهر الاعبين و البلبس Blips Players ماتظهرهم وش الحل ؟؟ Link to comment
The Don Posted July 26, 2014 Share Posted July 26, 2014 شكلك تستخدم هالمود https://community.multitheftauto.com/ind ... ts&id=9674 اقراء التعليقات .. المود نفسه ما تقدر يظهر الاعبين لازم انت تعدله Link to comment
SaRy,#DanGer Posted July 26, 2014 Share Posted July 26, 2014 في مود بالريسورس اسمه playerblibs ادا مازبط جرب : setTimer( function() for i,blip in ipairs(getElementsByType("blip")) do if getBlipIcon(blip) == 0 then player = getElementAttachedTo(blip) if getElementType(player) == "player" then x,y,z = getElementPosition(localPlayer) team = getPlayerTeam(player) if team then c1,c2,c3 = getTeamColor(team) setBlipColor(blip,c1,c2,c3,225) else setBlipColor(blip,0,0,0,0) end end end end end,500,0) Link to comment
Dr.Ah[M]ed<3 Posted July 26, 2014 Author Share Posted July 26, 2014 طيب الاكواد ذي احطة وين في ملف كلنت ؟؟ انا استخدم خريطة ثانية وكلة صور وفية ملف ميتا اكسبورت ذا ملف ميتا "Rocketman" version="1.0.1" type="script" /> استخدم مود ذا https://community.multitheftauto.com/index.php?p= ... ls&id=9004 Link to comment
Dr.Ah[M]ed<3 Posted July 26, 2014 Author Share Posted July 26, 2014 ذا ملف كلنت --[[ # Resource Name Grand Theft Auto V | Radar # Author Rage # Date created 25.04.2014 # Last update 17.07.2014 # Copyright (c) If you edit it, then please respect me and keep the credits. --]] local screenW,screenH = guiGetScreenSize() local resW,resH = 1280,720 local sW,sH = (screenW/resW), (screenH/resH) local turn = true local alpha = 255 addEventHandler( "onClientResourceStart", resourceRoot, function() setPlayerHudComponentVisible ( "radar", false ) --# Create Textures hudMaskFX = dxCreateShader("mask.fx") radarTexture = dxCreateTexture("img/radar_map.jpg") maskTexture = dxCreateTexture("img/radar_mask.png") checkTextures = ( hudMaskFX and radarTexture and maskTexture ) if not ( checkTextures ) then outputChatBox( "[GTA V Radar]: Could not create textures. Please use debugscript 3" ) else dxSetShaderValue( hudMaskFX, "sPicTexture", radarTexture ) dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) end end ) function drawRadar() if not ( checkTextures ) then return end dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) local x,y = getElementPosition( localPlayer ) local zoom = 13 x = ( x ) / 6000 y = ( y ) / -6000 dxSetShaderValue( hudMaskFX, "gUVPosition", x,y ) dxSetShaderValue( hudMaskFX, "gUVScale", 1/zoom, 1/zoom ) --# Get rotations local _, _, c_Rot = getElementRotation( getCamera()); local _, _, p_Rot = getElementRotation( localPlayer ) dxSetShaderValue( hudMaskFX, "gUVRotAngle", math.rad( -c_Rot )) local playerHealth = math.floor( getElementHealth( localPlayer )) local playerArmor = math.floor( getPedArmor( localPlayer )) local playerOxygen = math.floor( getPedOxygenLevel( localPlayer )) if ( playerHealth <= 50) then HP_Colour = tocolor(200, 0, 0, 190) HP_Alpha = tocolor(200, 0, 0, 100) else HP_Colour = tocolor(102, 204, 102, 190) HP_Alpha = tocolor(102, 204, 102, 100) end if ( playerHealth >= 101 ) then maxHealth = 200 else maxHealth = 100 end --# Alpha dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW, 9.2*sH, HP_Alpha) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW, 9.2*sH, tocolor(0, 102, 255, 100)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW, 9.2*sH, tocolor(255, 255, 0, 100)) --# Bars dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW/maxHealth*playerHealth, 9.2*sH, HP_Colour) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW/100*playerArmor, 9.2*sH, tocolor(0, 102, 255, 190)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW/1000*playerOxygen, 9.2*sH, tocolor(255, 255, 0, 190)) --# Minimap dxDrawImage(18*sW, 530*sH, 275*sW, 160*sH, "img/radar_cover.png", 0, 0, 0, tocolor(255, 255, 255, 255)) dxDrawImage(23*sW, 536*sH, 265*sW, 135*sH, hudMaskFX, 0,0,0, tocolor(255,255,255,210)) dxDrawImage(144*sW, 595*sH, 20*sW, 20*sH, "img/radar_player.png", -p_Rot+c_Rot, 0, 0, tocolor(255, 255, 255, 255)) --# Wanted local g_wl = getPlayerWantedLevel( localPlayer ) if ( g_wl > 0 ) then if ( turn == true ) then alpha = alpha + 5 if ( alpha > 180 ) then alpha = 180 turn = false end elseif ( turn == false ) then alpha = alpha - 5 if ( alpha < 0 ) then alpha = 0 turn = true end end dxDrawRectangle(23*sW, 536*sH, 265*sW, 135*sH, tocolor(0, 102, 255, alpha)) else return end end addEventHandler( "onClientRender", root, drawRadar) addEventHandler( "onClientResourceStop", resourceRoot, function() setPlayerHudComponentVisible ( "radar", true ) end) Link to comment
SaRy,#DanGer Posted July 26, 2014 Share Posted July 26, 2014 جرب setTimer( function() for i,blip in ipairs(getElementsByType("blip")) do if getBlipIcon(blip) == 0 then player = getElementAttachedTo(blip) if getElementType(player) == "player" then x,y,z = getElementPosition(localPlayer) team = getPlayerTeam(player) if team then c1,c2,c3 = getTeamColor(team) setBlipColor(blip,c1,c2,c3,225) else setBlipColor(blip,0,0,0,0) end end end end end,500,0) local screenW,screenH = guiGetScreenSize() local resW,resH = 1280,720 local sW,sH = (screenW/resW), (screenH/resH) local turn = true local alpha = 255 addEventHandler( "onClientResourceStart", resourceRoot, function() setPlayerHudComponentVisible ( "radar", false ) --# Create Textures hudMaskFX = dxCreateShader("mask.fx") radarTexture = dxCreateTexture("img/radar_map.jpg") maskTexture = dxCreateTexture("img/radar_mask.png") checkTextures = ( hudMaskFX and radarTexture and maskTexture ) if not ( checkTextures ) then outputChatBox( "[GTA V Radar]: Could not create textures. Please use debugscript 3" ) else dxSetShaderValue( hudMaskFX, "sPicTexture", radarTexture ) dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) end end ) function drawRadar() if not ( checkTextures ) then return end dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) local x,y = getElementPosition( localPlayer ) local zoom = 13 x = ( x ) / 6000 y = ( y ) / -6000 dxSetShaderValue( hudMaskFX, "gUVPosition", x,y ) dxSetShaderValue( hudMaskFX, "gUVScale", 1/zoom, 1/zoom ) --# Get rotations local _, _, c_Rot = getElementRotation( getCamera()); local _, _, p_Rot = getElementRotation( localPlayer ) dxSetShaderValue( hudMaskFX, "gUVRotAngle", math.rad( -c_Rot )) local playerHealth = math.floor( getElementHealth( localPlayer )) local playerArmor = math.floor( getPedArmor( localPlayer )) local playerOxygen = math.floor( getPedOxygenLevel( localPlayer )) if ( playerHealth <= 50) then HP_Colour = tocolor(200, 0, 0, 190) HP_Alpha = tocolor(200, 0, 0, 100) else HP_Colour = tocolor(102, 204, 102, 190) HP_Alpha = tocolor(102, 204, 102, 100) end if ( playerHealth >= 101 ) then maxHealth = 200 else maxHealth = 100 end --# Alpha dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW, 9.2*sH, HP_Alpha) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW, 9.2*sH, tocolor(0, 102, 255, 100)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW, 9.2*sH, tocolor(255, 255, 0, 100)) --# Bars dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW/maxHealth*playerHealth, 9.2*sH, HP_Colour) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW/100*playerArmor, 9.2*sH, tocolor(0, 102, 255, 190)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW/1000*playerOxygen, 9.2*sH, tocolor(255, 255, 0, 190)) --# Minimap dxDrawImage(18*sW, 530*sH, 275*sW, 160*sH, "img/radar_cover.png", 0, 0, 0, tocolor(255, 255, 255, 255)) dxDrawImage(23*sW, 536*sH, 265*sW, 135*sH, hudMaskFX, 0,0,0, tocolor(255,255,255,210)) dxDrawImage(144*sW, 595*sH, 20*sW, 20*sH, "img/radar_player.png", -p_Rot+c_Rot, 0, 0, tocolor(255, 255, 255, 255)) --# Wanted local g_wl = getPlayerWantedLevel( localPlayer ) if ( g_wl > 0 ) then if ( turn == true ) then alpha = alpha + 5 if ( alpha > 180 ) then alpha = 180 turn = false end elseif ( turn == false ) then alpha = alpha - 5 if ( alpha < 0 ) then alpha = 0 turn = true end end dxDrawRectangle(23*sW, 536*sH, 265*sW, 135*sH, tocolor(0, 102, 255, alpha)) else return end end addEventHandler( "onClientRender", root, drawRadar) addEventHandler( "onClientResourceStop", resourceRoot, function() setPlayerHudComponentVisible ( "radar", true ) end) Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now