Xwad Posted March 7, 2015 Share Posted March 7, 2015 Hi. I want to make a script like this. What functions need i use? Thanks. Link to comment
Mr.unpredictable. Posted March 7, 2015 Share Posted March 7, 2015 attachElements createWeapon fireWeapon Link to comment
Dimmitry007 Posted March 7, 2015 Share Posted March 7, 2015 (edited) nvm mistake Edited March 7, 2015 by Guest Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 NoHope what do you mean that there is no createweapon function? What functions need i use than? Link to comment
xeon17 Posted March 7, 2015 Share Posted March 7, 2015 Ignore him , the functions exist. https://wiki.multitheftauto.com/wiki/CreateWeapon https://wiki.multitheftauto.com/wiki/FireWeapon https://wiki.multitheftauto.com/wiki/Cl ... _functions Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 I made this but it does not work and i think i must give a bind for mouse 1 no? function attach ( source, commandName ) local vehicle = getElementPosition ( source ) --Get the vehicle position attachElements ( minigun, source, 0, 0, 5 ) --Attach the weapon to the vehicle. local weapon = createWeapon("minigun", x, y, z + 1) --Create a Weapon setWeaponClipAmmo(weapon, 99999) setWeaponState(weapon, "firing") setWeaponProperty(weapon, "fire_rotation", 0, -30, 0) -- Optionally adjust for model rotation (this value will be different for other weapons) end addCommandHandler ( "attach", attach ) Link to comment
xeon17 Posted March 7, 2015 Share Posted March 7, 2015 There was so much errors in your code , try this should work but i didn't tested it function attach ( ) local theVehicle = getPedOccupiedVehicle ( localPlayer ) if theVehicle then local x,y,z = getElementPosition ( theVehicle ) local weapon = createWeapon("minigun", x, y, z + 1) attachElements ( minigun, theVehicle, 0, 0, 5 ) setWeaponClipAmmo(weapon, 99999) setWeaponState(weapon, "firing") setWeaponProperty(weapon, "fire_rotation", 0, -30, 0) end end addCommandHandler ( "attach", attach ) Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 It works but not like in the video. Its always fireing and i want to make it possible to enter the minigun and shoot with mouse 1. I think i need for that an another function no? Link to comment
Dealman Posted March 7, 2015 Share Posted March 7, 2015 You need a lot more than just that, you can set it up to fire in a variety of ways. For one, you can use getKeyState inside a render event. Or you can just bind a key using bindKey. As looking around with it, I was working on something like this before, got pretty close to release - but as always I keep jumping between projects of mine. Here's a little snippet of what I used to look around with my weapons(with restrictions and sensitivity); local aimSensitivity = 30; function rotateGun_Handler(cX, cY, aX, aY, wX, wY, wZ) local oX, oY, oZ, oRX, oRY, oRZ = getElementAttachedOffsets(theWeapon); if (oRX-((cY-0.5)*aimSensitivity) > 345 or oRX-((cY-0.5)*aimSensitivity) < 30) then -- Pitch Restriction oRX = oRX-((cY-0.5)*aimSensitivity); end if (oRZ-((cX-0.5)*aimSensitivity) > 330 or oRZ-((cX-0.5)*aimSensitivity) < 50) then -- Yaw Restriction oRZ = oRZ-((cX-0.5)*aimSensitivity); end setElementAttachedOffsets(theWeapon, oX, oY, oZ, oRX, oRY, oRZ); setCursorPosition(screenW/2, screenH/2); end I updated these with onClientCursorMove. Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 Thanks and what functions do i need to enter the minigun and fire with it? Link to comment
Addlibs Posted March 7, 2015 Share Posted March 7, 2015 To fire it, use either fireWeapon(weapon) (single fire) or setWeaponState(weapon, "firing") (continouos firing) Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 And what function need i use to enter the weapon like in the video? Link to comment
Addlibs Posted March 7, 2015 Share Posted March 7, 2015 setElementPosition, attachElements, etc. You need to write up your own function that would handle mounting the weapon. Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 i think that i did something wrong function attach ( ) local theVehicle = getPedOccupiedVehicle ( localPlayer ) if theVehicle then local x,y,z = getElementPosition ( theVehicle ) local weapon = createWeapon("minigun", x, y, z + 1) attachElements ( minigun, theVehicle, 0, 0, 5 ) setWeaponClipAmmo(weapon, 99999) setWeaponState(weapon, "firing") setWeaponProperty(weapon, "fire_rotation", 0, -30, 0) end end addCommandHandler ( "attach", attach ) local aimSensitivity = 30; function rotateGun_Handler(cX, cY, aX, aY, wX, wY, wZ) local oX, oY, oZ, oRX, oRY, oRZ = getElementAttachedOffsets(theWeapon); if (oRX-((cY-0.5)*aimSensitivity) > 345 or oRX-((cY-0.5)*aimSensitivity) < 30) then -- Pitch Restriction oRX = oRX-((cY-0.5)*aimSensitivity); end if (oRZ-((cX-0.5)*aimSensitivity) > 330 or oRZ-((cX-0.5)*aimSensitivity) < 50) then -- Yaw Restriction oRZ = oRZ-((cX-0.5)*aimSensitivity); end setElementAttachedOffsets(theWeapon, oX, oY, oZ, oRX, oRY, oRZ); setCursorPosition(screenW/2, screenH/2); end function consoleSetPlayerPosition ( source, commandName, posX, posY, posZ ) setElementPosition ( source, posX, posY, posZ ) end addCommandHandler ( "setpos", consoleSetPlayerPosition ) Link to comment
Dealman Posted March 7, 2015 Share Posted March 7, 2015 Well yeah, all you did was copy and paste the stuff and make no changes for it to work whatsoever... Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 yes but i dont know that what need to change Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 yes but i dont know that what need to change Link to comment
3B00DG4MER Posted March 7, 2015 Share Posted March 7, 2015 Not sure local screenW,screenH = guiGetScreenSize() local weapon function attach ( ) local theVehicle = getPedOccupiedVehicle ( localPlayer ) if theVehicle then local x,y,z = getElementPosition ( theVehicle ) weapon = createWeapon("minigun", x, y, z + 1) attachElements ( weapon, theVehicle, 0, 0, 1 ) setWeaponClipAmmo(weapon, 99999) setWeaponState(weapon, "firing") setWeaponProperty(weapon, "fire_rotation", 0, -30, 0) end end addCommandHandler ( "attach", attach ) local aimSensitivity = 30; function rotateGun_Handler(cX, cY, aX, aY, wX, wY, wZ) local oX, oY, oZ, oRX, oRY, oRZ = getElementAttachedOffsets(weapon); if (oRX-((cY-0.5)*aimSensitivity) > 345 or oRX-((cY-0.5)*aimSensitivity) < 30) then -- Pitch Restriction oRX = oRX-((cY-0.5)*aimSensitivity); end if (oRZ-((cX-0.5)*aimSensitivity) > 330 or oRZ-((cX-0.5)*aimSensitivity) < 50) then -- Yaw Restriction oRZ = oRZ-((cX-0.5)*aimSensitivity); end --setCameraTarget(localPlayer,weapon) setCameraTarget(weapon) --setCameraMatrix(wX,wY,wZ) setElementAttachedOffsets(weapon, oX, oY, oZ, oRX, oRY, oRZ); setCursorPosition(screenW/2, screenH/2); end addEventHandler( "onClientCursorMove", getRootElement( ), rotateGun_Handler) Link to comment
Xwad Posted March 7, 2015 Author Share Posted March 7, 2015 its alwys shooting and i cant enter the minigun Link to comment
Dealman Posted March 7, 2015 Share Posted March 7, 2015 Do you even read the code? When you create the minigun, you have this line of code; setWeaponState(weapon, "firing") Of course it will always be firing when you set its weapon state to firing Edit: To "enter" the minigun, you're best off using collision spheres, attach it to the minigun and trigger an event whenever a client enters it. So whenever a player is inside that sphere, and he press for example E, he will be attached to the minigun. Link to comment
Xwad Posted March 8, 2015 Author Share Posted March 8, 2015 I tryed to make it but i cant. If i want to change the state for no fireing than what need i write ? Link to comment
steadyfi Posted March 8, 2015 Share Posted March 8, 2015 I tryed to make it but i cant. If i want to change the state for no fireing than what need i write ? To change the state of firing replace "firing" to "ready" https://wiki.multitheftauto.com/wiki/SetWeaponState Link to comment
Xwad Posted March 8, 2015 Author Share Posted March 8, 2015 Thanks! And what function need i use to enter the minigun? Link to comment
steadyfi Posted March 8, 2015 Share Posted March 8, 2015 Thanks! And what function need i use to enter the minigun? To "enter" the minigun, you're best off using collision spheres, attach it to the minigun and trigger an event whenever a client enters it. So whenever a player is inside that sphere, and he press for example E, he will be attached to the minigun. Link to comment
Xwad Posted March 8, 2015 Author Share Posted March 8, 2015 ohh sorry. And what is collison spheres?? Link to comment
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