Evan Posted September 3, 2017 Share Posted September 3, 2017 hi guys i am making my own mta sa dayz server so i decided to add more weapons on it and yes the weapons wokrs but when i try to aim the sniper it goes bug. but i already try this local alpha = 255 bindKey ( "aim_weapon", "both", function ( _, state ) if getPedWeaponSlot ( localPlayer ) == 6 then if ( state == "down" ) then alpha = 0 elseif ( state == "up" ) then alpha = 255 end for _, v in ipairs ( getElementsByType ( "object", root, true ) ) do if isElementAttachedToBone ( v ) then local id = getElementModel ( v ) if ( id == 2584 ) setElementAlpha ( v, alpha ) end end end end end ) Link to comment
WorthlessCynomys Posted September 3, 2017 Share Posted September 3, 2017 Can you please provide some other information? Pictures, what exactly happens, have you got any debugscript 3 error msgs? Link to comment
Evan Posted September 4, 2017 Author Share Posted September 4, 2017 i cant send any pictures ? how to post a picture ? Link to comment
Tekken Posted September 4, 2017 Share Posted September 4, 2017 I have been through the same problem, what you can do is after you replaced skins for everything at the very bottom add this engineImportTXD(engineLoadTXD("sniper.txd"), 358); Here is the file you need https://mega.nz/#!ApQCnajL!slnMQfp9uvWMT2NGT2S3LsjtAwpZ8eA-aznaLWs0iB4 Make sure it's being replaced after you applied the skins. You can replace the sniper crosshair inside the sniper.txd as you please. Also what you said you tried has nothing to do with the crosshair it's a thing (already existent in DayZ), to hide the backpack when crouch. Link to comment
Evan Posted September 5, 2017 Author Share Posted September 5, 2017 did i need to add that ? but the problem is i have 5 kind of snipers but when i aim both of them the sniper appear in the left side when i am aiming Link to comment
Evan Posted September 5, 2017 Author Share Posted September 5, 2017 here is the pictures of the bug https://imgur.com/a/aZvvU Link to comment
Tekken Posted September 5, 2017 Share Posted September 5, 2017 That's the problem with the model rather than the sniper. Before you do anything make sure you apply this skin for every weapon then apply the skins you want. So what I did was something like this (This will hide the default skin of the weapon): for i = 355, 358 do local tex = engineLoadTXD("alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("alpha.dff", i); engineReplaceModel(mod, i); end After this you can do this, so you still have a scope. engineImportTXD(engineLoadTXD("sniper.txd"), 358); Here are all the files you need: https://mega.nz/#!QoQDkTZL!ib2Db_zAZOCRoot-eW6vBtGN879-E2p7qu2NSgglQg8 Hope I helped you. Link to comment
Evan Posted September 5, 2017 Author Share Posted September 5, 2017 where do i add this one ? engineImportTXD(engineLoadTXD("sniper.txd"), 358); to this ? or below to this ? for i = 355, 358 do local tex = engineLoadTXD("alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("alpha.dff", i); engineReplaceModel(mod, i); end Link to comment
Evan Posted September 5, 2017 Author Share Posted September 5, 2017 still the same any others? Link to comment
Domingos MTA Posted September 5, 2017 Share Posted September 5, 2017 if getControlState ( "aim_weapon" ) and ( ped == localPlayer ) and getPedWeapon(localPlayer) == 34 then setElementAlpha ( element, 0 ) end use this in the bone_attach_c file Link to comment
Evan Posted September 6, 2017 Author Share Posted September 6, 2017 di i need to add this one in bone attach or i can make a scripts for it ? i can make it and add it on my own meta ?? did this fix the problem ? https://imgur.com/a/aZvvU this is the problem Link to comment
Tekken Posted September 6, 2017 Share Posted September 6, 2017 (edited) addEventHandler("onClientResourceStart", resourceRoot, function() for i = 355, 358 do local tex = engineLoadTXD("alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("alpha.dff", i); engineReplaceModel(mod, i); end engineImportTXD(engineLoadTXD("sniper.txd"), 358); --And here apply your skins! end); Like this, also take a picture after you apply my script to see what's wrong, also we need to see how you replace the weapons in order to see why the weapon is still showing. Edited September 6, 2017 by Tekken - Link to comment
Evan Posted September 6, 2017 Author Share Posted September 6, 2017 its still bug bro https://imgur.com/a/MVbzH here is the code addEventHandler("onClientResourceStart", resourceRoot, function() for i = 355, 358 do local tex = engineLoadTXD("armas/alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("armas/alpha.dff", i); engineReplaceModel(mod, i); end engineImportTXD(engineLoadTXD("armas/sniper.txd"), 358); txd = engineLoadTXD("armas/ak107.txd", 2725 ) engineImportTXD(txd, 2725) dff = engineLoadDFF("armas/ak107.dff", 2725 ) engineReplaceModel(dff, 2725) txd = engineLoadTXD("armas/m4.txd", 2468 ) engineImportTXD(txd, 2468) dff = engineLoadDFF("armas/m4.dff", 2468 ) engineReplaceModel(dff, 2468) txd = engineLoadTXD("armas/aks.txd", 3000 ) engineImportTXD(txd, 3000) dff = engineLoadDFF("armas/aks.dff", 3000 ) engineReplaceModel(dff, 3000) txd = engineLoadTXD("armas/mk48.txd", 2571 ) engineImportTXD(txd, 2571) dff = engineLoadDFF("armas/mk48.dff", 2571 ) engineReplaceModel(dff, 2571) txd = engineLoadTXD("armas/as50.txd", 2731 ) engineImportTXD(txd, 2731) dff = engineLoadDFF("armas/as50.dff", 2731 ) engineReplaceModel(dff, 2731) txd = engineLoadTXD("armas/acr.txd", 2747 ) engineImportTXD(txd, 2747) dff = engineLoadDFF("armas/acr.dff", 2747 ) engineReplaceModel(dff, 2747) txd = engineLoadTXD("armas/g36sd.txd", 2751 ) engineImportTXD(txd, 2751) dff = engineLoadDFF("armas/g36sd.dff", 2751 ) engineReplaceModel(dff, 2751) txd = engineLoadTXD("armas/m4a1holo.txd", 2742 ) engineImportTXD(txd, 2742) dff = engineLoadDFF("armas/m4a1holo.dff", 2742 ) engineReplaceModel(dff, 2742) txd = engineLoadTXD("armas/sa58acog.txd", 2745 ) engineImportTXD(txd, 2745) dff = engineLoadDFF("armas/sa58acog.dff", 2745 ) engineReplaceModel(dff, 2745) txd = engineLoadTXD("armas/svdcamo.txd", 2730 ) engineImportTXD(txd, 2730) dff = engineLoadDFF("armas/svdcamo.dff", 2730 ) engineReplaceModel(dff, 2730) txd = engineLoadTXD("armas/cz550.txd", 2732 ) engineImportTXD(txd, 2732) dff = engineLoadDFF("armas/cz550.dff", 2732 ) engineReplaceModel(dff, 2732) txd = engineLoadTXD("armas/dmr.txd", 2733 ) engineImportTXD(txd, 2733) dff = engineLoadDFF("armas/dmr.dff", 2733 ) engineReplaceModel(dff, 2733) txd = engineLoadTXD("armas/kvsk.txd", 2734 ) engineImportTXD(txd, 2734) dff = engineLoadDFF("armas/kvsk.dff", 2734 ) engineReplaceModel(dff, 2734) txd = engineLoadTXD("armas/m24.txd", 2735 ) engineImportTXD(txd, 2735) dff = engineLoadDFF("armas/m24.dff", 2735 ) engineReplaceModel(dff, 2735) txd = engineLoadTXD("armas/m249saw.txd", 2748 ) engineImportTXD(txd, 2748) dff = engineLoadDFF("armas/m249saw.dff", 2748 ) engineReplaceModel(dff, 2748) txd = engineLoadTXD("armas/m107.txd", 2737 ) engineImportTXD(txd, 2737) dff = engineLoadDFF("armas/m107.dff", 2737 ) engineReplaceModel(dff, 2737) txd = engineLoadTXD("armas/m40a3.txd", 2738 ) engineImportTXD(txd, 2738) dff = engineLoadDFF("armas/m40a3.dff", 2738 ) engineReplaceModel(dff, 2738) txd = engineLoadTXD("armas/m14.txd", 2726 ) engineImportTXD(txd, 2726) dff = engineLoadDFF("armas/m14.dff", 2726 ) engineReplaceModel(dff, 2726) txd = engineLoadTXD("armas/jng90.txd", 2729 ) engineImportTXD(txd, 2729) dff = engineLoadDFF("armas/jng90.dff", 2729 ) engineReplaceModel(dff, 2729) txd = engineLoadTXD("armas/m240.txd", 2728 ) engineImportTXD(txd, 2728) dff = engineLoadDFF("armas/m240.dff", 2728 ) engineReplaceModel(dff, 2728) txd = engineLoadTXD("armas/akmgp.txd", 2724 ) engineImportTXD(txd, 2724) dff = engineLoadDFF("armas/akmgp.dff", 2724 ) engineReplaceModel(dff, 2724) txd = engineLoadTXD("armas/g36k.txd", 2708 ) engineImportTXD(txd, 2708) dff = engineLoadDFF("armas/g36k.dff", 2708 ) engineReplaceModel(dff, 2708) txd = engineLoadTXD("armas/beneli.txd", 349 ) engineImportTXD(txd, 349 ) dff = engineLoadDFF("armas/beneli.dff", 349 ) engineReplaceModel(dff, 349 ) txd = engineLoadTXD("armas/fnscar.txd", 2644 ) engineImportTXD(txd, 2644) dff = engineLoadDFF("armas/fnscar.dff", 2644 ) engineReplaceModel(dff, 2644) txd = engineLoadTXD("armas/leeenfield.txd", 2562 ) engineImportTXD(txd, 2562) dff = engineLoadDFF("armas/leeenfield.dff", 2562 ) engineReplaceModel(dff, 2562) txd = engineLoadTXD("armas/bow.txd", 2565 ) engineImportTXD(txd, 2565) dff = engineLoadDFF("armas/bow.dff", 2565 ) engineReplaceModel(dff, 2565) txd = engineLoadTXD("armas/m1911.txd", 2767 ) engineImportTXD(txd, 2767) dff = engineLoadDFF("armas/m1911.dff", 2767 ) engineReplaceModel(dff, 2767) txd = engineLoadTXD("armas/g17.txd", 2749 ) engineImportTXD(txd, 2749) dff = engineLoadDFF("armas/g17.dff", 2749 ) engineReplaceModel(dff, 2749) txd = engineLoadTXD("armas/mp5.txd", 2750 ) engineImportTXD(txd, 2750) dff = engineLoadDFF("armas/mp5.dff", 2750 ) engineReplaceModel(dff, 2750) --txd = engineLoadTXD("armas/1014.txd", 1700 ) --engineImportTXD(txd, 1700) --dff = engineLoadDFF("armas/1014.dff", 1700 ) --engineReplaceModel(dff, 1700) --txd = engineLoadTXD("armas/lee.txd", 1661 ) --engineImportTXD(txd, 1661) --dff = engineLoadDFF("armas/lee.dff", 1661 ) --engineReplaceModel(dff, 1661) --txd = engineLoadTXD("armas/dmr.txd", 1725 ) --engineImportTXD(txd, 1725) --dff = engineLoadDFF("armas/dmr.dff", 1725 ) --engineReplaceModel(dff, 1725) --txd = engineLoadTXD("armas/m14.txd", 1719 ) --engineImportTXD(txd, 1719) --dff = engineLoadDFF("armas/m14.dff", 1719 ) --engineReplaceModel(dff, 1719) --txd = engineLoadTXD("armas/sa58cco.txd", 1738 ) --engineImportTXD(txd, 1738) --dff = engineLoadDFF("armas/sa58cco.dff", 1738 ) --engineReplaceModel(dff, 1738) --txd = engineLoadTXD("armas/sa58p.txd", 1745 ) --engineImportTXD(txd, 1745) --dff = engineLoadDFF("armas/sa58p.dff", 1745 ) --engineReplaceModel(dff, 1745) --txd = engineLoadTXD("armas/sa58vacog.txd", 1747 ) --engineImportTXD(txd, 1747) --dff = engineLoadDFF("armas/sa58vacog.dff", 1747 ) --engineReplaceModel(dff, 1747) --txd = engineLoadTXD("armas/sa58v.txd", 1748 ) --engineImportTXD(txd, 1748) --dff = engineLoadDFF("armas/sa58v.dff", 1748 ) --engineReplaceModel(dff, 1748) --txd = engineLoadTXD("armas/mosin.txd", 1749 ) --engineImportTXD(txd, 1749) --dff = engineLoadDFF("armas/mosin.dff", 1749 ) --engineReplaceModel(dff, 1749) txd = engineLoadTXD("backpack/bag.txd", 1248 ) engineImportTXD(txd, 1248) dff = engineLoadDFF("backpack/bag.dff", 1248 ) engineReplaceModel(dff, 1248) txd = engineLoadTXD("backpack/drybagblack.txd", 1575 ) engineImportTXD(txd, 1575) dff = engineLoadDFF("backpack/drybagblack.dff", 1575 ) engineReplaceModel(dff, 1575) txd = engineLoadTXD("backpack/drybagblue.txd", 1830 ) engineImportTXD(txd, 1830) dff = engineLoadDFF("backpack/drybagblue.dff", 1830 ) engineReplaceModel(dff, 1830) txd = engineLoadTXD("backpack/drybaggreen.txd", 1831 ) engineImportTXD(txd, 1831) dff = engineLoadDFF("backpack/drybaggreen.dff", 1831 ) engineReplaceModel(dff, 1831) txd = engineLoadTXD("backpack/drybagred.txd", 1832 ) engineImportTXD(txd, 1832) dff = engineLoadDFF("backpack/drybagred.dff", 1832 ) engineReplaceModel(dff, 1832) txd = engineLoadTXD("backpack/drybagwhite.txd", 1252 ) engineImportTXD(txd, 1252) dff = engineLoadDFF("backpack/drybagwhite.dff", 1252 ) engineReplaceModel(dff, 1252) txd = engineLoadTXD("backpack/drybagyellow.txd", 2000 ) engineImportTXD(txd, 2000) dff = engineLoadDFF("backpack/drybagyellow.dff", 2000 ) engineReplaceModel(dff, 2000) txd = engineLoadTXD("backpack/coyote.txd", 2405 ) engineImportTXD(txd, 2405) dff = engineLoadDFF("backpack/coyote.dff", 2405 ) engineReplaceModel(dff, 2405) txd = engineLoadTXD("backpack/coyotedesert.txd", 2410 ) engineImportTXD(txd, 2410) dff = engineLoadDFF("backpack/coyotedesert.dff", 2410 ) engineReplaceModel(dff, 2410) txd = engineLoadTXD("backpack/coyotecamo.txd", 2406 ) engineImportTXD(txd, 2406) dff = engineLoadDFF("backpack/coyotecamo.dff", 2406 ) engineReplaceModel(dff, 2406) txd = engineLoadTXD("backpack/mountaingreen.txd", 1833 ) engineImportTXD(txd, 1833) dff = engineLoadDFF("backpack/mountaingreen.dff", 1833 ) engineReplaceModel(dff, 1833) txd = engineLoadTXD("backpack/mountainblue.txd", 1834 ) engineImportTXD(txd, 1834) dff = engineLoadDFF("backpack/mountainblue.dff", 1834 ) engineReplaceModel(dff, 1834) txd = engineLoadTXD("backpack/mountainred.txd", 1835 ) engineImportTXD(txd, 1835) dff = engineLoadDFF("backpack/mountainred.dff", 1835 ) engineReplaceModel(dff, 1835) txd = engineLoadTXD("backpack/nationz.txd", 1836 ) engineImportTXD(txd, 1836) dff = engineLoadDFF("backpack/nationz.dff", 1836 ) engineReplaceModel(dff, 1836) end); Link to comment
Tekken Posted September 7, 2017 Share Posted September 7, 2017 I didn't mean this code I need to see the one that adds more weapons... Link to comment
Evan Posted September 7, 2017 Author Share Posted September 7, 2017 the survivor system.lua ? the one that i transfer id weapons to id objects ? Link to comment
Evan Posted September 8, 2017 Author Share Posted September 8, 2017 here is it elementWeaponRaplace = {} function weaponReplace ( previousWeaponID, currentWeaponID ) local weapon1 = getElementData(source,"currentweapon_1") if not weapon1 then return end local ammoData1,weapID1 = getWeaponAmmoType(weapon1) local x,y,z = getElementPosition(source) local rx,ry,rz = getElementRotation(source) if currentWeaponID == weapID1 then if elementWeaponRaplace[source] then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end if weapon1 == "M14" then elementWeaponRaplace[source] = createObject(2726,x,y,z) elseif weapon1 == "SVD Camo" then elementWeaponRaplace[source] = createObject(2730,x,y,z) elseif weapon1 == "AS50" then elementWeaponRaplace[source] = createObject(2731,x,y,z) elseif weapon1 == "CZ 550" then elementWeaponRaplace[source] = createObject(2732,x,y,z) elseif weapon1 == "DMR" then elementWeaponRaplace[source] = createObject(2733,x,y,z) elseif weapon1 == "KVSK" then elementWeaponRaplace[source] = createObject(2734,x,y,z) elseif weapon1 == "M24" then elementWeaponRaplace[source] = createObject(2735,x,y,z) elseif weapon1 == "M249 SAW" then elementWeaponRaplace[source] = createObject(2748,x,y,z) elseif weapon1 == "M107" then elementWeaponRaplace[source] = createObject(2737,x,y,z) elseif weapon1 == "M4A03" then elementWeaponRaplace[source] = createObject(2738,x,y,z) elseif weapon1 == "JNG-90" then elementWeaponRaplace[source] = createObject(2729,x,y,z) elseif weapon1 == "M240" then elementWeaponRaplace[source] = createObject(2728,x,y,z) elseif weapon1 == "AK-107" then elementWeaponRaplace[source] = createObject(2725,x,y,z) elseif weapon1 == "AKS" then elementWeaponRaplace[source] = createObject(3000,x,y,z) elseif weapon1 == "G36K" then elementWeaponRaplace[source] = createObject(2708,x,y,z) elseif weapon1 == "M4" then elementWeaponRaplace[source] = createObject(2468,x,y,z) elseif weapon1 == "Lee Enfield" then elementWeaponRaplace[source] = createObject(2562,x,y,z) elseif weapon1 == "FN SCAR" then elementWeaponRaplace[source] = createObject(2644,x,y,z) elseif weapon1 == "MK48" then elementWeaponRaplace[source] = createObject(2571,x,y,z) elseif weapon1 == "Crossbow" then elementWeaponRaplace[source] = createObject(2565,x,y,z) elseif weapon1 == "ACR" then elementWeaponRaplace[source] = createObject(2747,x,y,z) elseif weapon1 == "G36C SD" then elementWeaponRaplace[source] = createObject(2751,x,y,z) elseif weapon1 == "G17" then elementWeaponRaplace[source] = createObject(2749,x,y,z) elseif weapon1 == "M4A1 Holo" then elementWeaponRaplace[source] = createObject(2742,x,y,z) elseif weapon1 == "SA-58V ACOG" then elementWeaponRaplace[source] = createObject(2745,x,y,z) elseif weapon1 == "M9 SD" then elementWeaponRaplace[source] = createObject(2766,x,y,z) elseif weapon1 == "M1911" then elementWeaponRaplace[source] = createObject(2767,x,y,z) end if elementBackpack[source] then attachElementToBone(elementWeaponRaplace[source],source,12,0,0,0,179,90,180) else attachElementToBone(elementWeaponRaplace[source],source,12,0,0,0,179,90,180) end elseif previousWeaponID == weapID1 then detachElementFromBone(elementWeaponRaplace[source]) destroyElement(elementWeaponRaplace[source]) elementWeaponRaplace[source] = false end end addEventHandler ( "onPlayerWeaponSwitch", getRootElement(), weaponReplace ) elementWeaponBack = {} elementWeaponBackM = {} function weaponSwitchBack ( previousWeaponID, currentWeaponID ) local weapon1 = getElementData(source,"currentweapon_1") local weapon2 = getElementData(source,"currentweapon_2") if not weapon1 and not weapon2 then return end local ammoData1,weapID1 = getWeaponAmmoType(weapon1) local ammoData2,weapID2 = getWeaponAmmoType(weapon2) local x,y,z = getElementPosition(source) local rx,ry,rz = getElementRotation(source) if currentWeaponID == weapID2 then setElementData ( source, "selectedWeapon",weapon2) elseif currentWeaponID == weapID1 then setElementData ( source, "selectedWeapon",weapon1) elseif currentWeaponID == weapID3 then setElementData ( source, "selectedWeapon",weapon3) end if getElementData ( source, "usingGrenadeThrower" ) then toggleControl ( source, 'fire', true ) setElementData ( source, "usingGrenadeThrower", false ) end if previousWeaponID == weapID1 then ----------- Destruir Arma Quando Morrer ou Deslogar Sen�o Ela Fica no Ar ------------- if elementWeaponBack[source] then detachElementFromBone(elementWeaponBack[source]) destroyElement(elementWeaponBack[source]) elementWeaponBack[source] = false end if weapon1 == "M14" then elementWeaponBack[source] = createObject(2726,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "SVD Camo" then elementWeaponBack[source] = createObject(2730,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "AS50" then elementWeaponBack[source] = createObject(2731,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "CZ 550" then elementWeaponBack[source] = createObject(2732,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "DMR" then elementWeaponBack[source] = createObject(2733,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "KVSK" then elementWeaponBack[source] = createObject(2734,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M24" then elementWeaponBack[source] = createObject(2735,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M249 SAW" then elementWeaponBack[source] = createObject(2748,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M107" then elementWeaponBack[source] = createObject(2737,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M4A03" then elementWeaponBack[source] = createObject(2738,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "JNG-90" then elementWeaponBack[source] = createObject(2729,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M240" then elementWeaponBack[source] = createObject(2728,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "AK-107" then elementWeaponBack[source] = createObject(2725,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "AKS" then elementWeaponBack[source] = createObject(3000,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "MK48" then elementWeaponBack[source] = createObject(2571,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M4" then elementWeaponBack[source] = createObject(2468,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "Lee Enfield" then elementWeaponBack[source] = createObject(2562,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "G36K" then elementWeaponBack[source] = createObject(2708,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "FN SCAR" then elementWeaponBack[source] = createObject(2644,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "Crossbow" then elementWeaponBack[source] = createObject(2565,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "ACR" then elementWeaponBack[source] = createObject(2747,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "G36C SD" then elementWeaponBack[source] = createObject(2751,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "G17" then elementWeaponBack[source] = createObject(2749,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M4A1 Holo" then elementWeaponBack[source] = createObject(2742,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "SA-58V ACOG" then elementWeaponBack[source] = createObject(2745,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M9 SD" then elementWeaponBack[source] = createObject(2766,x,y,z) setObjectScale(elementWeaponBack[source],0.875) elseif weapon1 == "M1911" then elementWeaponBack[source] = createObject(2767,x,y,z) setObjectScale(elementWeaponBack[source],0.875) else elementWeaponBack[source] = createObject(getWeaponObjectID(weapID1),x,y,z) setObjectScale(elementWeaponBack[source],0.875) end if elementBackpack[source] then attachElementToBone(elementWeaponBack[source],source,3,0.19,-0.31,-0.1,0,270,-90) else attachElementToBone(elementWeaponBack[source],source,3,0.19,-0.11,-0.1,0,270,10) end elseif currentWeaponID == weapID1 then detachElementFromBone(elementWeaponBack[source]) destroyElement(elementWeaponBack[source]) elementWeaponBack[source] = false end end addEventHandler ( "onPlayerWeaponSwitch", getRootElement(), weaponSwitchBack ) Link to comment
Tekken Posted September 9, 2017 Share Posted September 9, 2017 Ok the script I gave you should work it's exactly how I made mine. And I know what is the problem. This time do it like this: addEventHandler("onClientResourceStart", resourceRoot, function() --!!!! APPLY YOUR SKINS HERE FIRST !!!!! --!!!! APPLY YOUR SKINS HERE FIRST !!!!! --!!!! APPLY YOUR SKINS HERE FIRST !!!!! for i = 355, 358 do local tex = engineLoadTXD("alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("alpha.dff", i); engineReplaceModel(mod, i); end engineImportTXD(engineLoadTXD("sniper.txd"), 358); end); Link to comment
Evan Posted September 9, 2017 Author Share Posted September 9, 2017 is that no bugs anymore ? what "apply your skins here" you mean ? this one ? --->? for i = 355, 358 do local tex = engineLoadTXD("armas/alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("armas/alpha.dff", i); engineReplaceModel(mod, i); end engineImportTXD(engineLoadTXD("armas/sniper.txd"), 358); txd = engineLoadTXD("armas/ak107.txd", 2725 ) engineImportTXD(txd, 2725) dff = engineLoadDFF("armas/ak107.dff", 2725 ) engineReplaceModel(dff, 2725) or should i do like this ? addEventHandler("onClientResourceStart", resourceRoot, function() for i = 355, 358 do local tex = engineLoadTXD("armas/alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("armas/alpha.dff", i); engineReplaceModel(mod, i); end engineImportTXD(engineLoadTXD("armas/sniper.txd"), 358); txd = engineLoadTXD("armas/ak107.txd", 2725 ) engineImportTXD(txd, 2725) dff = engineLoadDFF("armas/ak107.dff", 2725 ) engineReplaceModel(dff, 2725) for i = 355, 358 do local tex = engineLoadTXD("alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("alpha.dff", i); engineReplaceModel(mod, i); end engineImportTXD(engineLoadTXD("sniper.txd"), 358); end); or should i put the DFF and TXD in diffrent folders ? Link to comment
Tekken Posted September 10, 2017 Share Posted September 10, 2017 Your weapons models The M4 skin the AK skin and so on. Link to comment
Evan Posted September 10, 2017 Author Share Posted September 10, 2017 so like this ? addEventHandler("onClientResourceStart", resourceRoot, function() txd = engineLoadTXD("armas/beneli.txd", 349 ) engineImportTXD(txd, 349 ) dff = engineLoadDFF("armas/beneli.dff", 349 ) engineReplaceModel(dff, 349 ) txd = engineLoadTXD("armas/fnscar.txd", 2644 ) engineImportTXD(txd, 2644) dff = engineLoadDFF("armas/fnscar.dff", 2644 ) engineReplaceModel(dff, 2644) txd = engineLoadTXD("armas/leeenfield.txd", 2562 ) engineImportTXD(txd, 2562) dff = engineLoadDFF("armas/leeenfield.dff", 2562 ) engineReplaceModel(dff, 2562) for i = 355, 358 do local tex = engineLoadTXD("alpha.txd"); engineImportTXD(tex, i); local mod = engineLoadDFF("alpha.dff", i); engineReplaceModel(mod, i); end engineImportTXD(engineLoadTXD("sniper.txd"), 358); end); i try that i add all but still! the weapon appear sometimes bro i want my sniper has different crosshairs on them like i add VIP weapon and i want to have its own sniper crosshair Link to comment
Evan Posted September 10, 2017 Author Share Posted September 10, 2017 i try that i add all but still! the weapon appear sometimes bro i want my sniper has different crosshairs on them like i add VIP weapon and i want to have its own sniper crosshair Link to comment
Evan Posted September 11, 2017 Author Share Posted September 11, 2017 please help me the problem is still Link to comment
Mr.Loki Posted September 11, 2017 Share Posted September 11, 2017 Try this bindKey ( "aim_weapon", "down", function ( ) -- set the alpha of the gun to 0 when the localPlayer is aiming. if getPedWeapon(localPlayer) ~= 34 then return end -- check if he has a sniper. local wep = getElementData(localPlayer,"currentweapon_1") setElementAlpha( wep, 0 ) iprint("1") end ) bindKey ( "aim_weapon", "up", function ( ) if getPedWeapon(localPlayer) ~= 34 then return end local wep = getElementData(localPlayer,"currentweapon_1") setElementAlpha( wep, 255 ) iprint("2") end ) Link to comment
Evan Posted September 12, 2017 Author Share Posted September 12, 2017 where do i add ? did it is serverside or client side ? Link to comment
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