Wysłany: 2015-07-14, 21:15
Given
Wiek: 31 Na forum: 4158 dni Posty: 31
Nick w MP: Given
Piwa : 1
Witam mam problem poniewasz u?ywam tego kodu:
clinent
Kod:
local cFunc = {}
local cSetting = {}
cSetting["shots"] = {}
cSetting["shot_calcs"] = {}
local last_shot = 1
-- FUNCTIONS --
cFunc["render_shots"] = function()
for index, tbl in pairs(cSetting["shots"]) do
dxDrawFuckedLine3D(tbl[1], tbl[2], tbl[3], tbl[4], tbl[5], tbl[6], tocolor(0, 255, 0))
end
end
cFunc["draw_shot"] = function(x1, y1, z1, x2, y2, z2)
table.insert(cSetting["shots"], last_shot, {x1, y1, z1, x2, y2, z2})
-- SHOT CALCULATING
local lastx, lasty, lastz = x1, y1, z1
local dis = getDistanceBetweenPoints3D(x1, y1, z1, x2, y2, z2)
cSetting["shot_calcs"][last_shot] = {}
for i = 1, dis, 0.5 do
-- cSetting["shot_calcs"][i] = nx, ny, nz
-- cSetting["shot_calcs"][last_shot][i] =
end
last_shot = last_shot+1
end
cFunc["shot_weapon"] = function(hitX, hitY, hitZ, x, y, z)
playSound3D("data/Fire.wav", x, y, z)
local s = playSound3D("data/Fire.wav", hitX, hitY, hitZ)
setSoundMaxDistance(s, 50)
for i = 1, 5, 1 do
fxAddPunchImpact(hitX, hitY, hitZ, 0, 0, 0)
fxAddSparks(hitX, hitY, hitZ, 0, 0, 0, 8, 1, 0, 0, 0, true, 3, 1)
end
cFunc["draw_shot"](x, y, z, hitX, hitY, hitZ)
fxAddPunchImpact(x, y, z, 0, 0, -3)
end
cFunc["wait_shot"] = function()
toggleControl("fire", false)
setTimer(function()
toggleControl("fire", true)
end, 350, 1)
end
cFunc["shot_check"] = function(wp, _, _, hitX, hitY, hitZ, element, startX, startY, startZ)
if(wp == 24) then
cFunc["shot_weapon"](hitX, hitY, hitZ, startX, startY, startZ)
if(source == localPlayer) then
cFunc["wait_shot"]()
end
end
end
dxDrawFuckedLine3D = function(x1, y1, z1, x2, y2, z2, color)
local dis = getDistanceBetweenPoints3D(x1, y1, z1, x2, y2, z2)
local lastx, lasty, lastz = x1, y1, z1
--for i = 1, dis, 3 do
-- dxDrawLine3D(x1, y1, z1, x2, y2, z2)
--end
end
cFunc["anim_check"] = function(_, wep, bodypart)
if(wep == 24) and (bodypart == 9) then
setPedAnimation(source, "ped", "KO_shot_face", 10000, false, true, false)
elseif(wep == 24) and (bodypart == 8) then
setPedAnimation(source, "CRACK", "crckdeth2", 10000, false, true, false)
elseif(wep == 24) and (bodypart == 7) then
setPedAnimation(source, "CRACK", "crckdeth2", 10000, false, true, false)
elseif(wep == 24) and (bodypart == 6) then
setPedAnimation(source, "CRACK", "crckdeth2", 10000, false, true, false)
elseif(wep == 24) and (bodypart == 5) then
setPedAnimation(source, "CRACK", "crckdeth2", 10000, false, true, false)
elseif(wep == 24) and (bodypart == 4) then
setPedAnimation(source, "CRACK", "crckdeth3", 10000, false, true, false)
elseif(wep == 24) and (bodypart == 3) then
setPedAnimation(source, "ped", "KO_shot_stom", 10000, false, true, false)
elseif(wep == 24) and (bodypart == 2) then
setPedAnimation(source, "CRACK", "crckdeth2", 10000, false, true, false)
elseif(wep == 24) and (bodypart == 1) then
setPedAnimation(source, "CRACK", "crckdeth2", 10000, false, true, false)
end
end
-- EVENT HANDLER --
addEventHandler("onClientPlayerWeaponFire", getRootElement(), cFunc["shot_check"])
addEventHandler("onClientRender", getRootElement(), cFunc["render_shots"])
addEventHandler("onClientPedDamage", getRootElement(),cFunc["anim_check"])
addEventHandler("onClientPlayerDamage", getRootElement(),cFunc["anim_check"])
i mam problem poniewasz niby jest anim jak kogos strzele ze le?y ale jak kto? naci?nie ENTER to moze sobie dalej biegac czy mo?na to jako? zatrzyma? ?
np
freeze 1 min ?
Bardzo prosze o pomoc je?eli kto? by umia? dorobi? do tego kodu te freeze na 1 min to bym by? bardzo wdzi?czny i dam
Wysłany: 2015-07-14, 21:46
jg2aviva1
Rusek :D
Wiek: 25 Na forum: 4134 dni Posty: 445
Nick w MP: _Wolfenstei[N]^.^
Piwa : 1033
Wysłany: 2015-07-14, 21:53
Maximerr
Programmer PHP, LUA
Wiek: 25 Na forum: 4427 dni Posty: 548
Piwa : 1051
Given , da si? tak.
-> Zamra?anie gracza.
-> Ustawianie czasu do kiedy ma by? zamro?ony.
Więcej informacji znajdziesz w Wikipedii MTA: setTimer
Wysłany: 2015-07-14, 21:56
Given
Wiek: 31 Na forum: 4158 dni Posty: 31
Nick w MP: Given
Piwa : 1
Dobrze sprubuje to zrobi? i dam zna? czy sie uda?o
[ Dodano : 2015-07-14, 22:09 ]
Niestety nie dzia?a podmieni?em zamias amin dalem takie cos:
Kod: cFunc["shot_check"] = function(wp, _, _, hitX, hitY, hitZ, element, startX, startY, startZ)
if(wp == 24) then
cFunc["shot_weapon"](hitX, hitY, hitZ, startX, startY, startZ)
if(source == localPlayer) then
cFunc["wait_shot"]()
end
end
end
dxDrawFuckedLine3D = function(x1, y1, z1, x2, y2, z2, color)
local dis = getDistanceBetweenPoints3D(x1, y1, z1, x2, y2, z2)
local lastx, lasty, lastz = x1, y1, z1
--for i = 1, dis, 3 do
-- dxDrawLine3D(x1, y1, z1, x2, y2, z2)
--end
end
function toggleFreezeStatus ( thePlayer )
if getPedOccupiedVehicle ( thePlayer ) then
local playerVehicle = getPlayerOccupiedVehicle ( thePlayer )
local currentFreezeStatus = isElementFrozen ( playerVehicle )
local newFreezeStatus = not currentFreezeStatus
setElementFrozen ( playerVehicle, newFreezeStatus )
setTimer ( Freeze, 60000, 0)
end
end
-- EVENT HANDLER --
addEventHandler("onClientPlayerWeaponFire", getRootElement(), cFunc["shot_check"])
addEventHandler("onClientRender", getRootElement(), cFunc["render_shots"])
addEventHandler("onClientPedDamage", getRootElement(),cFunc["anim_check"])
addEventHandler("onClientPlayerDamage", getRootElement(),cFunc["anim_check"])
Pewnie jak zawsze co? w tym jest z?ego kto? by mi w tym pom?g? ? bo naprawde potrzebne mi to jest
[ Dodano : 2015-07-15, 09:27 ]
A mo?e poprostu by kto? wiedzia? jak zablokowa? enter ?
Wysłany: 2015-07-18, 19:53
_Haze
Peace Yo!
Wiek: 24 Na forum: 4185 dni Posty: 1648
Nick w MP: Haze
Piwa : 2628
jak chcesz zablokowa? enter to daj unbinda
Tagi: anim
Anonymous
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