[YARDIM] TCT Sorunu

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Çevrimdışı swat1

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: 26 Temmuz 2018, 20:57:50
Merhabalar, TCT varken sol tarafa console yazısı ve rakamlar geliyor gelmemesi için ne yapabilirim?
« Son Düzenleme: 30 Temmuz 2018, 17:48:27 Gönderen: Narkoz »
 


MTASATURK

[YARDIM] TCT Sorunu
« : 26 Temmuz 2018, 20:57:50 »

Çevrimdışı CastiaL

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Yanıtla #1 : 06 Ağustos 2018, 14:09:54
wbo_cl_build.lua yı aç
içindeki bütün kodları silip bununla değiştir
dediğin kısmı sildim

Kod: lua
g_entityOffset = { 
x = 0, y = 3, z = -1,
rotx = 0, roty = 0, rotz = 0,

checkSum = 0,

calcPosition = function ( )
return getElementPositionByOffset ( localPlayer, g_entityOffset.x, g_entityOffset.y, g_entityOffset.z )
end,
calcRotation = function ( )
return g_entityOffset.rotx, g_entityOffset.roty, getPedRotation ( localPlayer ) + g_entityOffset.rotz
end,
reset = function ( )
g_entityOffset.x, g_entityOffset.y, g_entityOffset.z, g_entityOffset.rotx, g_entityOffset.roty, g_entityOffset.rotz = 0, 3, -1, 0, 0, 0

if Tool.entity then
attachElements ( Tool.entity, localPlayer, g_entityOffset.x, g_entityOffset.y, g_entityOffset.z, g_entityOffset.rotx, g_entityOffset.roty, g_entityOffset.rotz )
end
end
}

editorSettings = {
key_forward = "num_8",
key_backward = "num_2",
key_left = "num_4",
key_right = "num_6",
key_up = "num_add",
key_down = "num_sub",
key_place = "num_5",
key_accept = "num_3",
key_cancel = "num_dec",
key_align = "z"
}

local lastCheck = getTickCount ( )

addEventHandler ( "onClientKey", root,
function ( button, press )
if press ~= true then return end

if Tool.entity then
if button == editorSettings.key_place then
if getTickCount ( ) - lastCheck < 800 then
outputChatBox ( "TCT: You must wait for one second" )

return
end

getSelectedTool ( ):call ( "onPlace", Tool.entity )

if not getSettingByID ( "s_saveOffs" ):getData ( ) then
g_entityOffset.reset ( )
end

lastCheck = getTickCount ( )
elseif button == editorSettings.key_cancel then
setSelectedTool ( getToolFromName ( "Default" ) )

for gridlist, _ in pairs ( bindedGridLists ) do
guiGridListSetSelectedItem ( gridlist, -1, 0 )
end

guiGridListSetSelectedItem ( editorForm.toolsList, -1, 0 )
elseif button == editorSettings.key_align then
if isPedInVehicle ( localPlayer ) then
return
end

setPedRotation ( localPlayer, getRotateValue ( getPedRotation ( localPlayer ) ) )
end
elseif button == editorSettings.key_accept then
local target = getPedTarget ( localPlayer )
if target then
getSelectedTool ( ):call ( "onAccept", target )
end
end
end
)

addEventHandler ( "onClientPreRender", root,
function ( )
if isElement ( Tool.entity ) then
local elementType = getElementType ( Tool.entity )
local elementModel = getElementModel ( Tool.entity )
 
local x1, y1, z1 = getElementPosition ( Tool.entity )

--X
dxDrawLine3D ( x1 - 10, y1, z1, x1 + 10, y1, z1, color.red, 2 )
dxDrawLine3D ( x1 + 1, y1 - 0.2, z1, x1 + 1, y1 + 0.2, z1, color.red, 2 )
dxDrawLine3D ( x1 + 2, y1 - 0.2, z1, x1 + 2, y1 + 0.2, z1, color.red, 2 )
dxDrawLine3D ( x1 - 1, y1 - 0.2, z1, x1 - 1, y1 +  0.2, z1, color.red, 2 )
dxDrawLine3D ( x1 - 2, y1 - 0.2, z1, x1 - 2, y1 + 0.2, z1, color.red, 2 )
--Y
dxDrawLine3D ( x1, y1 - 10, z1, x1, y1 + 10, z1, color.green, 2 )
dxDrawLine3D ( x1 - 0.2, y1 + 1, z1, x1 + 0.2, y1 + 1, z1, color.green, 2 )
dxDrawLine3D ( x1 - 0.2, y1 + 2, z1, x1 + 0.2, y1 + 2, z1, color.green, 2 )
dxDrawLine3D ( x1 - 0.2, y1 - 1, z1, x1 + 0.2, y1 - 1, z1, color.green, 2 )
--Z
dxDrawLine3D ( x1, y1, z1 - 10, x1, y1, z1 + 10, color.blue, 2 )
dxDrawLine3D ( x1 - 0.2, y1, z1 + 1, x1 + 0.2, y1, z1 + 1, color.blue, 2 )
dxDrawLine3D ( x1 - 0.2, y1, z1 + 2, x1 + 0.2, y1, z1 + 2, color.blue, 2 )
dxDrawLine3D ( x1 - 0.2, y1, z1 - 1, x1 + 0.2, y1, z1 - 1, color.blue, 2 )
 
local step = math.clamp ( getSettingByID ( "s_step" ):getData ( ), -100, 100 )
 
if step then
local altState = getKeyState ( "lalt" ) or getKeyState ( "ralt" )
   
if getKeyState ( editorSettings.key_up ) then --Z
if altState then
g_entityOffset.rotz = g_entityOffset.rotz + ( step * 4 )
else
g_entityOffset.z = g_entityOffset.z + step
end
elseif getKeyState ( editorSettings.key_down ) then
if altState then
g_entityOffset.rotz = g_entityOffset.rotz - ( step * 4 )
else
g_entityOffset.z = g_entityOffset.z - step
end
elseif getKeyState ( editorSettings.key_forward ) then --Y
if altState then
g_entityOffset.roty = g_entityOffset.roty + ( step * 4 )
else
g_entityOffset.y = g_entityOffset.y + step
end
elseif getKeyState ( editorSettings.key_backward ) then
if altState then
g_entityOffset.roty = g_entityOffset.roty - ( step * 4 )
else
g_entityOffset.y = g_entityOffset.y - step
end
elseif getKeyState ( editorSettings.key_right ) then --X
if altState then
g_entityOffset.rotx = g_entityOffset.rotx + ( step * 4 )
else
g_entityOffset.x = g_entityOffset.x + step
end
elseif getKeyState ( editorSettings.key_left ) then
if altState then
g_entityOffset.rotx = g_entityOffset.rotx - ( step * 4 )
else
g_entityOffset.x = g_entityOffset.x - step
end
end

local checkSum = g_entityOffset.x + g_entityOffset.y + g_entityOffset.z +
g_entityOffset.rotx + g_entityOffset.roty + g_entityOffset.rotz

if checkSum ~= g_entityOffset.checkSum then
attachElements ( Tool.entity, localPlayer,
g_entityOffset.x, g_entityOffset.y, g_entityOffset.z,
g_entityOffset.rotx, g_entityOffset.roty, g_entityOffset.rotz )

g_entityOffset.checkSum = checkSum
end
end
 
--Rotation info
dxDrawText(
math.floor ( g_entityOffset.rotx ) .. " / " ..
math.floor ( g_entityOffset.roty ) .. " / " ..
math.floor ( g_entityOffset.rotz ) , 0.02 * sw, 0.96 * sh, sw, sh, color.white, 1.5, "default-bold" )
else
 
--Target info
local target = getPedTarget ( localPlayer ) or getPedWorldTarget ( localPlayer )
 
if target then
local owner, model = "World", target

if isElement ( target ) then
owner, model = getElementData ( target, "owner" ) or "Console", getElementModel ( target ) or ""
else
return
end

end
end
end
)

function setEditorTarget ( element )
if isElement ( Tool.entity ) then
if isElementLocal ( Tool.entity ) then
destroyElement ( Tool.entity )
else
detachElements ( Tool.entity )
end

Tool.entity = nil
end

if not getSettingByID ( "s_saveOffs" ):getData ( ) then
g_entityOffset.reset ( )
end

if isElement ( element ) then
local dimension = getElementDimension ( localPlayer )
setElementDimension ( element, dimension )

local interior = getElementInterior ( localPlayer )
setElementInterior ( element, interior )

attachElements ( element, localPlayer,
g_entityOffset.x, g_entityOffset.y, g_entityOffset.z,
g_entityOffset.rotx, g_entityOffset.roty, g_entityOffset.rotz )
Tool.entity = element
 
return true
end

return false
end

function createEntity ( model, x, y, z, rotx, roty, rotz )
if model >= 0 and model <= 312 then
return createPed ( model, x, y, z, rotz )
elseif model >= 400 and model <= 611 then
return createVehicle ( model, x, y, z, rotx, roty, rotz )
else
return createObject ( model, x, y, z, rotx, roty, rotz )
end
end