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--31Check--modified for my shooter map "Tegel Airport"--Shooter Script--cLP = getLocalPlayer()screenWidth, screenHeight = guiGetScreenSize()function cRStest() setTimer(resourcesCheck, 1000, 1)endsetTimer(cRStest, 3500, 1)function resourcesCheck() if check=="done" then return else setRadioChannel(0) setTimer(cbinds, 1000, 1) textToggle=0 check="done" endendfunction checkmeeeeh()outputChatBox("#ff6666[INFO]: #ffffff Spawnkill protection enabled!", 255, 0, 0, true)endaddEventHandler("onClientResourceStart", getRootElement(), checkmeeeeh)function cRS() if check=="done" then return else setRadioChannel(0) setTimer(cbinds, 3333, 1) textToggle=0 check="done" endendfunction markers(player) if isPedInVehicle(player) then local vehicle = getPedOccupiedVehicle(player) fixVehicle(vehicle) endendaddEventHandler("onClientMarkerHit", getResourceRootElement(getThisResource()), markers)function cbinds() local keys1 = getBoundKeys("vehicle_fire") local keys2 = getBoundKeys("vehicle_secondary_fire") if keys1 then for keyName, state in pairs(keys1) do bindKey(keyName, "down", cdoshoot) end bindKey("F", "down", cdoshoot) cbindsText = "- Press F or the button you use to fire to shoot rockets!\n- Press M to toggle music on/off!\n- Press SHIFT to jump, if enabled!\n- You can shoot once every 3 seconds.\n- good luck and have fun! ~31Check" end if keys2 then for keyName, state in pairs(keys2) do bindKey(keyName, "down", cdoshoot) end end if (not keys1) and (not keys2) then bindKey("F", "down", cdoshoot) bindKey("lctrl", "down", cdoshoot) bindKey("rctrl", "down", cdoshoot) cbindsText = "- Press F or CTRL to shoot rockets!\n- You can shoot once every 3 seconds." end theVehicle = getPedOccupiedVehicle(cLP) allowShoots() bindKey("Z", "down", toggleText) outputChatBox ("", 27, 89, 224, true) outputChatBox("#FF8800 Press Z for help!", 255, 255, 255, true) outputChatBox("#ff6666[INFO]: #ffffff Spawnkill protection disabled!", 255, 0, 0, true)endfunction toggleText() if textToggle==0 then addEventHandler("onClientRender", getRootElement(), bindsText) textToggle=1 elseif textToggle==1 then removeEventHandler("onClientRender", getRootElement(), bindsText) textToggle=0 endendfunction allowShoots() bindTrigger = 1endfunction cdoshoot() if bindTrigger == 1 then if isPlayerDead(cLP) then bindTrigger = 0 local x,y,z = getElementPosition(theVehicle) local rX,rY,rZ = getElementRotation(theVehicle) local x = x+4*math.cos(math.rad(rZ+90)) local y = y+4*math.sin(math.rad(rZ+90)) createProjectile(theVehicle, 19, x, y, z, 1.0, nil) setTimer(allowShoots, 3000, 1) end endendfunction bindsText() dxDrawText(cbindsText, screenWidth/15, screenHeight/2.5, screenWidth, screenHeight, tocolor(0, 180, 120, 250), 0.75, "bankgothic")end
Ölülerin ateş etmesi biraz saçma. Çünkü ölü oyuncu bir arabada olmaz, ateş etmesi biraz saçmaya kaçıyor. Ufak bi düzenlemede bulundum, emin değilim.
DD'de öldükten sonra başka bir haritada ölenlerle shooter oynanıyor.