[YARDIM] FPS Modu Yön Değişimi Engelleme

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Çevrimdışı akrep1905

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: 06 Mayıs 2018, 12:37:45
Arkadaşlar fps modunda uçak veya araba da q e yaptımı kafasını çeviriyo.Ben bunu engellemek istiyorum.Uçak sürerken q e yaparken sadece rudder yönünü çevirsin uçağın kafası dönmesin adamı.Mümkün mü?
« Son Düzenleme: 06 Mayıs 2018, 19:59:31 Gönderen: Narkoz »
 


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[YARDIM] FPS Modu Yön Değişimi Engelleme
« : 06 Mayıs 2018, 12:37:45 »

Çevrimdışı Mahlukat

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Yanıtla #1 : 06 Mayıs 2018, 13:15:30
firstperson.lua
Kod
local root = getRootElement()
local localPlayer = getLocalPlayer()
local PI = math.pi

local isEnabled = false
local wasInVehicle = isPedInVehicle(localPlayer)

local mouseSensitivity = 0.2
local rotX, rotY = 0,0
local mouseFrameDelay = 0
local idleTime = 2500
local fadeBack = false
local fadeBackFrames = 50
local executeCounter = 0
local recentlyMoved = false
local Xdiff,Ydiff
local radar = true

function toggleCockpitView ()
if (not isEnabled) then
isEnabled = true
addEventHandler ("onClientPreRender", root, updateCamera)
addEventHandler ("onClientCursorMove",root, freecamMouse)
radar = false
else --reset view
isEnabled = false
setCameraTarget (localPlayer, localPlayer)
removeEventHandler ("onClientPreRender", root, updateCamera)
removeEventHandler ("onClientCursorMove", root, freecamMouse)
radar = true
end
end
addCommandHandler("fp", toggleCockpitView)


function updateCamera ()
    if (isEnabled) then
    local nowTick = getTickCount()
if wasInVehicle and recentlyMoved and not fadeBack and startTick and nowTick - startTick > idleTime then
    recentlyMoved = false
    fadeBack = true
if rotX > 0 then
    Xdiff = rotX / fadeBackFrames
elseif rotX < 0 then
    Xdiff = rotX / -fadeBackFrames
end
if rotY > 0 then
    Ydiff = rotY / fadeBackFrames
elseif rotY < 0 then
    Ydiff = rotY / -fadeBackFrames
end
end

if fadeBack then
   
        executeCounter = executeCounter + 1

        if rotX > 0 then
        rotX = rotX - Xdiff
    elseif rotX < 0 then
        rotX = rotX + Xdiff
    end

    if rotY > 0 then
        rotY = rotY - Ydiff
    elseif rotY < 0 then
        rotY = rotY + Ydiff
    end

    if executeCounter >= fadeBackFrames then
        fadeBack = false
executeCounter = 0
    end

end

        local camPosXr, camPosYr, camPosZr = getPedBonePosition (localPlayer, 6)
        local camPosXl, camPosYl, camPosZl = getPedBonePosition (localPlayer, 7)
        local camPosX, camPosY, camPosZ = (camPosXr + camPosXl) / 2, (camPosYr + camPosYl) / 2, (camPosZr + camPosZl) / 2
        local roll = 0
       
        inVehicle = isPedInVehicle(localPlayer)
       
-- note the vehicle rotation
        if inVehicle then
    local rx,ry,rz = getElementRotation(getPedOccupiedVehicle(localPlayer))
           
    roll = -ry
    if rx > 90 and rx < 270 then
    roll = ry - 180
    end
           
            if not wasInVehicle then
                rotX = rotX + math.rad(rz) --prevent camera from rotation when entering a vehicle
                if rotY > -PI/15 then --force camera down if needed
                    rotY = -PI/15
                end
            end
           
    cameraAngleX = rotX - math.rad(rz)
    cameraAngleY = rotY + math.rad(rx)
            if getVehicleType(getPedOccupiedVehicle(localPlayer)) ~= "Plane" then
if getControlState("vehicle_look_behind") or ( getControlState("vehicle_look_right") and getControlState("vehicle_look_left") ) then
cameraAngleX = cameraAngleX + math.rad(180)
--cameraAngleY = cameraAngleY + math.rad(180)
elseif getControlState("vehicle_look_left") then
cameraAngleX = cameraAngleX - math.rad(90)
--roll = rx doesn't work out well
elseif getControlState("vehicle_look_right") then
cameraAngleX = cameraAngleX + math.rad(90) 
--roll = -rx
end
end
        else
            local rx, ry, rz = getElementRotation(localPlayer)

            if wasInVehicle then
                rotX = rotX - math.rad(rz) --prevent camera from rotating when exiting a vehicle
            end
            cameraAngleX = rotX
            cameraAngleY = rotY
        end
       
        wasInVehicle = inVehicle

        --Taken from the freecam resource made by eAi
       
        -- work out an angle in radians based on the number of pixels the cursor has moved (ever)
       
        local freeModeAngleZ = math.sin(cameraAngleY)
        local freeModeAngleY = math.cos(cameraAngleY) * math.cos(cameraAngleX)
        local freeModeAngleX = math.cos(cameraAngleY) * math.sin(cameraAngleX)

        -- calculate a target based on the current position and an offset based on the angle
        local camTargetX = camPosX + freeModeAngleX * 100
        local camTargetY = camPosY + freeModeAngleY * 100
        local camTargetZ = camPosZ + freeModeAngleZ * 100

        -- Work out the distance between the target and the camera (should be 100 units)
        local camAngleX = camPosX - camTargetX
        local camAngleY = camPosY - camTargetY
        local camAngleZ = 0 -- we ignore this otherwise our vertical angle affects how fast you can strafe

        -- Calulcate the length of the vector
        local angleLength = math.sqrt(camAngleX*camAngleX+camAngleY*camAngleY+camAngleZ*camAngleZ)

        -- Normalize the vector, ignoring the Z axis, as the camera is stuck to the XY plane (it can't roll)
        local camNormalizedAngleX = camAngleX / angleLength
        local camNormalizedAngleY = camAngleY / angleLength
        local camNormalizedAngleZ = 0

        -- We use this as our rotation vector
        local normalAngleX = 0
        local normalAngleY = 0
        local normalAngleZ = 1

        -- Perform a cross product with the rotation vector and the normalzied angle
        local normalX = (camNormalizedAngleY * normalAngleZ - camNormalizedAngleZ * normalAngleY)
        local normalY = (camNormalizedAngleZ * normalAngleX - camNormalizedAngleX * normalAngleZ)
        local normalZ = (camNormalizedAngleX * normalAngleY - camNormalizedAngleY * normalAngleX)

        -- Update the target based on the new camera position (again, otherwise the camera kind of sways as the target is out by a frame)
        camTargetX = camPosX + freeModeAngleX * 100
        camTargetY = camPosY + freeModeAngleY * 100
        camTargetZ = camPosZ + freeModeAngleZ * 100

        -- Set the new camera position and target
        setCameraMatrix (camPosX, camPosY, camPosZ, camTargetX, camTargetY, camTargetZ, roll)
    end
end

function freecamMouse (cX,cY,aX,aY)
if isCursorShowing() or isMTAWindowActive() then
mouseFrameDelay = 5
return
elseif mouseFrameDelay > 0 then
mouseFrameDelay = mouseFrameDelay - 1
return
end
startTick = getTickCount()
recentlyMoved = true
if fadeBack then
    fadeBack = false
executeCounter = 0
end
    local width, height = guiGetScreenSize()
    aX = aX - width / 2
    aY = aY - height / 2

    rotX = rotX + aX * mouseSensitivity * 0.01745
    rotY = rotY - aY * mouseSensitivity * 0.01745

    local pRotX, pRotY, pRotZ = getElementRotation (localPlayer)
    pRotZ = math.rad(pRotZ)
   
if rotX > PI then
rotX = rotX - 2 * PI
elseif rotX < -PI then
rotX = rotX + 2 * PI
end

if rotY > PI then
rotY = rotY - 2 * PI
elseif rotY < -PI then
rotY = rotY + 2 * PI
end
    if isPedInVehicle(localPlayer) then
        if rotY < -PI / 4 then
            rotY = -PI / 4
        elseif rotY > -PI/15 then
            rotY = -PI/15
        end
    else
        if rotY < -PI / 4 then
            rotY = -PI / 4
        elseif rotY > PI / 2.1 then
            rotY = PI / 2.1
        end
    end
end

--[[
local boneNumbers = {1,2,3,4,5,6,7,8,21,22,23,24,25,26,31,32,33,34,35,36,41,42,43,44,51,52,53,54}
local boneColors = {}
for _,i in ipairs(boneNumbers) do
 boneColors[i] = tocolor(math.random(0,255),math.random(0,255),math.random(0,255),255)
end
addEventHandler ("onClientRender", getRootElement(),
 function ()
  for _,i in ipairs(boneNumbers) do
   local x,y = getScreenFromWorldPosition(getPedBonePosition(getLocalPlayer(),i))
   if x then
    dxDrawText(tostring(i),x,y,"center","center",boneColors[i])
   end
  end
 end
)
]]--

function toggleRadar()
radar = not radar
showPlayerHudComponent("radar", radar)
end
addCommandHandler( "toggleradar", toggleRadar)

Sadece uçak tipli araçlarda kafa çevirmicek şekilde ayarladım. Tüm araç tiplerinde çevirmemesini istiyorsan söyleyebilrisin
Linki görebilmek için Kayıt olun yada Giriş yapın.
 


Çevrimdışı akrep1905

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Yanıtla #2 : 06 Mayıs 2018, 14:08:06
Çok teşekkürler hocam allah razı olsun.