@meimeiriver @Cyron43 I understand you gentlemen)
I agree that programming is not an easy thing. I used to work for QSP (Maybe you know what it is) until I realized that I have this little and I want more opportunities. I switched to C# and I realized that real programming is not easy. So I will study fundamental knowledge.
And sorry for the previous message. I snapped a little.(
Posts made by CaTBaT
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RE: problems with the script
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RE: problems with the script
Sorry, but I write here to at least be something to learn and understand what mistakes I make. And not listen to " Buy a textbook, do nothing, delete MVS"
I'm downloading other scripts to see how their people were doing. Yes, I agree-you need to know basic knowledge! But I do not think that I have from basic knowledge to reduce questions about scripting for GTA V.The only normal site where at least something can be learned and then sent far away.
Zabante me here then fuck, what would I no longer had the desire or something to write here hoping to see the answer, not humiliation!And I'm not stupid enough not to set the interval.
(Didn't want to offend anyone, if offended - sorry)
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RE: problems with the script
@meimeiriver
About Reset / Break, I do not think that much loads mod... There is also worth checking...Guard_1_FBank_1; - this is the first guard in the first Bank)
About the job to load the game - fixed now.
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RE: problems with the script
@meimeiriver This is all that is in Tick
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RE: problems with the script
public void OnTick(object sender, EventArgs e)
{
Reset_Bank();
BreakBank();
if (modMenuPool != null)
modMenuPool.ProcessMenus();if (Game_Start == true) { Lester_house = World.CreatePed(new Model(-1248528957), new Vector3(1272.353f, -1711.861f, 54.7f), 271.656f); Guard_1_FBank_1 = World.CreatePed(new Model(-681004504), new Vector3(1180.396f, 2709.935f, 38f), 180.239f); Guard_1_FBank_1.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_1_FBank_1.Armor = 100; Guard_2_FBank_1 = World.CreatePed(new Model(-681004504), new Vector3(1173.260f, 2704.185f, 38f), 356.066f); Guard_2_FBank_1.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_2_FBank_1.Armor = 100; Guard_3_FBank_1 = World.CreatePed(new Model(-681004504), new Vector3(1177.050f, 2702.860f, 38f), 180.184f); Guard_3_FBank_1.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_3_FBank_1.Armor = 100; Guard_1_FBank_2 = World.CreatePed(new Model(-681004504), new Vector3(149.2173f, -1036.219f, 29.3f), 343.350f); Guard_1_FBank_2.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_1_FBank_2.Armor = 100; Guard_2_FBank_2 = World.CreatePed(new Model(-681004504), new Vector3(152.821f, -1037.478f, 29.3f), 339f); Guard_2_FBank_2.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_2_FBank_2.Armor = 100; Guard_3_FBank_2 = World.CreatePed(new Model(-681004504), new Vector3(145.361f, -1037.043f, 29.3f), 227.598f); Guard_3_FBank_2.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_3_FBank_2.Armor = 100; Guard_4_FBank_2 = World.CreatePed(new Model(-681004504), new Vector3(143.938f, -1042.183f, 29.3f), 337.626f); Guard_4_FBank_2.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_4_FBank_2.Armor = 100; Guard_1_FBank_3 = World.CreatePed(new Model(-681004504), new Vector3(317.262f, -276.123f, 53.5f), 340.891f); Guard_1_FBank_3.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_1_FBank_3.Armor = 100; Guard_2_FBank_3 = World.CreatePed(new Model(-681004504), new Vector3(313.604f, -274.829f, 53.5f), 340.891f); Guard_2_FBank_3.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_2_FBank_3.Armor = 100; Guard_3_FBank_3 = World.CreatePed(new Model(-681004504), new Vector3(316.755f, -277.340f, 53.5f), 161.106f); Guard_3_FBank_3.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_3_FBank_3.Armor = 100; Guard_4_FBank_3 = World.CreatePed(new Model(-681004504), new Vector3(309.629f, -275.522f, 53.6f), 204.583f); Guard_4_FBank_3.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_4_FBank_3.Armor = 100; Guard_5_FBank_3 = World.CreatePed(new Model(-681004504), new Vector3(307.874f, -281.285f, 54.1f), 332.176f); Guard_5_FBank_3.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_5_FBank_3.Armor = 100; Guard_1_FBank_4 = World.CreatePed(new Model(-681004504), new Vector3(-348.434f, -50.491f, 49f), 39.158f); Guard_1_FBank_4.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_1_FBank_4.Armor = 100; Guard_2_FBank_4 = World.CreatePed(new Model(-681004504), new Vector3(-351.541f, -45.554f, 49f), 340.303f); Guard_2_FBank_4.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_2_FBank_4.Armor = 100; Guard_3_FBank_4 = World.CreatePed(new Model(-681004504), new Vector3(-348.157f, -46.790f, 49f), 345.439f); Guard_3_FBank_4.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_3_FBank_4.Armor = 100; Guard_4_FBank_4 = World.CreatePed(new Model(-681004504), new Vector3(-356.821f, -50.845f, 49f), 338.880f); Guard_4_FBank_4.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_4_FBank_4.Armor = 100; Guard_1_FBank_5 = World.CreatePed(new Model(-681004504), new Vector3(-1200.889f, -338.232f, 38f), 296.456f); Guard_1_FBank_5.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_1_FBank_5.Armor = 100; Guard_2_FBank_5 = World.CreatePed(new Model(-681004504), new Vector3(-1213.272f, -324.790f, 37.5f), 26.113f); Guard_2_FBank_5.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_2_FBank_5.Armor = 100; Guard_3_FBank_5 = World.CreatePed(new Model(-681004504), new Vector3(-1217.196f, -326.748f, 37.6f), 28.302f); Guard_3_FBank_5.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_3_FBank_5.Armor = 100; Guard_4_FBank_5 = World.CreatePed(new Model(-681004504), new Vector3(-1210.193f, -329.307f, 37.5f), 60.580f); Guard_4_FBank_5.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_4_FBank_5.Armor = 100; Guard_5_FBank_5 = World.CreatePed(new Model(-681004504), new Vector3(-1218.618f, -331.537f, 37.5f), 258.531f); Guard_5_FBank_5.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_5_FBank_5.Armor = 100; Guard_6_FBank_5 = World.CreatePed(new Model(-681004504), new Vector3(-1215.956f, -335.951f, 37.5f), 26.263f); Guard_6_FBank_5.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_6_FBank_5.Armor = 100; Guard_1_FBank_6 = World.CreatePed(new Model(-681004504), new Vector3(-2959.483f, 477.623f, 15f), 78.392f); Guard_1_FBank_6.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_1_FBank_6.Armor = 100; Guard_2_FBank_6 = World.CreatePed(new Model(-681004504), new Vector3(-2964.647f, 477.548f, 15f), 307.220f); Guard_2_FBank_6.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_2_FBank_6.Armor = 100; Guard_3_FBank_6 = World.CreatePed(new Model(-681004504), new Vector3(-2962.485f, 485.734f, 15f), 141.384f); Guard_3_FBank_6.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_3_FBank_6.Armor = 100; Guard_4_FBank_6 = World.CreatePed(new Model(-681004504), new Vector3(-2964.963f, 484.798f, 15f), 271.7f); Guard_4_FBank_6.Weapons.Give(WeaponHash.Pistol, 9999, true, true); Guard_4_FBank_6.Armor = 100; Guard_5_FBank_6 = World.CreatePed(new Model(-681004504), new Vector3(-2967.635f, 480.277f, 15f), 84.126f); Guard_5_FBank_6.Weapons.Give(WeaponHash.PumpShotgun, 9999, true, true); Guard_5_FBank_6.Armor = 100; PedGroup Group_1 = Guard_1_FBank_1.CurrentPedGroup; Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_2_FBank_1, Group_1); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_3_FBank_1, Group_1); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_1_FBank_1, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_2_FBank_1, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_3_FBank_1, 100); PedGroup Group_2 = Guard_1_FBank_2.CurrentPedGroup; Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_2_FBank_2, Group_2); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_3_FBank_2, Group_2); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_4_FBank_2, Group_2); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_1_FBank_2, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_2_FBank_2, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_3_FBank_2, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_4_FBank_2, 100); PedGroup Group_3 = Guard_1_FBank_3.CurrentPedGroup; Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_2_FBank_3, Group_3); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_3_FBank_3, Group_3); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_4_FBank_3, Group_3); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_5_FBank_3, Group_3); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_1_FBank_3, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_2_FBank_3, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_3_FBank_3, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_4_FBank_3, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_5_FBank_3, 100); PedGroup Group_4 = Guard_1_FBank_4.CurrentPedGroup; Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_2_FBank_4, Group_4); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_3_FBank_4, Group_4); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_4_FBank_4, Group_4); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_1_FBank_4, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_2_FBank_4, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_3_FBank_4, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_4_FBank_4, 100); PedGroup Group_5 = Guard_1_FBank_5.CurrentPedGroup; Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_2_FBank_5, Group_5); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_3_FBank_5, Group_5); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_4_FBank_5, Group_5); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_5_FBank_5, Group_5); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_6_FBank_5, Group_5); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_1_FBank_5, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_2_FBank_5, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_3_FBank_5, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_4_FBank_5, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_5_FBank_5, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_6_FBank_5, 100); PedGroup Group_6 = Guard_1_FBank_6.CurrentPedGroup; Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_2_FBank_6, Group_6); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_3_FBank_6, Group_6); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_4_FBank_6, Group_6); Function.Call(Hash.SET_PED_AS_GROUP_MEMBER, Guard_5_FBank_6, Group_6); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_1_FBank_6, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_2_FBank_6, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_3_FBank_6, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_4_FBank_6, 100); Function.Call(Hash.SET_PED_COMBAT_ABILITY, Guard_5_FBank_6, 100); Game_Start = false; } if (Robbery == true && Game.Player.WantedLevel < 1 && Game.Player.IsAlive) { Game.Player.Money += Money_robbery; Money_robbery = 0; Robbery = false; } if (Auto_Take == true) { Take_weed += 1; Inventore_Player.MenuItems.Remove(Weed); Weed = new UIMenuItem("Травка " + Take_weed + " Шт"); Inventore_Player.AddItem(Weed); Game.Player.Character.Task.PlayAnimation("mp_common", "givetake1_b", 8f, -1, (AnimationFlags)16); Script.Wait(3000); UI.Notify("+ ~g~1 ~w~Травка"); UI.Notify("Собрано ~g~" + Take_weed + "~w~ Травки"); } if (Auto_Create == true) { Take_weed -= 2; Lite_Nark += 1; Inventore_Player.MenuItems.Remove(Lite_Narko); Lite_Narko = new UIMenuItem("Упаковка с травкой " + Lite_Nark + " Шт"); Inventore_Player.AddItem(Lite_Narko); Inventore_Player.MenuItems.Remove(Weed); Weed = new UIMenuItem("Травка " + Take_weed + " Шт"); Inventore_Player.AddItem(Weed); Game.Player.Character.Task.PlayAnimation("mp_common", "givetake1_b", 8f, -1, (AnimationFlags)16); UI.Notify("~r~-2 ~w~Травки"); UI.Notify("~g~+ 1 ~w~Упаковка травки"); Script.Wait(3000); } if (World.GetDistance(Game.Player.Character.Position, Create_Weed) < 3f && Take_weed < 1) { Auto_Create = false; toolTip("Не хватает травки."); } if (Take_weed < 1) { Inventore_Player.MenuItems.Remove(Weed); } if (Lite_Nark < 1) { Inventore_Player.MenuItems.Remove(Lite_Narko); } if (Game.Player.IsDead && Robbery == true) { Money_robbery = 0; Break = false; BreakBank_ = false; Robbery = false; Haker_Time = 0; UI.Notify("Вы не смогли ограбить банк"); } if (Robbery == false) { if (FBankRobb_1 == false) { World.DrawMarker((MarkerType)(1), new Vector3(1176.451f, 2711.695f, 37.1f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (FBankRobb_2 == false) { World.DrawMarker((MarkerType)(1), new Vector3(146.9535f, -1044.909f, 28.3f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (FBankRobb_3 == false) { World.DrawMarker((MarkerType)(1), new Vector3(311.004f, -283.291f, 53.2f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (FBankRobb_4 == false) { World.DrawMarker((MarkerType)(1), new Vector3(-354.004f, -54.089f, 48.1f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (FBankRobb_5 == false) { World.DrawMarker((MarkerType)(1), new Vector3(-1212.02f, -335.962f, 36.8f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (FBankRobb_6 == false) { World.DrawMarker((MarkerType)(1), new Vector3(-2957.715f, 481.120f, 14.8f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } } if (Robbery == true) { if (BreakSuskeful == true) { World.DrawMarker((MarkerType)(1), new Vector3(1176.451f, 2711.695f, 37.1f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (BreakSuskeful == true) { World.DrawMarker((MarkerType)(1), new Vector3(146.9535f, -1044.909f, 28.3f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (BreakSuskeful == true) { World.DrawMarker((MarkerType)(1), new Vector3(311.004f, -283.291f, 53.2f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (BreakSuskeful == true) { World.DrawMarker((MarkerType)(1), new Vector3(-354.004f, -54.089f, 48.1f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (BreakSuskeful == true) { World.DrawMarker((MarkerType)(1), new Vector3(-1212.02f, -335.962f, 36.8f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } if (BreakSuskeful == true) { World.DrawMarker((MarkerType)(1), new Vector3(-2957.715f, 481.120f, 14.8f), Vector3.Zero, Vector3.Zero, new Vector3(1.5f, 1.5f, 0.3f), Color.Green); } } World.DrawMarker((MarkerType)(1), Weed_Farm, Vector3.Zero, Vector3.Zero, new Vector3(2f, 2f, 0.7f), Color.DarkGreen); World.DrawMarker((MarkerType)(1), Create_Weed, Vector3.Zero, Vector3.Zero, new Vector3(2f, 2f, 0.7f), Color.Red); }
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RE: problems with the script
@Cyron43 I don't mean to be a fool, but kind of NullReferenceException - throws an exception for null. the only null I have in tick is - if (ModMenuPool != null) { ModMenuPool.ProcessMenus(); }
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RE: problems with the script
@Cyron43 Not the first, I do for myself scenarios (I study), but here is a problem first encountered
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RE: problems with the script
@Cyron43
And code I cannot send. There are more characters than you are allowed to write in the message) -
RE: problems with the script
@Cyron43
ScriptHookVDotNet2.log:[23:21:11] [DEBUG] Created script domain 'ScriptDomain_7F54E7BD' with v2.10.6.
[23:21:11] [DEBUG] Loading scripts from 'F:\Games\Grand Theft Auto V\scripts' into script domain 'ScriptDomain_7F54E7BD' ...
[23:21:11] [INFO] Loading assembly 'ClassLibrary2.dll' ...
[23:21:11] [DEBUG] Found 1 script(s) in 'ClassLibrary2.dll'.
[23:21:11] [INFO] Loading assembly 'NativeUI.dll' ...
[23:21:11] [DEBUG] Found 1 script(s) in 'NativeUI.dll'.
[23:21:11] [INFO] Loading assembly 'NativeUI.dll' ...
[23:21:11] [DEBUG] Found 1 script(s) in 'NativeUI.dll'.
[23:21:11] [DEBUG] Starting 3 script(s) ...
[23:21:11] [DEBUG] Instantiating script 'RpGaming.BankRobbery' in script domain 'ScriptDomain_7F54E7BD' ...
[23:21:11] [DEBUG] Started script 'RpGaming.BankRobbery'.
[23:21:11] [DEBUG] Instantiating script 'NativeUI.BigMessageThread' in script domain 'ScriptDomain_7F54E7BD' ...
[23:21:11] [DEBUG] Started script 'NativeUI.BigMessageThread'.
[23:21:11] [DEBUG] Instantiating script 'NativeUI.BigMessageThread' in script domain 'ScriptDomain_7F54E7BD' ...
[23:21:11] [DEBUG] Started script 'NativeUI.BigMessageThread'.
[23:21:12] [ERROR] Caught fatal unhandled exception:
System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
в RpGaming.BankRobbery.OnTick(Object sender, EventArgs e)
в GTA.Script.raise_Tick(Object value0, EventArgs value1)
в GTA.Script.MainLoop() -
problems with the script
In the error script 0. Nothing happens in the game...
Blips appear, Peds respawn either with the first or with the second restart of the script. Markers do not appear and ModMenu does not open...
Here is the link to Yandex.disk file, can anyone see what is wrong(https://yadi.sk/d/hLMDttMV3W6D6L). I just don't understand anymore. -
RE: Mod Menu
@Jitnaught I use NativeUI to create a mod menu. Is the subject of "Weed". Player can collect the "Weed " on the plantation. When collecting weed, weed is added to your inventory. It turns out
And I can't figure out how to make sure the item isn't added, it's updated. My code at the moment, here's a:
public class Class1 : Script
{//Menu MenuPool modMenuPool; UIMenu mainMenu; //UIMenuItem Weed = new UIMenuItem("Травка " + Take_weed); //Weed = new UIMenuItem("Травка " + Take_weed); public static bool INV_Weed = false; public static int Take_weed = 0; public static int Weed_Max_InBug = 50; public Class1() { Setup_Menu() this.Interval = 5; this.Tick += new EventHandler(this.onTick); KeyDown += onKeyDown; } void Setup_Menu() { modMenuPool = new MenuPool(); mainMenu = new UIMenu("Инвентарь", "Выберите предмет:"); modMenuPool.Add(mainMenu); } private void onKeyDown(object sender, KeyEventArgs e) { if (e.KeyCode == Keys.I && !modMenuPool.IsAnyMenuOpen()) { mainMenu.Visible = !mainMenu.Visible; } // if (World.GetDistance(Game.Player.Character.Position, Weed_1) < 3f && Take_weed <= Weed_Max_InBug) { toolTip("Нажмите Е, чтобы начать сбор травки"); if (e.KeyCode == Keys.E) { Take_weed += 1; Game.Player.Character.Task.PlayAnimation("mp_common", "givetake1_b", 8f, -1, (AnimationFlags)16); Script.Wait(3000); INV_Weed = true; UI.Notify("+1 Травка"); } else if (Take_weed >= Weed_Max_InBug) { UI.Notify("Вы забиты травкой"); } } } void onTick(object sender, EventArgs e) { // if (modMenuPool != null) modMenuPool.ProcessMenus(); // if (INV_Weed == true && Take_weed >0) { UIMenuItem Weed = new UIMenuItem("Травка " + Take_weed); mainMenu.AddItem(Weed); INV_Weed = false; } return; } void toolTip(string text) { Function.Call(Hash._SET_TEXT_COMPONENT_FORMAT, "STRING"); Function.Call(Hash._ADD_TEXT_COMPONENT_STRING, text); Function.Call(Hash._0x238FFE5C7B0498A6, 0, 0, 1, -1); } }
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RE: Help with questions on the script
@pantherkid1313 huh.. Therefore it is necessary to do at random...
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Help with questions on the script
Hey. I've often asked, but rarely or never get a response.. (nobody wants to teach newbies:(((((
but hope will have the people, which will help with such questions:
- How to freeze the position of the player for a certain time?
- How to remove the minimap blips created? That they were visible only on the big map... (I hope you understand what I mean... my English is very bad..)
- There is a condition: AT_Money = false it is necessary that after a certain period of time the condition became AT_Money = true. How to do it?
- I'm doing the player's inventory. There is a shop that sells cigarettes. How to make sure that the number of cigarettes in the player's inventory increased, and when using decreased?
Answering at least one of these questions you will help me very much and for me it will be another step towards understanding...
Thank you in advance
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RE: Map editing...
- How to remove the taxis at the taxi stand?
- How to create a map without missions? Just a "naked" map..)))
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RE: How can I delete a player's car when I reach the marker?
@ikt I'm new to it, and I don't know much about it yet... And I don't know what you mean... Hmm the problem is what?))
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How can I delete a player's car when I reach the marker?
I have a code:
if (World.GetDistance(Game.Player.Character.Position, BuyCarTaxi) < 2f && arendTaxi == false)
{
toolTip("Нажмите Е, чтобы арендовать такси.");if (e.KeyCode == Keys.E && arendTaxi == false && Game.Player.Money > 249) { //Game.Player.Money = Game.Player.Money - 250; Class1.arendTaxi = true; Vehicle PlayerTaxi = World.CreateVehicle(new Model(-956048545), new Vector3(916.272f, -188.624f, 73.024f)); GTA.Native.Function.Call(GTA.Native.Hash.SET_PED_INTO_VEHICLE, player, PlayerTaxi, (int)GTA.VehicleSeat.Driver); UI.Notify("Вы арендовали машину. Удачной работы! "); } else if (e.KeyCode==Keys.E && Game.Player.Money<249) { UI.Notify("У вас не достаточно средств для аренды машины."); } else if (e.KeyCode == Keys.E && arendTaxi == true) { UI.Notify("Вы уже арендовали машину."); } } else if (World.GetDistance(Game.Player.Character.Position, BuyCarTaxi)< 2f && arendTaxi == true) { toolTip("Нажмите Е чтобы припарковать машину."); if (e.KeyCode == Keys.E) { Class1.arendTaxi = false; GTA.Native.Function.Call(GTA.Native.Hash.DELETE_VEHICLE,PlayerTaxi); } }
The game gives an error and closes. What I did wrong? I understand not can..
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How to disable all the missions in single player ?
How to disable all the missions in single player And all that is connected with a single game?
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RE: How to remove car?
@Jitnaught https://wiki.gtanet.work/index.php?title=Vehicle_Models
I found it. I meant the hash of the car.)
Now the main questions :
How to assign a car to a player?In the game there is a taxi rank. How to make sure that the taxis there are not respawn?
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RE: How to remove car?
@Jitnaught Where can you find the number of cars? For their respawn. Example: (-163926748)
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RE: How to remove car?
@Jitnaught What is the difference between dll and LUA?
I'm sorry to ask a lot of stupid questions, but you're the only one who helps me.)))
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RE: How to remove car?
@Jitnaught how to build on the progress made in the script? I have a script to rent a car, how to save it for the character, so that after restarting the game it remained for the player ?