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Geplaatst:

Hallo, ik heb met SannyBuilder een code gemaakt voor een wapenspawner met menutje.

Ik zie aleen geen tekst, hoe komt dit?

Ik wil ook graag hebben dat de wapenspawner pas aangaat als je 'GUNFIRE' intypt.

Hoe doe ik dit?

De code:

{$CLEO .cs}
wait 0
:Load_Weapons
0247: load_model #gun_dildo1 
0247: load_model #gun_dildo2  
0247: load_model #gun_vibe1 
0247: load_model #gun_vibe2 
0247: load_model #flowera  
0247: load_model #gun_cane

0247: load_model #brassknuckle 
0247: load_model #golfclub  
0247: load_model #nitestick 
0247: load_model #knifecur 
0247: load_model #bat  
0247: load_model #shovel 
0247: load_model #poolcue 
0247: load_model #katana  
0247: load_model #chnsaw 

0247: load_model #grenade 
0247: load_model #teargas  
0247: load_model #molotov 

0247: load_model #colt45 
0247: load_model #silenced  
0247: load_model #desert_eagle

0247: load_model #chromegun 
0247: load_model #sawnoff  
0247: load_model #shotgspa 

0247: load_model #micro_uzi 
0247: load_model #mp5lng  
0247: load_model #tec9 

0247: load_model #ak47 
0247: load_model #m4  

0247: load_model #cuntgun 
0247: load_model #sniper

0247: load_model #rocketla 
0247: load_model #heatseek
0247: load_model #flame 
0247: load_model #minigun  

0247: load_model #satchel 
0247: load_model #spraycan 
0247: load_model #fire_ex  
0247: load_model #camera 
0247: load_model #nvgoggles 
0247: load_model #irgoggles  
0247: load_model #gun_para
038B: load_requested_models




wait 0
:KeyPress313
0AB0:   key_pressed 71  //G
0AB0:   key_pressed 85  //U
0AB0:   key_pressed 78  //N
0AB0:   key_pressed 70  //F
0AB0:   key_pressed 73  //I
0AB0:   key_pressed 82  //R
0AB0:   key_pressed 69  //E


:Wapentjes
0512:  show_permanent_text_box 'CLOTHA'

08D4: $MENU = create_panel_with_title 'WEAPONSHIT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU column 0 header 'Weapons' data 'Hand' 'Melee' 'Handguns'  'Shotguns' 'SMGs' 'Assault rifles' 'Rifles' 'Heavy artillery' 'Thrown weapons' 'Handheld items' 'Gifts' 'Apparel items'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU
 03E6: remove text box
 jump @KeyPress313
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU active_row
08DA: remove_panel $MENU
03E6: remove text box

if $choice == 0
then
 jump @Handchoise
end

if $choice == 1
then
 jump @Meleechoise 
end

if $choice == 2
then
 jump @Handgunchoise
end

if $choice == 3
then
 jump @Shotgunchoise 
end

if $choice == 4
then
 jump @SMGchoise
end

if $choice == 5
then
 jump @Assaultchoise
end

if $choice == 6
then
 jump @Riflechoise
end

if $choice == 7
then
 jump @Heavychoise 
end

if $choice == 8
then
 jump @Thrownchoise 
end

if $choice == 9
then
 jump @Handheldchoise
end

if $choice == 10
then
 jump @Giftchoise 
end

if $choice == 11
then
 jump @Apparelchoise
end

//------------------------------------------------------------------------------------------------------------
//Keuze 0, Hand-----------------------------------------------------------------------------------------------
:Handchoise
08D4: $MENU1 = create_panel_with_title 'Hand' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU1 column 0 header 'Hand' data 'Fist' 'Brass knuckles' 'Clear weapons'  'DUMMY'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU1 active_row
08DA: remove_panel $MENU1
03E6: remove text box

if $choice == 0
then
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 60 // Load the weapon model before using this 
end
 jump @Handchoise

if $choice == 1
then
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 60 // Load the weapon model before using this 
end
 jump @Handchoise

if $choice == 2
then
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
end
 jump @Handchoise

//------------------------------------------------------------------------------------------------------------
//Keuze 1, Melee----------------------------------------------------------------------------------------------
:Meleechoise

08D4: $MENU2 = create_panel_with_title 'Melee' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU2 column 0 header 'Melee' data 'Baseball bat' 'Chainsaw' 'Golf club'  'Katana' 'Knife' 'Night stick' 'Pool cue' 'Shovel' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'


repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU2
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU2 active_row
08DA: remove_panel $MENU2
03E6: remove text box


if $choice == 0
then
01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 60 // Load the weapon model before using this
end
 jump @Meleechoise

if $choice == 1
then
01B2: give_actor $PLAYER_ACTOR weapon 9 ammo 60 // Load the weapon model before using this 
end
 jump @Meleechoise

if $choice == 2
then
01B2: give_actor $PLAYER_ACTOR weapon 2 ammo 60 // Load the weapon model before using this
end
 jump @Meleechoise

if $choice == 3
then
01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 60 // Load the weapon model before using this 
end
 jump @Meleechoise

if $choice == 4
then
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 60 // Load the weapon model before using this
end
 jump @Meleechoise

if $choice == 5
then
01B2: give_actor $PLAYER_ACTOR weapon 3 ammo 60 // Load the weapon model before using this 
end
 jump @Meleechoise

if $choice == 6
then
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 60 // Load the weapon model before using this
end
 jump @Meleechoise

if $choice == 7
then
01B2: give_actor $PLAYER_ACTOR weapon 6 ammo 60 // Load the weapon model before using this 
end
 jump @Meleechoise

//------------------------------------------------------------------------------------------------------------
//Keuze 2, Handgun--------------------------------------------------------------------------------------------
:Handgunchoise

08D4: $MENU3 = create_panel_with_title 'Handgun' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU3 column 0 header 'Handgun' data 'Pistol' 'Silenced Pistol' 'Desert Eagle'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU3
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU3 active_row
08DA: remove_panel $MENU3
03E6: remove text box

if $choice == 0
then
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 60 // Load the weapon model before using this
end
 jump @Handgunchoise

if $choice == 1
then
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 60 // Load the weapon model before using this 
end
 jump @Handgunchoise

if $choice == 2
then
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 60 // Load the weapon model before using this 
end
 jump @Handgunchoise

//------------------------------------------------------------------------------------------------------------
//Keuze 3, Shotgun--------------------------------------------------------------------------------------------
:Shotgunchoise

08D4: $MENU4 = create_panel_with_title 'Shotgun' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU4 column 0 header 'Shotgun' data 'Shotgun' 'Sawn Off' 'Combat Shotgun'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU4
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU4 active_row
08DA: remove_panel $MENU4
03E6: remove text box

if $choice == 0  //Shotgun
then
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this
end
 jump @Shotgunchoise

if $choice == 1  //Sawn-off Shotgun
then
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 60 // Load the weapon model before using this 
end
 jump @Shotgunchoise

if $choice == 2  //Combat Shotgun
then
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 60 // Load the weapon model before using this 
end 
 jump @Shotgunchoise


//------------------------------------------------------------------------------------------------------------
//Keuze 4, SMG--------------------------------------------------------------------------------------------
:SMGchoise

08D4: $MENU5 = create_panel_with_title 'SMG' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU5 column 0 header 'SMG' data 'Tec-9' 'Micro SMG' 'SMG'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU5
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU5 active_row
08DA: remove_panel $MENU5
03E6: remove text box

if $choice == 0  //Tec-9
then
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 60 // Load the weapon model before using this
end
 jump @SMGchoise

if $choice == 1  //Micro SMG
then
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 60 // Load the weapon model before using this 
end
 jump @SMGchoise

if $choice == 2  //SMG
then
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 60 // Load the weapon model before using this 
end
 jump @SMGchoise

//------------------------------------------------------------------------------------------------------------
//Keuze 5, Assault rifles-------------------------------------------------------------------------------------
:Assaultchoise

08D4: $MENU6 = create_panel_with_title 'Assault' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU6 column 0 header 'Assault' data 'AK47' 'M4' 'DUMMY'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU6 active_row
08DA: remove_panel $MENU6
03E6: remove text box

if $choice == 0  //AK47
then
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 60 // Load the weapon model before using this 
end
 jump @Assaultchoise

if $choice == 1  //M4
then
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 60 // Load the weapon model before using this  
end 
 jump @Assaultchoise

//----------------------------------------------------------------------------------------------------
//Keuze 6, Rifles-------------------------------------------------------------------------------------
:Riflechoise

08D4: $MENU7 = create_panel_with_title 'Rifles' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU7 column 0 header 'Rifles' data 'Rifle' 'Sniper Rifle' 'DUMMY'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU7
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU7 active_row
08DA: remove_panel $MENU7
03E6: remove text box

if $choice == 0  //Rifle
then
01B2: give_actor $PLAYER_ACTOR weapon 33 ammo 60 // Load the weapon model before using this
end
 jump @Riflechoise

if $choice == 1  //Sniper Rifle
then
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 60 // Load the weapon model before using this
end
 jump @Riflechoise

//----------------------------------------------------------------------------------------------------------
//Keuze 7, Heavy artillery----------------------------------------------------------------------------------
:Heavychoise

08D4: $MENU8 = create_panel_with_title 'Heavy artillery' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU8 column 0 header 'Heavy artillery' data 'Flamethrower' 'Minigun' 'Rocket Launcher'  'HS Rocket'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU8
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU8 active_row
08DA: remove_panel $MENU8
03E6: remove text box

if $choice == 0  //Flamethrower
then
01B2: give_actor $PLAYER_ACTOR weapon 37 ammo 60 // Load the weapon model before using this
end
 jump @Heavychoise

if $choice == 1  //Minigun
then
01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 60 // Load the weapon model before using this 
end
 jump @Heavychoise

if $choice == 2  //Rocket Launcher
then
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 60 // Load the weapon model before using this
end
 jump @Heavychoise

if $choice == 3  //Heat-seeking Rocket Launcher
then
01B2: give_actor $PLAYER_ACTOR weapon 36 ammo 60 // Load the weapon model before using this 
end 
 jump @Heavychoise

//----------------------------------------------------------------------------------------------------------
//Keuze 8, Thrown weapons-----------------------------------------------------------------------------------
:Thrownchoise

08D4: $MENU9 = create_panel_with_title 'Thrown weapons' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU9 column 0 header 'Thrown weapons' data 'Grenade' 'Molotov' 'Satchel charge'  'Tear Gas' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU9
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU9 active_row
08DA: remove_panel $MENU9
03E6: remove text box

if $choice == 0  //Grenade
then
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 60 // Load the weapon model before using this
end
 jump @Thrownchoise

if $choice == 1  //Molotov cocktail
then
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 60 // Load the weapon model before using this 
end
 jump @Thrownchoise

if $choice == 2  //Satchel charge
then
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 60 // Load the weapon model before using this
end
 jump @Thrownchoise

if $choice == 3  //Tear gas grenade
then
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 60 // Load the weapon model before using this 
end
 jump @Thrownchoise

//----------------------------------------------------------------------------------------------------------
//Keuze 9, Handheld items-----------------------------------------------------------------------------------
:Handheldchoise

08D4: $MENU10 = create_panel_with_title 'Handheld items' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU10 column 0 header 'Handheld items' data 'Camera' 'Extinguisher' 'Spray Can'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU10
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU10 active_row
08DA: remove_panel $MENU10
03E6: remove text box

if $choice == 0  //Camera
then
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 60 // Load the weapon model before using this
end
 jump @Handheldchoise

if $choice == 1  //Fire Extinguisher
then
01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 60 // Load the weapon model before using this 
end
 jump @Handheldchoise

if $choice == 2  //Spray Can
then
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 60 // Load the weapon model before using this 
end
 jump @Handheldchoise

//----------------------------------------------------------------------------------------------------------
//Keuze 10, Gifts-------------------------------------------------------------------------------------------
:Giftchoise

08D4: $MENU11 = create_panel_with_title 'Gifts' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU11 column 0 header 'Gifts' data 'Flowers' 'Big Dildo' 'Small Dildo'  'Big Vibrator' 'Small Vibrator' 'Cane' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU11
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU11 active_row
08DA: remove_panel $MENU11
03E6: remove text box

if $choice == 0  //Flowers
then
01B2: give_actor $PLAYER_ACTOR weapon 14 ammo 60 // Load the weapon model before using this
end
 jump @Giftchoise

if $choice == 1  //Big Dildo
then
01B2: give_actor $PLAYER_ACTOR weapon 10 ammo 60 // Load the weapon model before using this 
end
 jump @Giftchoise

if $choice == 2  //Small Dildo
then
01B2: give_actor $PLAYER_ACTOR weapon 11 ammo 60 // Load the weapon model before using this 
end
 jump @Giftchoise

if $choice == 3  //Big Vibrator
then
01B2: give_actor $PLAYER_ACTOR weapon 12 ammo 60 // Load the weapon model before using this
end
 jump @Giftchoise

if $choice == 4  //Small Vibrator
then
01B2: give_actor $PLAYER_ACTOR weapon 13 ammo 60 // Load the weapon model before using this 
end
 jump @Giftchoise

if $choice == 5  //Cane
then
01B2: give_actor $PLAYER_ACTOR weapon 15 ammo 60 // Load the weapon model before using this 
end
 jump @Giftchoise

//----------------------------------------------------------------------------------------------------------
//Keuze 11, Apparel items-------------------------------------------------------------------------------------------
:Apparelchoise

08D4: $MENU12 = create_panel_with_title 'Apparel items' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

08DB:  set_panel $MENU12 column 0 header 'Apparel items' data 'NV Goggles' 'Thermal Goggles' 'Parachute'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

repeat
   wait  0 ms
   if 00E1:   player 0 pressed_key 15 
   then
               08DA: remove_panel $MENU12
 03E6: remove text box
 jump @Wapentjes
   end
until 00E1:   player 0 pressed_key 16 

08D7: $choice = panel $MENU12 active_row
08DA: remove_panel $MENU12
03E6: remove text box

if $choice == 0  //Night Vision Goggles
then
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 60 // Load the weapon model before using this
end
 jump @Apparelchoise

if $choice == 1  //Thermal Goggles
then
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 60 // Load the weapon model before using this 
end
 jump @Apparelchoise

if $choice == 2  //Parachute
then
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 60 // Load the weapon model before using this 
end 
 jump @Apparelchoise

:Endd
//Release models 
0249: release_model #gun_dildo1 
0249: release_model #gun_dildo2  
0249: release_model #gun_vibe1 
0249: release_model #gun_vibe2 
0249: release_model #flowera  
0249: release_model #gun_cane

0249: release_model #brassknuckle 
0249: release_model #golfclub  
0249: release_model #nitestick 
0249: release_model #knifecur 
0249: release_model #bat  
0249: release_model #shovel 
0249: release_model #poolcue 
0249: release_model #katana  
0249: release_model #chnsaw 

0249: release_model #grenade 
0249: release_model #teargas  
0249: release_model #molotov 

0249: release_model #colt45 
0249: release_model #silenced  
0249: release_model #desert_eagle

0249: release_model #chromegun 
0249: release_model #sawnoff  
0249: release_model #shotgspa 

0249: release_model #micro_uzi 
0249: release_model #mp5lng  
0249: release_model #tec9 

0249: release_model #ak47 
0249: release_model #m4  

0249: release_model #cuntgun 
0249: release_model #sniper

0249: release_model #rocketla 
0249: release_model #heatseek
0249: release_model #flame 
0249: release_model #minigun  

0249: release_model #satchel 
0249: release_model #spraycan 
0249: release_model #fire_ex  
0249: release_model #camera 
0249: release_model #nvgoggles 
0249: release_model #irgoggles  
0249: release_model #gun_para
0A93: end_custom_thread

Geplaatst:

De strings die je daar in moet vullen verwijzen naar een invoer in een .gxt, of een .fxt als je de GXTHook.cleo geïnstalleerd hebt + je dit in CLEO3 doet. Dus als jij 'henk' invoert, dan gaat hij in de .gxt of .fxt kijken naar iets wat henk heet, en leest dan de tekst die erbij hoort en gebruikt die.

Om een soort systeem te krijgen om cheats in te voeren, moet je cleo3 gebruiken. Dit is een stuk ingewikkelder, maar er is een tutorial over op GTAForums (kan 'm nu even niet vinden).

Geplaatst:
FXT bestanden :7

Deze tutorial legt dat in het eerste deel uit.

Dankje, maar als ik het bestand opsla als wapens.fxt blijft het een kladblok bestand

En verder heb ik nog een code nodig dat je op een knop moet drukken om het te starten (Hoeft niet per se heel woord te zijn, alleen "0" mag ook :Y )

Geplaatst:

Het blijft een kladblok bestand, als de extensie maar .fxt is.

:check
wait 0
if
0AB0: key_pressed 48 // knop 0 // Zie: Sannybuilder Help -> CLEO3 Code Library -> Virtual Key Codes (for 0AB0)
jf @check
//Hier komt wat je wil doen als je de conditie waar is

Geplaatst:
Het blijft een kladblok bestand, als de extensie maar .fxt is.

:check
wait 0
if
0AB0: key_pressed 48 // knop 0 // Zie: Sannybuilder Help -> CLEO3 Code Library -> Virtual Key Codes (for 0AB0)
jf @check
//Hier komt wat je wil doen als je de conditie waar is

Alles werkt, behalve de tekst, die is nu:

Weapons Weapons
Hand Hand
Melee Melee
Handguns Handguns
Shotguns Shotguns
SMGs SMGs
Assault_rifles Assault_rifles
Rifles Rifles
Heavy_artillery Heavy_artillery
Thrown_weapons Thrown_weapons
Handheld_items Handheld_items
Gifts Gifts
Apparel_items Apparel_items
Fist Fist
Brass_knuckles Brass_knuckles
Clear_weapons Clear_weapons
Baseball_bat Baseball_bat
Chainsaw Chainsaw
Golf_club Golf_club
Katana Katana
Knife Knife
Night_stick Night_stick
Pool_cue Pool_cue
Shovel Shovel
Pistol Pistol
Silenced_Pistol Silenced_Pistol
Desert_Eagle Desert_Eagle
Shotgun Shotgun
Sawn_Off Sawn_Off_Shotgun
Combat_Shotgun Combat_Shotgun
Tec-9 Tec-9
Micro_SMG Micro_SMG
SMG SMG
AK47 AK47
M4 M4
Rifle Rifle
Sniper_Rifle Sniper_Rifle
Flamethrower Flamethrower
Minigun Minigun
Rocket_Launcher Rocket_Launcher
HS_Rocket HS_Rocket_Launcher
Grenade Grenade
Molotov Molotov_Cocktail
Satchel_charge Satchel_charge
Tear_Gas Tear_Gas_Grenade
Camera Camera
Extinguisher Fire_Extinguisher
Spray_Can Spray_Can
Flowers Flowers
Big_Dildo Big_Dildo
Small_Dildo Small_Dildo
Big_Vibrator Big_Vibrator
Small_Vibrator Small_Vibrator
Cane Cane
NV_Goggles Night_Vision_Goggles
Thermal_Goggles Thermal_Goggles
Parachute Parachute

Oh ja, hoe stel je in dt je niet meer kan bewegen (en daarna weer wel natuurlijk)

Geplaatst:

1.

Je namen in de .fxt zijn niet helemaal optimaal. Probeer niet meer dan +- 8 karakters te gebruiken, en alles in kleine letters (of hoofdletters). Zorg dat je deze namen dan ook aanpast in je code.

2.

player.CanMove($player_char, false) //False = niet waar, true = waar

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