Helló! Azt szeretném megkérdezni, hogy hogyan lehetne beállítani egy adott parancsra azt, hogy a Shadert kikapcsolja. Ha már ki van kapcsolva akkor pedig bekapcsolja
local myShader
local timer
function update( )
if tonumber( exports[\'account-system\']:loadSavedData(\"enable_vehicle_shader\", \"1\") ) == 1 then
if myShader then
return
end
-- Create shader
myShader, tec = dxCreateShader ( \"car_paint.fx\" )
if not myShader then
-- outputChatBox( \"Could not create shader. Please use debugscript 3\" )
else
--outputDebugString( \"water shader: Using technique \" .. tec )
local textureVol = dxCreateTexture ( \"images/smallnoise3d.dds\" );
local textureCube = dxCreateTexture ( \"images/cube_env256.dds\" );
dxSetShaderValue ( myShader, \"sRandomTexture\", textureVol );
dxSetShaderValue ( myShader, \"sReflectionTexture\", textureCube );
-- Apply to world texture
engineApplyShaderToWorldTexture ( myShader, \"vehiclegrunge256\" )
engineApplyShaderToWorldTexture ( myShader, \"?emap*\" )
--[[
timer = setTimer(
function()
if myShader then
local r,g,b,a = getWaterColor()
dxSetShaderValue ( myShader, \"gVehicleColor\", r/255, g/255, b/255, a/255 );
end
end,
5000,
0
)
end
else
if myShader then
destroyElement(myShader)
killTimer(timer)
myShader = nil]]
end
end
end
addEventHandler( \"onClientResourceStart\", resourceRoot, update )
addEventHandler( \"accounts:options:settings:updated\", root, update )
a Válaszokat előre is köszönöm! :)
Elvileg menni fog:
local isPlayerUseShader
local myShader
local timer
function update( )
if tonumber( exports[\'account-system\']:loadSavedData(\"enable_vehicle_shader\", \"1\") ) == 1 then
if myShader then
return
end
-- Create shader
myShader, tec = dxCreateShader ( \"car_paint.fx\" )
if not myShader then
-- outputChatBox( \"Could not create shader. Please use debugscript 3\" )
else
--outputDebugString( \"water shader: Using technique \" .. tec )
if isPlayerUseShader then
isPlayerUseShader = false
engineRemoveShaderToWorldTexture ( myShader, \"vehiclegrunge256\" )
engineRemoveShaderToWorldTexture ( myShader, \"?emap*\" )
myShader = nil
else
isPlayerUseShader = true
local textureVol = dxCreateTexture ( \"images/smallnoise3d.dds\" );
local textureCube = dxCreateTexture ( \"images/cube_env256.dds\" );
dxSetShaderValue ( myShader, \"sRandomTexture\", textureVol );
dxSetShaderValue ( myShader, \"sReflectionTexture\", textureCube );
-- Apply to world texture
engineApplyShaderToWorldTexture ( myShader, \"vehiclegrunge256\" )
engineApplyShaderToWorldTexture ( myShader, \"?emap*\" )
end
--[[
timer = setTimer(
function()
if myShader then
local r,g,b,a = getWaterColor()
dxSetShaderValue ( myShader, \"gVehicleColor\", r/255, g/255, b/255, a/255 );
end
end,
5000,
0
)
end
else
if myShader then
destroyElement(myShader)
killTimer(timer)
myShader = nil]]
end
end
end
addCommandHandler(\"shader\", update)
addEventHandler( \"onClientResourceStart\", resourceRoot, update )
addEventHandler( \"accounts:options:settings:updated\", root, update )