local Settings = {
MasterSwitch = ui.new_checkbox("Visuals", "Effects", "Cascade lighting override"),
Enable = ui.new_checkbox("Visuals", "Effects", " Enable"),
Direction_X = ui.new_slider("Visuals", "Effects", " X axis", -180, 180, 50, true, "°"),
Direction_Y = ui.new_slider("Visuals", "Effects", " Y axis", -180, 180, 43, true, "°"),
-- Direction_Z = ui.new_slider("Visuals", "Effects", " Z axis", -180, 180, 0, true, "°"),
}
local MapConfig = {
["de_mirage"] = {false, 12, 27}
}
local cl_csm_rot_override = cvar["cl_csm_rot_override"]
local cl_csm_rot_x = cvar["cl_csm_rot_x"]
local cl_csm_rot_y = cvar["cl_csm_rot_y"]
-- local cl_csm_rot_z = cvar["cl_csm_rot_z"]
ui.set_visible(Settings.Enable, false)
ui.set_visible(Settings.Direction_X, false)
ui.set_visible(Settings.Direction_Y, false)
--ui.set_visible(Settings.Direction_Z, false)
ui.set_callback(Settings.MasterSwitch, function(self)
cl_csm_rot_override:set_raw_int(ui.get(self) and ui.get(Settings.Enable) and 1 or 0)
ui.set_visible(Settings.Enable, ui.get(self))
ui.set_visible(Settings.Direction_X, ui.get(self))
ui.set_visible(Settings.Direction_Y, ui.get(self))
-- ui.set_visible(Settings.Direction_Z, ui.get(self))
end)
local function SaveMapConfig()
local mapname = globals.mapname()
if mapname == nil then return end
MapConfig[mapname] = {ui.get(Settings.Enable), ui.get(Settings.Direction_X), ui.get(Settings.Direction_Y)}
database.write("cascade_lighting_configs", MapConfig)
end
local function LoadMapConfig()
local mapname = globals.mapname()
if mapname == nil then
ui.set(Settings.Enable, false)
ui.set(Settings.Direction_X, 50)
ui.set(Settings.Direction_Y, 43)
end
local config = database.read("cascade_lighting_configs") or MapConfig
config = config[mapname]
if config ~= nil then
ui.set(Settings.Enable, ui.get(Settings.MasterSwitch) and config[1] and true or false)
ui.set(Settings.Direction_X, config[2])
ui.set(Settings.Direction_Y, config[3])
end
end
LoadMapConfig()
ui.set_callback(Settings.Enable, function(self)
cl_csm_rot_override:set_raw_int(ui.get(self) and 1 or 0)
SaveMapConfig()
end)
ui.set_callback(Settings.Direction_X, function(self)
cl_csm_rot_x:set_int(ui.get(self))
SaveMapConfig()
end)
ui.set_callback(Settings.Direction_Y, function(self)
cl_csm_rot_y:set_int(ui.get(self))
SaveMapConfig()
end)
client.set_event_callback("client_disconnect", SaveMapConfig)
client.set_event_callback("shutdown", SaveMapConfig)
client.set_event_callback("level_init", LoadMapConfig)
client.set_event_callback("player_connect_full", function(e)
if client.userid_to_entindex(e.userid) == entity.get_local_player() then
LoadMapConfig()
end
end)
спсКод:local Settings = { MasterSwitch = ui.new_checkbox("Visuals", "Effects", "Cascade lighting override"), Enable = ui.new_checkbox("Visuals", "Effects", " Enable"), Direction_X = ui.new_slider("Visuals", "Effects", " X axis", -180, 180, 50, true, "°"), Direction_Y = ui.new_slider("Visuals", "Effects", " Y axis", -180, 180, 43, true, "°"), -- Direction_Z = ui.new_slider("Visuals", "Effects", " Z axis", -180, 180, 0, true, "°"), } local MapConfig = { ["de_mirage"] = {false, 12, 27} } local cl_csm_rot_override = cvar["cl_csm_rot_override"] local cl_csm_rot_x = cvar["cl_csm_rot_x"] local cl_csm_rot_y = cvar["cl_csm_rot_y"] -- local cl_csm_rot_z = cvar["cl_csm_rot_z"] ui.set_visible(Settings.Enable, false) ui.set_visible(Settings.Direction_X, false) ui.set_visible(Settings.Direction_Y, false) --ui.set_visible(Settings.Direction_Z, false) ui.set_callback(Settings.MasterSwitch, function(self) cl_csm_rot_override:set_raw_int(ui.get(self) and ui.get(Settings.Enable) and 1 or 0) ui.set_visible(Settings.Enable, ui.get(self)) ui.set_visible(Settings.Direction_X, ui.get(self)) ui.set_visible(Settings.Direction_Y, ui.get(self)) -- ui.set_visible(Settings.Direction_Z, ui.get(self)) end) local function SaveMapConfig() local mapname = globals.mapname() if mapname == nil then return end MapConfig[mapname] = {ui.get(Settings.Enable), ui.get(Settings.Direction_X), ui.get(Settings.Direction_Y)} database.write("cascade_lighting_configs", MapConfig) end local function LoadMapConfig() local mapname = globals.mapname() if mapname == nil then ui.set(Settings.Enable, false) ui.set(Settings.Direction_X, 50) ui.set(Settings.Direction_Y, 43) end local config = database.read("cascade_lighting_configs") or MapConfig config = config[mapname] if config ~= nil then ui.set(Settings.Enable, ui.get(Settings.MasterSwitch) and config[1] and true or false) ui.set(Settings.Direction_X, config[2]) ui.set(Settings.Direction_Y, config[3]) end end LoadMapConfig() ui.set_callback(Settings.Enable, function(self) cl_csm_rot_override:set_raw_int(ui.get(self) and 1 or 0) SaveMapConfig() end) ui.set_callback(Settings.Direction_X, function(self) cl_csm_rot_x:set_int(ui.get(self)) SaveMapConfig() end) ui.set_callback(Settings.Direction_Y, function(self) cl_csm_rot_y:set_int(ui.get(self)) SaveMapConfig() end) client.set_event_callback("client_disconnect", SaveMapConfig) client.set_event_callback("shutdown", SaveMapConfig) client.set_event_callback("level_init", LoadMapConfig) client.set_event_callback("player_connect_full", function(e) if client.userid_to_entindex(e.userid) == entity.get_local_player() then LoadMapConfig() end end)
слышь если есть скинь скрипт:Код:local Settings = { MasterSwitch = ui.new_checkbox("Visuals", "Effects", "Cascade lighting override"), Enable = ui.new_checkbox("Visuals", "Effects", " Enable"), Direction_X = ui.new_slider("Visuals", "Effects", " X axis", -180, 180, 50, true, "°"), Direction_Y = ui.new_slider("Visuals", "Effects", " Y axis", -180, 180, 43, true, "°"), -- Direction_Z = ui.new_slider("Visuals", "Effects", " Z axis", -180, 180, 0, true, "°"), } local MapConfig = { ["de_mirage"] = {false, 12, 27} } local cl_csm_rot_override = cvar["cl_csm_rot_override"] local cl_csm_rot_x = cvar["cl_csm_rot_x"] local cl_csm_rot_y = cvar["cl_csm_rot_y"] -- local cl_csm_rot_z = cvar["cl_csm_rot_z"] ui.set_visible(Settings.Enable, false) ui.set_visible(Settings.Direction_X, false) ui.set_visible(Settings.Direction_Y, false) --ui.set_visible(Settings.Direction_Z, false) ui.set_callback(Settings.MasterSwitch, function(self) cl_csm_rot_override:set_raw_int(ui.get(self) and ui.get(Settings.Enable) and 1 or 0) ui.set_visible(Settings.Enable, ui.get(self)) ui.set_visible(Settings.Direction_X, ui.get(self)) ui.set_visible(Settings.Direction_Y, ui.get(self)) -- ui.set_visible(Settings.Direction_Z, ui.get(self)) end) local function SaveMapConfig() local mapname = globals.mapname() if mapname == nil then return end MapConfig[mapname] = {ui.get(Settings.Enable), ui.get(Settings.Direction_X), ui.get(Settings.Direction_Y)} database.write("cascade_lighting_configs", MapConfig) end local function LoadMapConfig() local mapname = globals.mapname() if mapname == nil then ui.set(Settings.Enable, false) ui.set(Settings.Direction_X, 50) ui.set(Settings.Direction_Y, 43) end local config = database.read("cascade_lighting_configs") or MapConfig config = config[mapname] if config ~= nil then ui.set(Settings.Enable, ui.get(Settings.MasterSwitch) and config[1] and true or false) ui.set(Settings.Direction_X, config[2]) ui.set(Settings.Direction_Y, config[3]) end end LoadMapConfig() ui.set_callback(Settings.Enable, function(self) cl_csm_rot_override:set_raw_int(ui.get(self) and 1 or 0) SaveMapConfig() end) ui.set_callback(Settings.Direction_X, function(self) cl_csm_rot_x:set_int(ui.get(self)) SaveMapConfig() end) ui.set_callback(Settings.Direction_Y, function(self) cl_csm_rot_y:set_int(ui.get(self)) SaveMapConfig() end) client.set_event_callback("client_disconnect", SaveMapConfig) client.set_event_callback("shutdown", SaveMapConfig) client.set_event_callback("level_init", LoadMapConfig) client.set_event_callback("player_connect_full", function(e) if client.userid_to_entindex(e.userid) == entity.get_local_player() then LoadMapConfig() end end)
плюсую, тож не могу найти.
это клауд скрипт world markersплюсую, тож не могу найти.
спасибо ты крут броэто клауд скрипт world markers
просто выбираете цвет и шрифт (visuals, effects)
я все равно круче.спасибо ты крут бро
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz