Help The gun has no aim

Help me My Gun has no aim

Help me

You probably have this native running somewhere : HideHudComponentThisFrame(14)

You can point it out clearly, I don’t understand

You probably want to do a search into the files, your text editor probably has such a function.

Can show clearly which item is not available

I Don’t Know Which part of the file you can show me, please help me

Just check your resources

You litteraly have a script called nocrosshair… :poop:

Please help me, I don’t know where to fix it

Bro just delete

“start nocrosshair”

and save it. Restart the server and it should work.

1 Like

Thank you so very much Love You

Pro help me with this problem anti cheat


f2 is duplicated

Delete the keybinding in es_extened client main.lua

@CrazySkull2k

Frobski just told you how to do it. If that seems to complicated to understand, then idk what’s simple.

Can you help me anti cheat apologize to my bad english?

I went to the search and didn’t find the key f2 anywhere

local isLoadoutLoaded, isPaused, isPlayerSpawned, isDead = false, false, false, false
local lastLoadout, pickups = {}, {}

RegisterNetEvent(‘esx:playerLoaded’)
AddEventHandler(‘esx:playerLoaded’, function(xPlayer)
ESX.PlayerLoaded = true
ESX.PlayerData = xPlayer

if Config.EnableHud then
	for i=1, #xPlayer.accounts, 1 do
		local accountTpl = '<div><img src="img/accounts/' .. xPlayer.accounts[i].name .. '.png"/>&nbsp;{{money}}</div>'

		ESX.UI.HUD.RegisterElement('account_' .. xPlayer.accounts[i].name, i-1, 0, accountTpl, {
			money = 0
		})

		ESX.UI.HUD.UpdateElement('account_' .. xPlayer.accounts[i].name, {
			money = ESX.Math.GroupDigits(xPlayer.accounts[i].money)
		})
	end

	local jobTpl = '<div>{{job_label}} - {{grade_label}}</div>'

	if xPlayer.job.grade_label == '' then
		jobTpl = '<div>{{job_label}}</div>'
	end

	ESX.UI.HUD.RegisterElement('job', #xPlayer.accounts, 0, jobTpl, {
		job_label   = '',
		grade_label = ''
	})

	ESX.UI.HUD.UpdateElement('job', {
		job_label   = xPlayer.job.label,
		grade_label = xPlayer.job.grade_label
	})
else
	TriggerEvent('es:setMoneyDisplay', 0.0)
end

end)

AddEventHandler(‘playerSpawned’, function()
while not ESX.PlayerLoaded do
Citizen.Wait(1)
end

local playerPed = PlayerPedId()

-- Restore position
if ESX.PlayerData.lastPosition then
	SetEntityCoords(playerPed, ESX.PlayerData.lastPosition.x, ESX.PlayerData.lastPosition.y, ESX.PlayerData.lastPosition.z)
end

TriggerEvent('esx:restoreLoadout') -- restore loadout

isLoadoutLoaded = true
isPlayerSpawned = true
isDead = false

end)

AddEventHandler(‘esx:onPlayerDeath’, function()
isDead = true
end)

AddEventHandler(‘skinchanger:loadDefaultModel’, function()
isLoadoutLoaded = false
end)

AddEventHandler(‘skinchanger:modelLoaded’, function()
while not ESX.PlayerLoaded do
Citizen.Wait(1)
end

TriggerEvent('esx:restoreLoadout')

end)

AddEventHandler(‘esx:restoreLoadout’, function()
local playerPed = PlayerPedId()
local ammoTypes = {}

RemoveAllPedWeapons(playerPed, true)

for i=1, #ESX.PlayerData.loadout, 1 do
	local weaponName = ESX.PlayerData.loadout[i].name
	local weaponHash = GetHashKey(weaponName)

	GiveWeaponToPed(playerPed, weaponHash, 0, false, false)
	local ammoType = GetPedAmmoTypeFromWeapon(playerPed, weaponHash)

	for j=1, #ESX.PlayerData.loadout[i].components, 1 do
		local weaponComponent = ESX.PlayerData.loadout[i].components[j]
		local componentHash = ESX.GetWeaponComponent(weaponName, weaponComponent).hash

		GiveWeaponComponentToPed(playerPed, weaponHash, componentHash)
	end

	if not ammoTypes[ammoType] then
		AddAmmoToPed(playerPed, weaponHash, ESX.PlayerData.loadout[i].ammo)
		ammoTypes[ammoType] = true
	end
end

isLoadoutLoaded = true

end)

RegisterNetEvent(‘esx:setAccountMoney’)
AddEventHandler(‘esx:setAccountMoney’, function(account)
for i=1, #ESX.PlayerData.accounts, 1 do
if ESX.PlayerData.accounts[i].name == account.name then
ESX.PlayerData.accounts[i] = account
break
end
end

if Config.EnableHud then
	ESX.UI.HUD.UpdateElement('account_' .. account.name, {
		money = ESX.Math.GroupDigits(account.money)
	})
end

end)

RegisterNetEvent(‘es:activateMoney’)
AddEventHandler(‘es:activateMoney’, function(money)
ESX.PlayerData.money = money
end)

RegisterNetEvent(‘esx:addInventoryItem’)
AddEventHandler(‘esx:addInventoryItem’, function(item, count)
for i=1, #ESX.PlayerData.inventory, 1 do
if ESX.PlayerData.inventory[i].name == item.name then
ESX.PlayerData.inventory[i] = item
break
end
end

ESX.UI.ShowInventoryItemNotification(true, item, count)

if ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
	ESX.ShowInventory()
end

end)

RegisterNetEvent(‘esx:removeInventoryItem’)
AddEventHandler(‘esx:removeInventoryItem’, function(item, count)
for i=1, #ESX.PlayerData.inventory, 1 do
if ESX.PlayerData.inventory[i].name == item.name then
ESX.PlayerData.inventory[i] = item
break
end
end

ESX.UI.ShowInventoryItemNotification(false, item, count)

if ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
	ESX.ShowInventory()
end

end)

RegisterNetEvent(‘esx:setJob’)
AddEventHandler(‘esx:setJob’, function(job)
ESX.PlayerData.job = job
end)

RegisterNetEvent(‘esx:addWeapon’)
AddEventHandler(‘esx:addWeapon’, function(weaponName, ammo)
local playerPed = PlayerPedId()
local weaponHash = GetHashKey(weaponName)

GiveWeaponToPed(playerPed, weaponHash, ammo, false, false)
--AddAmmoToPed(playerPed, weaponHash, ammo) possibly not needed

end)

RegisterNetEvent(‘esx:addWeaponComponent’)
AddEventHandler(‘esx:addWeaponComponent’, function(weaponName, weaponComponent)
local playerPed = PlayerPedId()
local weaponHash = GetHashKey(weaponName)
local componentHash = ESX.GetWeaponComponent(weaponName, weaponComponent).hash

GiveWeaponComponentToPed(playerPed, weaponHash, componentHash)

end)

RegisterNetEvent(‘esx:removeWeapon’)
AddEventHandler(‘esx:removeWeapon’, function(weaponName, ammo)
local playerPed = PlayerPedId()
local weaponHash = GetHashKey(weaponName)

RemoveWeaponFromPed(playerPed, weaponHash)

if ammo then
	local pedAmmo = GetAmmoInPedWeapon(playerPed, weaponHash)
	local finalAmmo = math.floor(pedAmmo - ammo)
	SetPedAmmo(playerPed, weaponHash, finalAmmo)
else
	SetPedAmmo(playerPed, weaponHash, 0) -- remove leftover ammo
end

end)

RegisterNetEvent(‘esx:removeWeaponComponent’)
AddEventHandler(‘esx:removeWeaponComponent’, function(weaponName, weaponComponent)
local playerPed = PlayerPedId()
local weaponHash = GetHashKey(weaponName)
local componentHash = ESX.GetWeaponComponent(weaponName, weaponComponent).hash

RemoveWeaponComponentFromPed(playerPed, weaponHash, componentHash)

end)

– Commands
RegisterNetEvent(‘esx:teleport’)
AddEventHandler(‘esx:teleport’, function(pos)
pos.x = pos.x + 0.0
pos.y = pos.y + 0.0
pos.z = pos.z + 0.0

RequestCollisionAtCoord(pos.x, pos.y, pos.z)

while not HasCollisionLoadedAroundEntity(PlayerPedId()) do
	RequestCollisionAtCoord(pos.x, pos.y, pos.z)
	Citizen.Wait(1)
end

SetEntityCoords(PlayerPedId(), pos.x, pos.y, pos.z)

end)

RegisterNetEvent(‘esx:setJob’)
AddEventHandler(‘esx:setJob’, function(job)
if Config.EnableHud then
ESX.UI.HUD.UpdateElement(‘job’, {
job_label = job.label,
grade_label = job.grade_label
})
end
end)

RegisterNetEvent(‘esx:loadIPL’)
AddEventHandler(‘esx:loadIPL’, function(name)
Citizen.CreateThread(function()
LoadMpDlcMaps()
RequestIpl(name)
end)
end)

RegisterNetEvent(‘esx:unloadIPL’)
AddEventHandler(‘esx:unloadIPL’, function(name)
Citizen.CreateThread(function()
RemoveIpl(name)
end)
end)

RegisterNetEvent(‘esx:playAnim’)
AddEventHandler(‘esx:playAnim’, function(dict, anim)
Citizen.CreateThread(function()
local playerPed = PlayerPedId()
RequestAnimDict(dict)

	while not HasAnimDictLoaded(dict) do
		Citizen.Wait(1)
	end

	TaskPlayAnim(playerPed, dict, anim, 1.0, -1.0, 20000, 0, 1, true, true, true)
end)

end)

RegisterNetEvent(‘esx:playEmote’)
AddEventHandler(‘esx:playEmote’, function(emote)
Citizen.CreateThread(function()

	local playerPed = PlayerPedId()

	TaskStartScenarioInPlace(playerPed, emote, 0, false);
	Citizen.Wait(20000)
	ClearPedTasks(playerPed)

end)

end)

RegisterNetEvent(‘esx:spawnVehicle’)
AddEventHandler(‘esx:spawnVehicle’, function(model)
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)

ESX.Game.SpawnVehicle(model, coords, 90.0, function(vehicle)
	TaskWarpPedIntoVehicle(playerPed,  vehicle, -1)
end)

end)

RegisterNetEvent(‘esx:spawnObject’)
AddEventHandler(‘esx:spawnObject’, function(model)
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
local forward = GetEntityForwardVector(playerPed)
local x, y, z = table.unpack(coords + forward * 1.0)

ESX.Game.SpawnObject(model, {
	x = x,
	y = y,
	z = z
}, function(obj)
	SetEntityHeading(obj, GetEntityHeading(playerPed))
	PlaceObjectOnGroundProperly(obj)
end)

end)

RegisterNetEvent(‘esx:pickup’)
AddEventHandler(‘esx:pickup’, function(id, label, player)
local ped = GetPlayerPed(GetPlayerFromServerId(player))
local coords = GetEntityCoords(ped)
local forward = GetEntityForwardVector(ped)
local x, y, z = table.unpack(coords + forward * -2.0)

ESX.Game.SpawnLocalObject('prop_money_bag_01', {
	x = x,
	y = y,
	z = z - 2.0,
}, function(obj)
	SetEntityAsMissionEntity(obj, true, false)
	PlaceObjectOnGroundProperly(obj)

	pickups[id] = {
		id = id,
		obj = obj,
		label = label,
		inRange = false,
		coords = {
			x = x,
			y = y,
			z = z
		}
	}
end)

end)

RegisterNetEvent(‘esx:removePickup’)
AddEventHandler(‘esx:removePickup’, function(id)
ESX.Game.DeleteObject(pickups[id].obj)
pickups[id] = nil
end)

RegisterNetEvent(‘esx:pickupWeapon’)
AddEventHandler(‘esx:pickupWeapon’, function(weaponPickup, weaponName, ammo)
local playerPed = PlayerPedId()
local pickupCoords = GetOffsetFromEntityInWorldCoords(playerPed, 2.0, 0.0, 0.5)
local weaponHash = GetHashKey(weaponPickup)

CreateAmbientPickup(weaponHash, pickupCoords, 0, ammo, 1, false, true)

end)

RegisterNetEvent(‘esx:spawnPed’)
AddEventHandler(‘esx:spawnPed’, function(model)
model = (tonumber(model) ~= nil and tonumber(model) or GetHashKey(model))
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
local forward = GetEntityForwardVector(playerPed)
local x, y, z = table.unpack(coords + forward * 1.0)

Citizen.CreateThread(function()
	RequestModel(model)

	while not HasModelLoaded(model) do
		Citizen.Wait(1)
	end

	CreatePed(5, model, x, y, z, 0.0, true, false)
end)

end)

RegisterNetEvent(‘esx:deleteVehicle’)
AddEventHandler(‘esx:deleteVehicle’, function()
local playerPed = PlayerPedId()
local vehicle = ESX.Game.GetVehicleInDirection()

if IsPedInAnyVehicle(playerPed, true) then
	vehicle = GetVehiclePedIsIn(playerPed, false)
end

if DoesEntityExist(vehicle) then
	ESX.Game.DeleteVehicle(vehicle)
end

end)

– Pause menu disable HUD display
if Config.EnableHud then
Citizen.CreateThread(function()
while true do
Citizen.Wait(300)

		if IsPauseMenuActive() and not isPaused then
			isPaused = true
			TriggerEvent('es:setMoneyDisplay', 0.0)
			ESX.UI.HUD.SetDisplay(0.0)
		elseif not IsPauseMenuActive() and isPaused then
			isPaused = false
			TriggerEvent('es:setMoneyDisplay', 1.0)
			ESX.UI.HUD.SetDisplay(1.0)
		end
	end
end)

end

– Save loadout
Citizen.CreateThread(function()
while true do
Citizen.Wait(5000)

	local playerPed      = PlayerPedId()
	local loadout        = {}
	local loadoutChanged = false

	if IsPedDeadOrDying(playerPed) then
		isLoadoutLoaded = false
	end

	for i=1, #Config.Weapons do
		local weaponName = Config.Weapons[i].name
		local weaponHash = GetHashKey(weaponName)
		local weaponComponents = {}

		if HasPedGotWeapon(playerPed, weaponHash, false) and weaponName ~= 'WEAPON_UNARMED' then
			local ammo = GetAmmoInPedWeapon(playerPed, weaponHash)
			local components = Config.Weapons[i].components

			for j=1, #components do
				if HasPedGotWeaponComponent(playerPed, weaponHash, components[j].hash) then
					table.insert(weaponComponents, components[j].name)
				end
			end

			if not lastLoadout[weaponName] or lastLoadout[weaponName] ~= ammo then
				loadoutChanged = true
			end

			lastLoadout[weaponName] = ammo

			table.insert(loadout, {
				name = weaponName,
				ammo = ammo,
				label = Config.Weapons[i].label,
				components = weaponComponents
			})
		else
			if lastLoadout[weaponName] then
				loadoutChanged = true
			end

			lastLoadout[weaponName] = nil
		end
	end

	if loadoutChanged and isLoadoutLoaded then
		ESX.PlayerData.loadout = loadout
		TriggerServerEvent('esx:updateLoadout', loadout)
	end
end

end)

– Menu interactions
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)

	if IsControlJustReleased(0, 289) and IsInputDisabled(0) and not isDead and not ESX.UI.Menu.IsOpen('default', 'es_extended', 'inventory') then
		ESX.ShowInventory()
	end
end

end)

– Disable wanted level
if Config.DisableWantedLevel then
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)

		local playerId = PlayerId()
		if GetPlayerWantedLevel(playerId) ~= 0 then
			SetPlayerWantedLevel(playerId, 0, false)
			SetPlayerWantedLevelNow(playerId, false)
		end
	end
end)

end

– pickups
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)

	local playerPed = PlayerPedId()
	local coords = GetEntityCoords(playerPed)
	
	-- if there's no nearby pickups we can wait a bit to save performance
	if next(pickups) == nil then
		Citizen.Wait(500)
	end

	for k,v in pairs(pickups) do
		local distance = GetDistanceBetweenCoords(coords, v.coords.x, v.coords.y, v.coords.z, true)
		local closestPlayer, closestDistance = ESX.Game.GetClosestPlayer()

		if distance <= 5.0 then
			ESX.Game.Utils.DrawText3D({
				x = v.coords.x,
				y = v.coords.y,
				z = v.coords.z + 0.25
			}, v.label)
		end

		if (closestDistance == -1 or closestDistance > 3) and distance <= 1.0 and not v.inRange and IsPedOnFoot(playerPed) then
			TriggerServerEvent('esx:onPickup', v.id)
			PlaySoundFrontend(-1, 'PICK_UP', 'HUD_FRONTEND_DEFAULT_SOUNDSET', false)
			v.inRange = true
		end
	end
end

end)

– Last position
Citizen.CreateThread(function()
while true do
Citizen.Wait(1000)

	if ESX.PlayerLoaded and isPlayerSpawned then
		local playerPed = PlayerPedId()
		local coords    = GetEntityCoords(playerPed)

		if not IsEntityDead(playerPed) then
			ESX.PlayerData.lastPosition = {x = coords.x, y = coords.y, z = coords.z}
		end
	end
end

end)

Citizen.CreateThread(function()
while true do
Citizen.Wait(1000)

	local playerPed = PlayerPedId()
	if IsEntityDead(playerPed) and isPlayerSpawned then
		isPlayerSpawned = false
	end
end

end)

U have this on

start nocrosshair

in #Other if u want to enable and disable it u can either remove it from the server.cfg or by doing “stop nocrosshair” in the CMD process of ur server