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Posts
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Everything posted by Castillo
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-- client side: function rocket ( boss, player ) local x, y, z = getElementPosition ( boss ) createProjectile ( boss, 19, x, y, z, 100, player ) end addEvent ( "onBOSSFire", true ) addEventHandler ( "onBOSSFire", getRootElement(), rocket ) -- server side: function spawnboss ( player ) boss = exports.zombies:createZombie ( 241.96803283691, 1393.2790527344, 10.5859375, 90, math.random ( 300, 304 ), 0, 0, 200, 10000, true ) giveWeapon ( boss, 36, 300 ) triggerClientEvent ( root, "onBOSSFire", root, boss, player ) end addCommandHandler ( "b", spawnboss )
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You mean to kill a player? if so: killPed
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You can create one when resource start.
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Well, the difference is, that e.g, you want to write on a file via scripting functions, if you are using a zip, you won't be able to do that.
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You are spawning one bot when another dies, and the other 10 bots, you want to spawn them when a slothbot spawns.
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Do you get an error? and the chat box output is working?
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The resource: "reload" triggers "onPlayerReload" to reload the weapon ( server side event ), is not an event triggered by MTA, but by the script.
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Yes, since a long time.
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onPlayerDamage outputChatBox
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Marker = createMarker ( 1294.7626953125, -1379.625, 13.486034584045, "corona", 1.5, 90, 253, 70, 163 ) function check ( thePlayer ) if ( isElementWithinMarker ( thePlayer, Marker ) ) then local money = getPlayerMoney ( thePlayer ) if ( money >= 1000 ) then setPedArmor ( thePlayer, 10 ) else outputChatBox ( "No tienes Dinero para comprar Armor!", thePlayer, 8, 224, 13 ) end end end function decir ( hitElement ) if ( getElementType ( hitElement ) == "player" ) then if ( not isPedInVehicle ( hitElement ) ) then if ( eventName == "onMarkerHit" ) then outputChatBox ("Preciona Z para comprar el armor!", hitElement, 8, 224, 13 ) bindKey ( hitElement, "z", "down", check ) else unbindKey ( hitElement, "z", "down", check ) end end end end addEventHandler ( "onMarkerHit", Marker, decir ) addEventHandler ( "onMarkerLeave", Marker, decir )
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Too bad it looks exactly like SAUR's, which has it since a long time.
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We don't give support with stolen scripts. Topic locked.
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I'll lock the topic, for what it seems, kranchof, you aren't reading what people tell you.
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No, he was just asking how to make a colshape like the one in his image.
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Why would he use a table?
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function KickDM ( _, attacker ) if ( attacker ) then if ( getElementType ( attacker ) == "player" ) then outputChatBox ( getPlayerName ( attacker ) .. " have been kicked for DM!", root, 250, 60, 60, true ) kickPlayer ( attacker, "You have been kicked for killing another player" ) end end end addEventHandler ( "onPlayerWasted", root, KickDM ) outputChatBox has to go first, if you do it after kickPlayer, it'll say that expected a player element, but got nil at getPlayerName.
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Well, it'll appear that he got kicked.
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Well, the only way to make the player quit by scripting functions is to kick him, as far as I know. kickPlayer
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You set the script as server side, right?
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Did the script work? I didn't test it myself.
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local playerData = { } -- Define a table function saveWarp ( playerSource ) local vehicle = getPedOccupiedVehicle ( playerSource ) playerData [ playerSource ] = -- Add the player who used the command to the table, and insert the position, rotation, speed { position = { getElementPosition ( vehicle ) }, rotation = { getElementRotation ( vehicle ) }, speed = { getElementVelocity ( vehicle ) } } outputChatBox ( "The Warp has been saved!", playerSource ) end addCommandHandler ( "sw", saveWarp ) function loadWarp ( playerSource ) local data = playerData [ playerSource ] -- Check if the player is on the table. if ( data ) then -- If he/she is... local vehicle = getPedOccupiedVehicle ( playerSource ) setElementFrozen ( vehicle, true ) setElementPosition ( vehicle, unpack ( data.position ) ) -- Set the position to the value stored on the table. setElementRotation ( vehicle, unpack ( data.rotation ) ) -- Set the rotation to the value stored on the table. setTimer ( setFreeze, 3000, 1, vehicle, data.speed ) -- Pass the speed data to the "setFreeze" function. outputChatBox ( "The Warp has been loaded!", playerSource ) end end addCommandHandler ( "lw", loadWarp ) function setFreeze ( vehicle, speed ) if ( vehicle ) then setElementFrozen ( vehicle, false ) setElementVelocity ( vehicle, unpack ( speed ) ) end end Read the comments.
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-- client side: function fakeBomb ( x, y, z ) createExplosion ( x, y, z, 0, true, -1.0, false ) end addEvent ( "fakeBomb", true ) addEventHandler ( "fakeBomb", getRootElement(), fakeBomb ) -- server side: local zone = createColSphere( 1588.1999511719, -1638.5, 15.10000038147, 15.0 ) function shapeHit ( hitPlayer ) triggerClientEvent ( root, "fakeBomb", root, getElementPosition ( hitPlayer ) ) end addEventHandler( 'onColShapeHit', zone, shapeHit )
