-
Posts
21,935 -
Joined
-
Last visited
-
Days Won
6
Everything posted by Castillo
-
It is moving the objects, but maybe you didn't want to move these, but the fence. gate = createObject ( 980, 2771.3999023438, -2417.8000488281, 15.39999961853, 0, 0, 270 ) allObjects = { createObject ( 3749, 2772, -2417.8000488281, 18.299999237061, 0, 0, 90 ), createObject ( 2909, 2798, -2430.1999511719, 14.60000038147, 0, 0, 90 ), createObject ( 2909, 2797.6000976563, -2405.3000488281, 14.60000038147, 0, 0, 90 ) } col = createColRectangle ( 2773.0812988281, -2422.6938476563, 2.75, 2 ) function hit ( ) moveObject ( gate, 100, 2771.3999023438, -2417.8000488281, 18 ) end addEventHandler ( "onColShapeHit", col, hit ) function leave ( ) moveObject ( gate, 15000, 2771.3999023438, -2417.8000488281, 15.39999961853 ) end addEventHandler ( "onColShapeLeave", col, leave )
-
@e-Hate: You can use this map converter: viewtopic.php?f=140&t=38462
-
You are using the latest update of "spawn" resource?
-
MTA has many resources when you download it, including a resource called: "reload" which it does what you want.
-
function warpMe(targetPlayer) if getElementData(targetPlayer,"warp.status") then outputChatBox ( "This player has disabled warping.", source, 255, 0, 0 ) return end ..
-
That's because "allObjects" table is not defined anywhere. gate = createObject( 980, 2771.3999023438, -2417.8000488281, 15.39999961853, 0, 0, 270 ) allObjects = { createObject( 3749, 2772, -2417.8000488281, 18.299999237061, 0, 0, 90 ), createObject( 2909, 2798, -2430.1999511719, 14.60000038147, 0, 0, 90 ), createObject( 2909, 2797.6000976563, -2405.3000488281, 14.60000038147, 0, 0, 90 ) } col = createColRectangle( 2773.0812988281, -2422.6938476563, 2.75, 2 ) function hit() for key, gate in ipairs ( allObjects ) do moveObject( gate, 100, 2771.3999023438, -2417.8000488281, 18 ) end end addEventHandler("onColShapeHit", col, hit) function leave() moveObject( gate, 15000, 2771.3999023438, -2417.8000488281, 15.39999961853) end addEventHandler("onColShapeLeave", col, leave)
-
maybe try this function rewardOnWasted ( ammo, killer, killerweapon, bodypart ) if ( killer ) and ( killer ~= source ) then givePlayerMoney ( killer, 1000 ) end end addEventHandler ( "onPlayerWasted", getRootElement(), rewardOnWasted ) That won't work, because the player dies because his/her vehicle explodes.
-
You must use: isGuestAccount
-
Instead of the file path, you set the URL.
-
addEventHandler("onColShapeHit", gate, hit) Here, you are attaching the event to the object, not to the colshape, it should be: addEventHandler("onColShapeHit", col, hit)
-
viewtopic.php?f=13&t=45831
-
1: Te falto un 'end' en la funcion 'close'. 2: Usaste el mismo evento: "onMarkerHit" en vez de "onMarkerLeave". 3: Lee 1 y 2.
-
Eso es porque no tiene sentido, ni siquiera definiste la funcion, ademas de que estas usando un elemento para el event handler, en lugar de una funcion. airportgate = createObject (980, 1759.5999755859, 552.59997558594, 27.700000762939, 0, 0, 340) MarkerOpen = createMarker (1761.3017578125, 571.13073730469, 24.565521240234, "cylinder",4, 255, 0, 0, 255) MarkerClose = createMarker (1749.8184814453, 531.37005615234, 27.262020111084,"cylinder",4, 255, 0, 0, 255) function abrir ( ) moveObject (airportgate, 5000, 1759.5999755859, 552.59997558594, 33.700000762939) end addEventHandler( "onMarkerHit", MarkerOpen, abrir) addEventHandler( "onMarkerHit", MarkerClose, abrir)
-
Seems like the attribute "friendlyfire" is not being used at all. Replace all the content of: "s_main.lua" with this: g_root = getRootElement( ); classGroups = { }; addEvent( "spawn_clientRequestSpawn", true ); addEventHandler( "spawn_clientRequestSpawn", g_root, function( categoryIndex, classIndex, skinIndex, password ) if skinIndex then local class = classGroups[ categoryIndex ].classes[ classIndex ]; if class.password then if not password or password == "" then triggerClientEvent( client, "spawn_requestPassword", root, class.name ); return; elseif password ~= class.password then outputChatBox( "The password you typed in is incorrect! Try again or cancel to choose different class.", client, 200, 50, 50 ); triggerClientEvent( client, "spawn_requestPassword", root, class.name ); return; end end local skin = class.skinMngr.skins[ skinIndex ]; local spawn = true; local spawned; --[[if not classGroups[ cetegoryIndex ].owner then -- if there is NO owner of the clan/gang spawn player spawn = true; else -- if there IS owner of the clan/gang then check if he's member of the clan/gang end]] if spawn then if not class.team then class.team = createTeam( class.name, class.color.red, class.color.green, class.color.blue ); setTeamFriendlyFire ( class.team, false ) end local plrTeam = getPlayerTeam( client ); if ( ( plrTeam ) and ( plrTeam ~= class.team ) and ( countPlayersInTeam( plrTeam ) == 1 ) ) then destroyElement( plrTeam ); end spawned = spawnPlayer( client, skin.spawnLoc.x, skin.spawnLoc.y, skin.spawnLoc.z, skin.spawnLoc.rot, skin.modelId, 0, 0, class.team ); end if spawned then setElementData( client, "team", class.name ) setElementData( client, "skin", skin.name ) fadeCamera( client, true ); setCameraTarget( client, client ); setTimer( setCameraTarget, 200, 1, client, client ); triggerClientEvent( client, "spawn_SpawnedSuccessfully", client ); --setPlayerMoney( client, 500 ); for _, weapon in ipairs( class.weaponMngr.weapons ) do giveWeapon( client, weapon.id, weapon.ammo, false ); end createBlipAttachedTo( client, 0, 2, class.color.red, class.color.green, class.color.blue ) else triggerClientEvent( client, "spawn_FailedToSpawn", client ); if countPlayersInTeam( class.team ) == 0 then destroyElement( class.team ); class.team = nil; end end end end ); addEvent( "spawn_receivePassword", true ); addEventHandler( "spawn_receivePassword", g_root, function( ) end ); addEventHandler( "onPlayerSpawn", g_root, function ( ) end ); addEventHandler( "onPlayerWasted", g_root, function( ) fadeCamera( source, false, 4 ); setTimer( requestMenu, 5000, 1, source ); deleteAllPlayerBlips( source ) end ); function requestMenu( player ) callClientFunc( player, "showSpawnMenu", true, true ); callClientFunc( player, "classSelected" ); end addCommandHandler( "kill", function( plr ) killPed( plr ); end ) function preloadClassesInfo( ) local groups = getElementsByType( "category" ); for _, group in ipairs( groups ) do table.insert( classGroups, Group:New( group ) ); end end addEventHandler( "onResourceStart", getResourceRootElement(), preloadClassesInfo ) function deleteAllPlayerBlips(player) local elements = getAttachedElements(player) if (elements) then for i, element in ipairs(elements) do if (getElementType(element) == "blip") then destroyElement(element) end end end print( "number of players in team: " .. tostring( countPlayersInTeam( getPlayerTeam( player ) ) ) ); end addEventHandler( "onPlayerQuit", g_root, function() deleteAllPlayerBlips(source) end ); ------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------ function callClientFunc( player, funcName, ... ) if #{ ... } ~= 0 then triggerClientEvent( player, "_clientCallFunction", root, funcName, ... ) else triggerClientEvent( player, "_clientCallFunction", root, funcName ) end end addEvent( "_serverCallFunction", true ) addEventHandler( "_serverCallFunction", root, function( funcName, ... ) _G[ funcName ](...) end )
-
No estas ejecutando la funcion. Ponele despues del "end": addEventHandler ( "onClientResourceStart", resourceRoot, robada )
-
Para hacer eso necesitas las siguientes funciones/eventos: Funciones: createObject moveObject createMarker o createColTube Eventos: onMarkerHit o onColShapeHit
-
Stolen resource: https://community.multitheftauto.com/ind ... ls&id=5502 DONE
-
Because it makes no sense.
-
That's different, since you'll need a different table because the script I posted is a lua table, removed when the resource stops/restarts.
-
Yes, exactly.