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Posts
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Everything posted by Castillo
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What I'd on SAUR at my house system was: Create two 2 colshapes + pickups and set as element data the colshapes to each. Like this: setElementData ( entranceCol, "destination", exitCol ) setElementData ( exitCol, "destination", entranceCol ) This way you can just get the position/interior/dimension of that colshape and set it.
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https://community.multitheftauto.com/ind ... ils&id=977 That one could help, if it doesn't work, you can make your own one with the following functions: setAccountData -- To save. getAccountData -- To load.
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Found the problem, you have missing 'root' at addEventHandler of 'onPlayerWasted'. addEventHandler ( "onPlayerWasted", root, deathCheck )
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De nada.
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Try this: function respawn ( thePlayer ) if ( isPedDead ( thePlayer ) ) then local x, y, z = getElementPosition ( thePlayer ) spawnPlayer ( thePlayer, x, y, z ) setElementModel ( thePlayer, mySkin ) end end addCommandHandler ( "respawn", respawn ) function deathCheck ( ) local x, y, z = getElementPosition ( source ) spawnPlayer ( source, x, y, z ) end addEventHandler ( "onPlayerWasted", root, deathCheck ) function killcommand ( thePlayer ) killPed ( thePlayer, thePlayer) outputChatBox ( "Type /respawn to respawn immediately.", thePlayer, 255, 0, 0, true ) end addCommandHandler ( "kill", killcommand )
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That should work. Where's "mySkin" defined?
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De la manera que tu tabla funciona, tendrias que guardar el index. function cargaRadios() for id, RadiosName in ipairs(MisRadios.name) do rowR = guiGridListAddRow ( ListaRadios ) guiGridListSetItemText ( ListaRadios, rowR, columnRadios, RadiosName, false, false ) guiGridListSetItemColor ( ListaRadios, rowR, columnRadios, 0, 255, 0 ) guiGridListSetItemData ( ListaRadios, rowR, columnRadios, id ) end end Luego obtenes la URL del index seleccionado, asi: url = MisRadios.url [ index ]
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'source' shouldn't be defined at the function name, there: function deathCheck(source)
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You can't rotate a GUI image.
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Is wrong. button1 = guiCreateButton( 0.01, 0.01, 0.2, 0.1, "Colt $".. price_colt, true, tab1 ) button2 = guiCreateButton( 0.01, 0.12, 0.2, 0.1, "Silencer $".. price_silencer, true, tab1 ) button3 = guiCreateButton( 0.01, 0.23, 0.2, 0.1, "Deagle $".. price_deagle, true, tab1 ) button4 = guiCreateButton( 0.01, 0.34, 0.2, 0.1, "Sawn off $".. price_sawn, true, tab1 ) button5 = guiCreateButton( 0.01, 0.45, 0.2, 0.1, "Shotgun $".. price_shotgun, true, tab1 ) button6 = guiCreateButton( 0.01, 0.56, 0.2, 0.1, "Spaz 12 $".. price_spaz12, true, tab1 )
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You're welcome.
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Eso es porque 'player' esta mal, tiene que ser 'source' y no debe estar en el nombre de la funcion.
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I made your script to work different, this way it'll work. -- client side: function levelup ( ) if isElement ( expLabel ) then destroyElement ( expLabel ) end local Exp = getElementData ( localPlayer, "ExP" ) or 0 local Level = getElementData ( localPlayer, "Level" ) or 0 expLabel = guiCreateLabel ( 0.777, 0.22, 0.1708, 0.0963, "ExP gained: ??\nTotal ExP: ".. tostring ( Exp ) .."\nLevel: ".. tostring ( Level ), true ) guiLabelSetColor ( expLabel, 0, 255, 0 ) guiLabelSetVerticalAlign ( expLabel, "top" ) guiLabelSetHorizontalAlign ( expLabel, "left", false ) guiSetFont ( expLabel, "clear-normal" ) setTimer ( levelup, 2000, 1 ) end setTimer ( levelup, 2000, 1 ) -- server side: exports.scoreboard:scoreboardAddColumn ( "ExP" ) exports.scoreboard:scoreboardAddColumn ( "Level" ) local levels = { 30, 55, 75, 85, 95, 120, 150, 230, 350, 500 } addEvent ( "onZombieWasted", true ) addEventHandler ( "onZombieWasted", root, function ( killer ) addPlayerZombieKills ( killer ) end ) function addPlayerZombieKills ( killer ) local account = getPlayerAccount ( killer ) if isGuestAccount ( account ) then return end local H = tonumber ( getElementData ( killer, "ExP" ) ) or 0 local L = tonumber ( getElementData ( killer, "Level" ) ) or 0 setElementData ( killer, "ExP", tonumber ( H ) + 5 ) local H = ( H + 5 ) local L = ( L + 1 ) if ( L <= #levels ) and ( levels [ L ] ) and ( tonumber ( H ) >= tonumber ( levels [ L ] ) ) then setElementData ( killer, "Level", L ) triggerClientEvent ( killer, "playSound", killer ) end end function onLogin ( _, account ) setElementData ( source, "Level", getAccountData ( account, "lvl" ) or "Level 0 !" ) setElementData ( source, "ExP", getAccountData ( account, "exp" ) or "0" ) end addEventHandler ( "onPlayerLogin", root, onLogin ) function saveData ( thePlayer, theAccount ) if ( theAccount and not isGuestAccount ( theAccount ) ) then setAccountData ( theAccount, "lvl", getElementData ( thePlayer, "Level" ) ) setAccountData ( theAccount, "exp", getElementData ( thePlayer, "ExP" ) ) end end addEventHandler ( "onPlayerQuit", root, function ( ) saveData ( source, getPlayerAccount ( source ) ) end ) addEventHandler ( "onPlayerLogout", root, function ( prev ) saveData ( source, prev ) end )
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Just place the map on your server and start it.
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The only way to find them is search on every script.
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The way your script works is not good, because if the exact experience is not on the levels table, it won't level up.
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Write: /start realdriveby on the chatbox.
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As I said above, use the map editor to place vehicles on your server.
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You're welcome.
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Even though I already sent PM. Happy Birthday
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By scripting it, as far as I know, vG scripts has it.
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What do you mean by insert vehicles? you want to map vehicles? if so, use the map editor.
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Start the resource called: "realdriveby".
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Colshapes has no alpha, because they are not visible, only radar areas has color. safeZoneRadar = createRadarArea ( 95.974617004395, 1751.3895263672, 255, 255, 240, 0, 0, 200 ) -- 200 = alpha.
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Start the resource called: "reload".