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Everything posted by Castillo
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That's because you set your scripts as server side, but GUI is client side only. There, type="server" must be type="client" ( only for the GUI scripts of course ).
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have you checked if he created the script? he may have had the same idea Of course I'd, it's the same as the abseil resource. Edit: Vehicle mod: https://community.multitheftauto.com/ind ... ls&id=4870
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Topic moved to "Resources" section.
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Because the second argument is the responsible element that kicked the player. function banThatPlayer ( thePlayer, command, tPlayer, ... ) local reason = table.concat ( { ... }, " " ) local tPlayer = getPlayerFromName ( tPlayer ) setAccountData ( getPlayerAccount( tPlayer ), "BannedReason", reason ) setAccountData ( getPlayerAccount( tPlayer ), "Occupation", "Banned" ) kickPlayer ( tPlayer, thePlayer, "banned" ) end addCommandHandler ( "blazyban", banThatPlayer ) Why does it say "Banned" if it's just a kick?
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Where is "point" defined at?
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Stolen: https://community.multitheftauto.com/ind ... ls&id=4862 Original: https://community.multitheftauto.com/ind ... ls&id=1873
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Tenes que usar el event: onClientGUIChanged, verificas si el tipo de texto es un numero, si no, borras todo el texto y le envias un mensaje.
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door = createObject ( 8948, -597.79998779297, -476.89999389648, 26.299999237061, 0, 0, 0 ) colShape = createColTube ( -598.87946, -476.85843, 24.51785, 5, 3.5 ) skins = { [ 124 ] = true, [ 125 ] = true, [ 126 ] = true, [ 163 ] = true, [ 164 ] = true, [ 292 ] = true, [ 293 ] = true, [ 294 ] = true } addEventHandler ( "onColShapeHit", colShape, function ( hitElement ) if ( getElementType ( hitElement ) == "player" ) or ( getElementType ( hitElement ) == "vehicle" ) then if ( skins [ getElementModel ( hitElement ) ] ) then moveObject ( door, 2000, -597.79998779297, -476.89999389648, 22.700000762939, 0, 0, 0 ) outputChatBox ( "Welcome ".. getPlayerName ( hitElement ), hitElement ) end end end ) addEventHandler ( "onColShapeLeave", colShape, function ( leaveElement ) if ( getElementType ( leaveElement ) == "player" ) or ( getElementType ( leaveElement ) == "vehicle" ) then if ( skins [ getElementModel ( leaveElement ) ] ) then moveObject ( door, 2000, -597.79998779297, -476.89999389648, 26.299999237061, 0, 0, 0 ) outputChatBox ( "Cya ".. getPlayerName ( leaveElement ), leaveElement ) end end end ) Problems: 1: Your colshape was wrong, you should have used a col tube instead. 2: You forgot to define the moveTime argument @ moveObject.
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Usa triggerClientEvent en el lado del server side y en el client side creas el evento.
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Agree with Alpha, players keep's changing their names, to add Tags and so on. This would be useless and annoying for most people.
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Tu variable se llama "levelexp" pero vos estas usando "level".
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No se puede cancelar ese evento, tenes que cancelar el onClientPlayerDamage. function casigod ( attacker, weapon, bodypart, loss ) if ( attacker ) and ( getElementType ( attacker ) == "player" ) or ( getElementType ( attacker ) == "vehicle" ) then cancelEvent ( ) end end addEventHandler ( "onClientPlayerDamage", localPlayer, casigod )
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No existen funciones basicas de un game mode en mi opinion, porque cada uno lo hace como quiere o sabe.
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addEvent ( "spawnVehicle", true ) addEventHandler ( "spawnVehicle", root, function ( vehID ) if ( isElement ( vehicles [ source ] ) ) then destroyElement ( vehicles [ source ] ) end vehicles [ source ] = createVehicle ( vehID, getElementPosition ( source ) ) if ( vehicles [ source ] ) then -- What is "sultan"?? your vehicle element is: vehicles [ source ] setVehicleColor ( vehicles [ source ], 6, 183, 248 ) -- Here goes the vehicle element, not a string. end setTimer ( warpPedIntoVehicle, 200, 1, source, vehicles [ source ] ) triggerClientEvent ( source, "closeWindow", root ) end )
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You're welcome. P.S: There's no need to lock the topic, someone else may have the same problem.
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You have to use getElementData. for i,marker in ipairs ( markers ) do addEventHandler ( "onClientMarkerHit", marker, function ( hitElement ) if ( hitElement == localPlayer ) then if ( getElementData ( hitElement, "Occupation" ) == "Medic" ) then createVehGui ( hitElement ) if ( MainGui ~= nil ) then guiSetVisible ( MainGui, true ) showCursor ( true ) guiSetInputEnabled ( true ) setElementFrozen ( hitElement, true ) end end end end ) end
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What you copied: local skins { { "Farmer", 158 }, { "Farmer Redneck", 159 }, { "Farmer Girl", 157 } } What I wrote: local skins = -- Create a table with our skin names and their ID's. { { "Farmer", 158 }, { "Farmer Redneck", 159 }, { "Farmer Girl", 157 } } Read both and find out what is missing.
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1: You give us a image which the size doesn't let us read. 2: You give us ONE line of code. 3: Nothing makes sense. Do you really expect us to get something out of this?
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local x, y, z = 0, 0, 10 -- Camera position local rotation = 0 -- Camera rotation local height = math.rad ( 1 ) -- height local distance = 19 -- default distance from the player function renderCameraRotation ( ) rotation = ( rotation + 0.5 ) if ( rotation >= 360 ) then rotation = 0 end local angle = math.rad ( rotation ) local camX = ( x + 3 * distance * math.cos ( angle ) * math.cos ( height ) ) local camY = ( y + 3 * distance * math.sin ( angle ) * math.cos ( height ) ) local camZ = ( z + 0.4 * distance + 2 * distance * math.sin ( height ) ) local hit, hitX, hitY, hitZ = processLineOfSight ( x, y, z, camX, camY, camZ, false, false, false ) if ( hit ) then camX, camY, camZ = ( x + 0.9 * ( hitX - x ) ), ( y + 0.9 * ( hitY - y ) ), ( z + 0.9 * ( hitZ - z ) ) end setCameraMatrix ( camX, camY, camZ, x, y, z ) end addEventHandler ( "onClientPreRender", root, renderCameraRotation )
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local skins = -- Create a table with our skin names and their ID's. { { "Farmer", 158 }, { "Farmer Redneck", 159 }, { "Farmer Girl", 157 } } GUIEditor_Grid[1] = guiCreateGridList(12,260,346,79,false,GUIEditor_Window[1]) guiGridListAddColumn(GUIEditor_Grid[1],"Select your skin",0.2) for index, skin in ipairs ( skins ) do -- Loop through our "skins" table. local row = guiGridListAddRow ( GUIEditor_Grid[1] ) -- Add a row for every item in the table. guiGridListSetItemText ( GUIEditor_Grid[1], row, 1, skin [ 1 ], false, false ) -- Set the item text to the first value of our table. guiGridListSetItemData ( GUIEditor_Grid[1], row, 1, skin [ 2 ] ) -- Set the item data to the second value of our table. end -- End for loop. Read comments. To get the skin ID selected use guiGridListGetItemData.
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You're welcome.
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https://wiki.multitheftauto.com/wiki/Ser ... our_server Read that manual.