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Posts
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Everything posted by Castillo
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Turn off the engine when a player enter the vehicle: setVehicleEngineState combined with the event: onVehicleEnter.
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https://community.multitheftauto.com/index.php?p= ... &id=324998 All his/her resources are: Vehicle mod(s), weapon mod(s), skin mod(s).
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1: You never get the selected item. 2: You don't trigger the selected vehicle, as you haven't done the #1. 3: You never get the vehicle model from the name, as you haven't done #1 and #2.
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You must trigger the selected item name to server side then get the vehicle model from the name received.
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Eso no tiene sentido. addEventHandler ( 'onClientGUIClick', guiRoot, function ( ) if ( source == GUIEditor_Button[1] ) then local row, col = guiGridListGetSelectedItem ( GUIEditor_Grid[1] ) if ( row and col and row ~= -1 and col ~= -1 ) then guiSetText ( GUIEditor_Memo[1], "Debes elegir algun Personaje" ) guiSetVisible ( GUIEditor_Window[1], true ) showCursor ( true ) end end end )
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Intenta agregando el recurso al "acl.xml" en el grupo "Admin".
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Sera una imagen creada con guiCreateStaticImage.
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No, si te das cuenta, dice "DX" no "GUI" .
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Creo que entendi de que estas hablando. En GUI cuando creas un elemento como parent de otro y lo moves, el elemento se mueve con el. En DX no podes hacer eso.
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Are you sure that you don't want to destroy the vehicles locked to his/her account name instead of player name?
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Decis tabs en un tabPanel? si es asi, creas el tabPanel luego clickeas en el mismo y presionas "Add tab".
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Eso no tiene sentido, son variables globales en un script server side, ademas, solo estas obteniendo un arma. local tempData = { } addEventHandler ( "onPlayerWasted", getRootElement(), function ( ) tempData [ source ] = { weapons = getWeaponsTable ( source ), skin = getElementModel ( source ) } end ) addEventHandler ( "onPlayerSpawn", getRootElement(), function ( ) if ( tempData [ source ] ) then setElementModel ( source, tempData [ source ].skin ) for weapon, ammo in pairs ( tempData [ source ].weapons ) do giveWeapon ( source, weapon, ammo, true ) end end end ) function getWeaponsTable ( thePlayer ) local weapons = { } local hasAnyWeapon = false for slot = 0, 12 do local weapon = getPedWeapon ( thePlayer, slot ) if ( weapon > 0 ) then local ammo = getPedTotalAmmo ( thePlayer, slot ) if ( ammo > 0 ) then weapons [ weapon ] = ammo hasAnyWeapon = true end end end if ( hasAnyWeapon ) then return weapons end end
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I guess "police" variable is defined, right? call ( getResourceFromName ( 'scoreboard' ), 'addScoreboardColumn', 'Group' ) setTimer ( function ( ) for index, player in ipairs ( getElementsByType ( "player" ) ) do local role = getElementData ( player, 'role' ) if ( role == tostring ( police ) ) then setElementData ( player, 'Group', 'Police' ) end end end ,5000, 0 )
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Why you should destroy it? you can change the model of the vehicle instead of re-creating it. GUIEditor_Window = {} GUIEditor_Button = {} GUIEditor_Label = {} GUIEditor_Edit = {} GUIEditor_Grid = {} GUIEditor_Window[1] = guiCreateWindow(0,0.6583,0.2212,0.35,"GUI Garage",true) guiWindowSetMovable(GUIEditor_Window[1],false) guiWindowSetSizable(GUIEditor_Window[1],false) GUIEditor_Button[1] = guiCreateButton(10,57,157,43,"Sacar Vehiculo",false,GUIEditor_Window[1]) GUIEditor_Button[2] = guiCreateButton(10,108,157,43,"Cambiar de color el Vehiculo",false,GUIEditor_Window[1]) GUIEditor_Button[3] = guiCreateButton(10,159,157,42,"Cambiar/poner Paintjob",false,GUIEditor_Window[1]) GUIEditor_Label[1] = guiCreateLabel(53,29,56,16,"By ElMota",false,GUIEditor_Window[1]) guiSetFont(GUIEditor_Label[1],"default-bold-small") GUIEditor_Button[4] = guiCreateButton(141,22,25,29,"X",false,GUIEditor_Window[1]) GUIEditor_Window[2] = guiCreateWindow(-0.005,0.0917,0.2275,0.5667,"GUI Autos",true) GUIEditor_Grid[1] = guiCreateGridList(9,28,164,303,false,GUIEditor_Window[2]) guiGridListSetSelectionMode(GUIEditor_Grid[1],2) column = guiGridListAddColumn(GUIEditor_Grid[1],"Autos",0.-- s8) --> column2 = guiGridListAddColumn(GUIEditor_Grid[1],"ID",0.2) GUIEditor_Window[3] = guiCreateWindow(0.2212,0.6583,0.2675,0.3483,"GUI Agregar Auto",true) GUIEditor_Button[5] = guiCreateButton(13,164,187,33,"Agregar",false,GUIEditor_Window[3]) GUIEditor_Label[2] = guiCreateLabel(17,31,125,17,"Nombre de la Variable",false,GUIEditor_Window[3]) guiSetFont(GUIEditor_Label[2],"default-bold-small") GUIEditor_Edit[1] = guiCreateEdit(17,49,187,29,"",false,GUIEditor_Window[3]) GUIEditor_Label[3] = guiCreateLabel(19,90,123,22,"Numero de ID",false,GUIEditor_Window[3]) guiSetFont(GUIEditor_Label[3],"default-bold-small") GUIEditor_Edit[2] = guiCreateEdit(17,107,187,29,"",false,GUIEditor_Window[3]) guiSetVisible(GUIEditor_Window[1],false) guiSetVisible(GUIEditor_Window[2],false) guiSetVisible(GUIEditor_Window[3],false) showCursor(false) marker = createMarker( 250.27734375, -1765.474609375, 3.7, "cylinder", 1.5, 255, 255, 255, 90 ) function markerHit(hitPlayer) name = getPlayerName( localPlayer ) if name == "ElMota(BienNice)" then if ( hitPlayer == localPlayer ) then guiSetVisible (GUIEditor_Window[1], true) guiSetVisible (GUIEditor_Window[2], true) guiSetVisible (GUIEditor_Window[3], true) showCursor (true) triggerServerEvent("onCameraView", getLocalPlayer()) guiSetInputMode ( "no_binds_when_editing" ) end end end addEventHandler("onClientMarkerHit", marker, markerHit) addEventHandler("onClientGUIClick", root, function() if source == GUIEditor_Button[4] then guiSetVisible(GUIEditor_Window[1],false) guiSetVisible(GUIEditor_Window[2],false) guiSetVisible(GUIEditor_Window[3],false) showCursor(false) setCameraTarget( localPlayer ) end end ) addEventHandler("onClientGUIClick", root, function() if source == GUIEditor_Button[5] then local row = guiGridListAddRow(GUIEditor_Grid[1]) guiGridListSetItemText ( GUIEditor_Grid[1], row, column, (guiGetText(GUIEditor_Edit[1])), false, false ) guiGridListSetItemText ( GUIEditor_Grid[1], row, column2, (guiGetText(GUIEditor_Edit[2])), false, false ) end end ) addEventHandler ( "onClientGUIChanged", GUIEditor_Edit[2], function ( ) local skins = guiGetText ( source ) if ( not isElement ( auto ) ) then auto = createVehicle ( tonumber ( skins ), -1951.6552734375, 263.078125, 35.46875 ) else setElementModel ( auto, tonumber ( skins ) ) end end )
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function Destroyer ( ) slothbot = exports [ "slothbot" ]:spawnBot ( 1086.6645507813, 1076.1888427734, 10.838157653809, 90, 300, 0, 0, Umbrella, 38, "hunting" ) exports.extrahealth:setElementExtraHealth ( slothbot, 10000000 ) outputChatBox ( "Jefe Umbrella:¿Como va la situacion de Raccon City?" ) outputChatBox ( "Empleada:muy mal señor" ) outputChatBox ( "Jefe Umbrella:Activen el projecto Nemesis" ) outputChatBox ( "Empleada:Activando projecto Nemesis" ) outputChatBox ( "Empleada:Projecto Nemesis activado" ) end addCommandHandler ( "spawnbot", Destroyer )
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Ese evento es creado por el script, asi que si.
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Los eventos no se exportan. Para usar un evento propio tenes que usar: addEvent y addEventHandler
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local carros = { } addEvent ( "CreateCarros", true ) addEventHandler ( "CreateCarros", getRootElement(), function ( ) if ( isElement ( carros [ source ] ) ) then destroyElement ( carros [ source ] ) end carros [ source ] = createVehicle ( 440,1543.98962, -1670.46398, 13.600, 0, 0, 90 ) warpPedIntoVehicle ( source, carros [ source ] ) end )
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getPlayerAccount getAccountData setAccountData getPlayerTeam getTeamName getTeamFromName setPlayerTeam onPlayerQuit onPlayerLogout onPlayerLogin