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Posts
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Everything posted by Castillo
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You're using the resource with random spawnpoints? or via createZombie function? because I've added an output and their interior is always 0 via random spawnpoints.
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I'm in a interior and I zombies aren't spawning near me, does they spawn for you?
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Post your zombie_server.lua script code with the tags.
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Try this: addEventHandler( "onResourceStart", resourceRoot, function( ) local server = dbConnect( "sqlite", "Storedinfo.db" ) local qh = dbQuery(server, "SELECT * FROM fuelpoints") if not dbFree ( dbQuery ( server,"CREATE TABLE IF NOT EXISTS vehicles ( fuelpointID, posX, posY, posZ, name)")) --then fuelpointID = type = ('int(10) unsigned', auto_increment = true, primary_key = true) then cancelEvent( ) return end if qh then for index, data in ipairs(dbPoll ( qh, -1 )) do local colshape = createColSphere( data.posX, data.posY, data.posZ, 2 ) setElementParent( colshape, fuelRoot ) setElementData( colshape, "name", tonumber( data.name ) or data.name ) end end end )
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Te mejore el script un poco, asi la puerta no se bugeaba al intentar abrirla cuando ya lo esta.
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There's an example to face another player: addCommandHandler("facePlayer", function (player, cmd, targetName) local target = getPlayerFromNick(targetName); if not target then outputChatBox("Invalid player", player); end local x,y,z = getElementPosition(player); local tx,ty,tz = getElementPosition(target); setPedRotation(player, findRotation(x,y,tx,ty) ); end );
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-- -- c_water.lua -- local waterOn = false function setWaterShaderEnabled(bool) if bool then engineApplyShaderToWorldTexture ( myShader, "waterclear256" ) -- Update water color incase it gets changed by persons unknown waterTimer = setTimer( function() if myShader then local r,g,b,a = getWaterColor() dxSetShaderValue ( myShader, "gWaterColor", r/255, g/255, b/255, a/255 ); end end ,100,0 ) waterOn = true else if isTimer(waterTimer) then killTimer(waterTimer) end engineRemoveShaderFromWorldTexture ( myShader, "waterclear256" ) waterOn = false end end addEventHandler( "onClientResourceStart", resourceRoot, function() -- Version check if getVersion ().sortable < "1.1.0" then return end -- Create shader myShader, tec = dxCreateShader ( "water.fx" ) if myShader then outputChatBox( "Using technique " .. tec ) -- Set textures local textureVol = dxCreateTexture ( "images/smallnoise3d.dds" ); local textureCube = dxCreateTexture ( "images/cube_env256.dds" ); dxSetShaderValue ( myShader, "microflakeNMapVol_Tex", textureVol ); dxSetShaderValue ( myShader, "showroomMapCube_Tex", textureCube ); end setWaterShaderEnabled(true) end ) bindKey("K","down", function () waterOn = not waterOn setWaterShaderEnabled(waterOn) end)
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Maybe this can help: https://wiki.multitheftauto.com/wiki/FindRotation
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function joinHandler ( ) spawnPlayer (source, -1969.2669677734, 137.71185302734, 30, 0, math.random (0,288), 0, 0) fadeCamera (source, true) setCameraTarget ( source, source ) end addEventHandler ( "onPlayerJoin" , getRootElement ( ) , joinHandler ) function spawnWasted(player, skin) repeat until spawnPlayer ( player, -2655.02, 625.30, 14.45, 180, skin, 0) fadeCamera(player, true) setCameraTarget(player, player) end addEventHandler("onPlayerWasted", root, function() setTimer(spawnWasted, 1800, 1, source, getElementModel(player)) end ) function greetPlayer ( ) outputChatBox ( "Witaj na Polskim Serwerze Zabawy stworzonym przez Mefisto_PL !" , source, 0, 159, 255 ) end addEventHandler ( "onPlayerLogin", getRootElement(), greetPlayer ) That should give the skin he had before die, about the skin after leave, you must save the skin somewhere, that could be account data, sql, mysql, xml.
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I think the only way would be editing the script.
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Well, my code worked for the dxscoreboard, not sure which one is he using.
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exports.scoreboard:addScoreboardColumn("JOB", nil, 1.5) -- 1.5 = width.
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What do you mean by "same effect"? it kicks you from other vehicles still?
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I actually tested it before post.
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"onClientPlayerJoin" is triggered when a player joins, but doesn't work for the player who just joined ( the client ), use "onClientResourceStart" instead. function replacevehs () dustertxd = engineLoadTXD ( "txd/rancher.txd" ) engineImportTXD ( dustertx, 489 ) dusterdff = engineLoadDFF ( "dff/rancher.dff", 489 ) engineReplaceModel ( dusterdff, 489 ) d1310txd = engineLoadTXD( "txd/admiral.txd" ) engineImportXD ( d1310txd, 445 ) d1310dff = engineLoadDFF ( "dff/admiral.dff", 445 ) engineReplaceModel ( d1310dff, 445 ) bmwm5e34txd = engineLoadTXD ( "txd/sentinel.txd" ) engineImportTXD ( bmwm5e34txd, 405 ) bmwm5e34dff = engineLoadDFF ( "dff/sentinel.dff", 405 ) engineReplaceModel ( bmwm5e34dff, 405 ) trabant601txd = engineLoadTXD ( "txd/stallion.txd" ) engineImportTXD ( trabant601txd, 439 ) trabant601dff = engineLoadDFF ( "dff/stallion.dff", 439 ) engineReplaceModel ( trabant601dff, 439 ) rangerovertxd = engineLoadTXD ( "txd/huntley.txd" ) engineImportTXD ( rangerovertxd, 579 ) rangeroverdff = engineLoadDFF ( "dff/huntley.dff", 579 ) engineReplaceModel ( rangeroverdff, 579 ) reginatxd = engineLoadTXD ( "txd/regina.txd" ) engineImportTXD ( reginatxd, 479 ) reginadff = engineLoadDFF ( "dff/regina.dff", 479 ) engineReplaceModel ( reginadff, 479 ) perentxd = engineLoadTXD ( "txd/peren.txd" ) engineImportTXD ( perentxd, 404 ) perendff = engineLoadDFF ( "dff/peren.dff", 404 ) engineReplaceModel ( perendff, 404 ) comettxd = engineLoadTXD ( "txd/comet.txd" ) engineImportTXD ( comettxd, 480 ) cometdff = engineLoadDFF ( "dff/comet.dff", 480 ) engineReplaceModel ( cometdff, 480 ) clubtxd = engineLoadTXD ( "txd/club.txd" ) engineImportTXD ( clubtxd, 589 ) clubdff = engineLoadDFF ( "dff/club.dff", 589 ) engineReplaceModel ( clubdff, 589 ) buffalotxd = engineLoadTXD ( "txd/buffalo.txd" ) engineImportTXD ( buffalotxd, 402 ) buffalodff = engineLoadDFF ( "dff/buffalo.dff", 402 ) engineReplaceModel ( buffalodff, 402 ) end addEventHandler("onClientResourceStart", resourceRoot, replacevehs)
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Kenix: So far my script works perfect, I'm able to enter another vehicles other than Police and so on.
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Try this: local timers = { } local policeSkins = { [280] = true, [281] = true, [282] = true, [283] = true, [284] = true, [285] = true, [286] = true } local FireSkins = { [277] = true, [278] = true, [279] = true } local medicSkins = { [274] = true, [275] = true, [276] = true } local policeVehicles = { [598] = true, [596] = true, [597] = true, [599] = true } local FireCars = { [407] = true, [544] = true } local medicCars = { [416] = true } function enterVehicle ( theVehicle, seat, jacked ) if ( not policeVehicles[ getElementModel ( theVehicle ) ] and not FireCars[ getElementModel ( theVehicle ) ] and not medicCars[ getElementModel ( theVehicle ) ] ) then return end if ( policeVehicles[ getElementModel ( theVehicle ) ] ) and ( policeSkins[ getElementModel ( source ) ] ) then timers[source] = setTimer( payThePlayer,60000,0,source ) elseif ( FireCars[ getElementModel ( theVehicle ) ] ) and ( FireSkins[ getElementModel ( source ) ] ) then timers[source] = setTimer( payThePlayer1,60000,0,source ) elseif ( medicCars [getElementModel ( theVehicle ) ] ) and ( medicSkins[ getElementModel ( source ) ] ) then timers[source] = setTimer( payThePlayer2,60000,0,source ) else removePedFromVehicle ( source ) -- force the player out of the vehicle outputChatBox("You're not allowed to use this vehicle", source) end end addEventHandler ( "onPlayerVehicleEnter", root, enterVehicle ) addEventHandler("onPlayerQuit",root, function( ) if isTimer( timers[source] ) then killTimer( timers[source] ) end timers[source] = nil end ) function exitVehicle() if isTimer( timers[source] ) then killTimer( timers[source] ) end timers[source] = nil end addEventHandler ( "onPlayerVehicleExit", root, exitVehicle ) function payThePlayer( thePlayer ) if not thePlayer then if isTimer( timers[thePlayer] ) then killTimer( timers[thePlayer] ) end return end setElementData( thePlayer,"MONEY",tonumber( getElementData(thePlayer, "MONEY" ) )+180 ) outputChatBox ( "Jus gavote alga 180Lt!", thePlayer ) end function payThePlayer1( thePlayer ) if not thePlayer then if isTimer( timers[thePlayer] ) then killTimer( timers[thePlayer] ) end return end setElementData( thePlayer,"MONEY",tonumber( getElementData( thePlayer, "MONEY" ) )+380 ) outputChatBox ( "Jus gavote alga 380Lt!", thePlayer ) end function payThePlayer2( thePlayer ) if not thePlayer then if isTimer( timers[thePlayer] ) then killTimer( timers[thePlayer] ) end return end setElementData( thePlayer,"MONEY",tonumber( getElementData( thePlayer, "MONEY" ) )+580 ) outputChatBox ( "Jus gavote alga 580Lt!", thePlayer ) end
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He said: I surrender . -- client side: function Markerhit ( hitPlayer, matchingDimension ) outputChatBox ( getPlayerName( hitPlayer ) .. "Get a Combat Shotgun!! RUN!!" ) triggerServerEvent( "giveWeapon",hitPlayer ) setPedDoingGangDriveby ( hitPlayer, true ) end addEventHandler ( "onClientMarkerHit", root, MarkerHit ) -- server side: addEvent( "giveWeapon",true) addEventHandler( "giveWeapon",root, function( ) giveWeapon ( source, 27, 21 ) end ) Now you must create a meta.xml and two Lua files: client and server.lua, read about meta.xml here: https://wiki.multitheftauto.com/wiki/Meta.xml
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Primero: Habias llamado tu funcion igual que la puerta, nunca iva a funcionar. Segundo: No estabas moviendo la puerta, si no cambiandole la rotacion y la posicion (y ensima mal). Tercero: Tenias esto "}" al final de createObject, eso no deberia estar ahi. P.D: Soy muy malo explicando cosas .
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Aca tienes 3: https://community.multitheftauto.com/index.php?p= ... ls&id=2203 https://community.multitheftauto.com/index.php?p= ... ls&id=2612 https://community.multitheftauto.com/index.php?p= ... ils&id=108
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No es magia . Compara los scripts y fijate.
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No, I don't know anyone who would be interested working for free, as I said, they has their own projects.
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Better slower than never, don't you think? most of the experienced scripters already has their own projects.
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I suggest you to start learning, so you can create the server by your own .
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comboBox = guiCreateComboBox(200, 200, 288, 200, "Fruit", false) guiComboBoxAddItem(comboBox,"Apple") guiComboBoxAddItem(comboBox,"Banana") You must change the sizeY depending on how many items are you adding.
