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meh

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Everything posted by meh

  1. does it mean that you're fee now? if so, i'd like to c u in my team.
  2. send me too. un3x will probably be happy to play on a map of an old bud. if ur from that epd that i'm thinking about, ofc.
  3. meh

    deathlist

    okay, thanx. and how to turn it off? what resource is responsible for it? (apart from race ofc)
  4. meh

    deathlist

    hey. where's the location of race default deathlist?
  5. whoa, man. ur so mature. you can count lousy and (claim to) know so much about this life. i'm jealous. can i take classes from you or something?
  6. haha, i see this is the most popular answer in the scripting section these days. where may i suggest to rename the section to "we will not do it for you"?
  7. okay, guys, thanx i got this. now another question. i'm still trying to create a map with random vehicle chage pick up. so used this code: local randomPickup_vehicleID = 513 -- this is the stuntplane's vehicleID. when you place a stuntplane vehiclechange pickup, then it will give you a random vehicle instead of stuntplane. if not stuntplane, write some other vehicleID here local randomVehicleIDS = { 429, 411, 541, 559, 415, 561, 480, 560, 562, 506, 565, 451, 434, 558, 494, 555, 502, 477, 503 } -- these are the random vehicle ids. when you hit the random vehicle pickup, it gives you one of these vehicles. addEvent("onPlayerPickUpRacePickup", true) addEventHandler("onPlayerPickUpRacePickup", getRootElement(), function(pickupID, pickupType, vehicleModel) if pickupType == "vehiclechange" and vehicleModel == randomPickup_vehicleID then setElementModel(getPedOccupiedVehicle(source), randomVehicleIDS[math.random(1, #randomVehicleIDS)]) end end ) and i did put a stuntplane vehicle change pickup. but it still doesn't work. do i need to use some additional files\scripts\etc apart from random.map, meta.xml and script.lua? this is how meta looks like btw: <meta> <info gamemodes="race" type="map" name="Lucky luc" author="meh" version="1.0.0" description="wtf"></info> <map src="random.map" dimension="0"></map> <settings> <script src="server.lua" type="server" /> <setting name="#minplayers" value="[ 0 ]"></setting> <setting name="#maxplayers" value="[ 128 ]"></setting> <setting name="#gravity" value="[ 0.008000 ]"></setting> <setting name="#weather" value="[ 0 ]"></setting> <setting name="#time" value="12:0"></setting> <setting name="#locked_time" value="[ false ]"></setting> <setting name="#waveheight" value="[ 0 ]"></setting> <setting name="#gamespeed" value="[ 1 ]"></setting> </settings> </meta>
  8. ah, you know better than me that there's no such thing as perfection in this world.
  9. do not tell for everyone. your point of view is just your point of view. It is a point of view of 99,9% of the scripters. still, it's not everyone. plus, in order to prove it, one gotta bring in 99.9 % of the world's scripters to this thread, and every single one of them must say that gtx said.
  10. meh

    random vehicles

    thanx for the advice, but this won't do. if you watch those videos a few more times. you'll notice that (in the first vid) the same checkpoint gives different vehicles to players and (i the second vid) there're no checkpoints at all, since it's a dd map. and as we all know dd maps and checkpoints don't really work all that great together. so i need a script. and i got it already from karthik184. know i'm curious how to use it. he said i gotta use it in serverside code. what's that and how do i use it? ty 4 help.
  11. do not tell for everyone. your point of view is just your point of view.
  12. meh

    random vehicles

    sry for a retarded question, i'm still new, but how do i use this script?
  13. which means that had just enough time to fix all the issues. amirite?
  14. shit, i always forget to mention that i mean race mode ! yes, you're totally right, Solidsnake.
  15. thanx a million guys, now everything works just great. and i've 1 more question. this one is my last(i hope). is it possible to make the command /lights 1 last for the whole session, and not for 1 round only? because as for now, a player has to type /lights 1 each round and it's kind of uncomfortable imo.
  16. sure. it's DrakeN's script: local tVehicles = -- what draken was saying is, its alot easier to find and edit it now, the code looks more organized too. { [ 598 ] = true; [ 596 ] = true; [ 597 ] = true; [ 411 ] = true; [ 599 ] = true; } -- Simple Police-Lights by MuLTi! p_lights = {} p_timer = {} p_lvar = {} p_pvar = {} p_lvar2 = {} p_lvar3 = {} p_lvar4 = {} function toggleLights(thePlayer, cmd, level) local level = tonumber(level) if not(level) then outputChatBox("#FF0000 Please select a level![1-2]", thePlayer, 255, 255, 255, true) return end if(level < 1) or (level > 2) then outputChatBox("#FF0000 Please select a level between 1-2!", thePlayer, 255, 255, 255, true) return end local veh = getPedOccupiedVehicle(thePlayer) local id = getElementModel(veh) if ( tVehicles [ getPedOccupiedVehicle ( thePlayer ) ] ) then if(level == 1) then if(p_lights[veh] == 0) or(p_lights[veh] == nil) then p_pvar[veh] = 1 p_lights[veh] = 1 outputChatBox("#FFFFFFYour Police-lights has been #00FF00enabled.", thePlayer, 0, 200, 100, true) setVehicleOverrideLights ( veh, 2 ) p_timer[veh] = setTimer( function() if(p_lvar[veh] == 0) or (p_lvar[veh] == nil) then p_lvar[veh] = 1 setVehicleLightState ( veh, 1, 0) setVehicleLightState ( veh, 2, 0) setVehicleLightState ( veh, 0, 1) setVehicleLightState ( veh, 3, 1) setVehicleHeadLightColor(veh, 0, 0, 255) else setVehicleLightState ( veh, 3, 0) setVehicleLightState ( veh, 0, 0) setVehicleLightState ( veh, 1, 1) setVehicleLightState ( veh, 2, 1) setVehicleHeadLightColor(veh, 255, 0, 0) p_lvar[veh] = 0 end end, 500, 0) else p_lights[veh] = 0 outputChatBox("#FFFFFFYour Police-lights has been #00FF00disabled.", thePlayer, 0, 200, 100, true) killTimer(p_timer[veh]) setVehicleLightState ( veh, 0, 0) setVehicleLightState ( veh, 1, 0) setVehicleLightState ( veh, 2, 0) setVehicleLightState ( veh, 3, 0) setVehicleHeadLightColor(veh, 255, 255, 255) setVehicleOverrideLights ( veh, 1 ) end elseif(level == 2) then if(p_lights[veh] == 0) or(p_lights[veh] == nil) then p_lights[veh] = 1 outputChatBox("#FFFFFFYour Police-lights has been #00FF00enabled.", thePlayer, 0, 200, 100, true) setVehicleOverrideLights ( veh, 2 ) p_timer[veh] = setTimer( function() if(p_lvar3[veh] == 4) then setTimer(function() p_lvar3[veh] = 0 end, 1000, 1) setTimer( function() if(p_lvar4[veh] == 1)then p_lvar4[veh] = 0 -- 0 = vorne links 1 = vorne rechts 2 = hinten links 3 = hinten rechts setVehicleLightState ( veh, 1, 0) setVehicleLightState ( veh, 2, 0) setVehicleLightState ( veh, 0, 1) setVehicleLightState ( veh, 3, 1) setVehicleHeadLightColor(veh, 77, 77, 255) else setVehicleLightState ( veh, 3, 0) ш setVehicleLightState ( veh, 0, 0) setVehicleLightState ( veh, 1, 1) setVehicleLightState ( veh, 2, 1) setVehicleHeadLightColor(veh, 255, 77, 77) p_lvar4[veh] = 1 end end, 50, 5) return end if(p_lvar2[veh] == 0) or (p_lvar2[veh] == nil) then p_lvar2[veh] = 1 -- 0 = vorne links 1 = vorne rechts 2 = hinten links 3 = hinten rechts setVehicleLightState ( veh, 1, 0) setVehicleLightState ( veh, 2, 0) setVehicleLightState ( veh, 0, 1) setVehicleLightState ( veh, 3, 1) setVehicleHeadLightColor(veh, 0, 0, 255) else setVehicleLightState ( veh, 3, 0) setVehicleLightState ( veh, 0, 0) setVehicleLightState ( veh, 1, 1) setVehicleLightState ( veh, 2, 1) setVehicleHeadLightColor(veh, 255, 0, 0) p_lvar2[veh] = 0 end if(p_lvar3[veh] == nil) then p_lvar3[veh] = 0 end p_lvar3[veh] = (p_lvar3[veh]+1) end, 500, 0) else p_lights[veh] = 0 outputChatBox("#FFFFFFYour Police-lights has been #00FF00disabled.", thePlayer, 0, 200, 100, true) killTimer(p_timer[veh]) setVehicleLightState ( veh, 0, 0) setVehicleLightState ( veh, 1, 0) setVehicleLightState ( veh, 2, 0) setVehicleLightState ( veh, 3, 0) setVehicleHeadLightColor(veh, 255, 255, 255) setVehicleOverrideLights ( veh, 1 ) end end end end addCommandHandler("lights", toggleLights) addEventHandler ( "onVehicleExplode", getRootElement(), function() if(p_lights[source] == 1) then killTimer(p_timer[source]) end end ) addEventHandler ( "onVehicleRespawn", getRootElement(), function() if(p_lights[source] == 1) then killTimer(p_timer[source]) end end ) addEventHandler("onElementDestroy", getRootElement(), function () if getElementType(source) == "vehicle" then if(p_lights[source] == 1) then killTimer(p_timer[source]) end end end)
  17. haha, that's a good question. as for now i'm trying to debug this script, since these 2 guys are saying that the script works just fine for them. it doesn't work me tho, so i wanna find out what could go wrong.
  18. you owe me nothing. please relax, we're trying to make this community as friendly as possible, take your part. take a deep breath in, now breath out, breath in and breath out, yea like that. hope, you're feeling better now.
  19. this doesn't matter, since your code doesn't work too. we really should stick to look of the original code. another question, is it possible to use some button instead of a command? i guees, the code for this should look like: bindKey("F1", "up", function() carfade = (not carfade) if(carfade)then outputChatBox("#FFFFFF[HIDE]#FF5500Vehicles are now #FF0000hidden!", 255, 128, 0, true) else outputChatBox("#FFFFFF[sHOW]#FF5500Vehicles are now #00FF00visible, carfade has been #00FF00enabled!", 255, 128, 0, true) end i copypasted it from a carfade script, so don't mind those carfade words.
  20. mmm, now it doesn't work again.
  21. i updated the previous post. like that?
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