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Xeno

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Everything posted by Xeno

  1. LOL. And Cudu, I have no idea what that is.
  2. Nor me. What gets rolled?
  3. Thanks both of you :3
  4. It does not need updating, you just need to know how to set it up, look at this tutorial: https://forum.multitheftauto.com/viewtopic.php?f=108&t=34686&hilit=CannonBalls
  5. So something like on the wiki page? function balanceTeams ( thePlayer ) --get the team pointers from their names local groveTeam = getTeamFromName ( "grove" ) local ballasTeam = getTeamFromName ( "ballas" ) --count the number of players in each team, and store them local groveCount = countPlayersInTeam ( groveTeam ) local ballasCount = countPlayersInTeam ( ballasTeam ) if groveCount == ballasCount then --if the teams are equal setPlayerTeam ( thePlayer , groveTeam ) --place the player in grove elseif groveCount > ballasCount then --if there are more in grove setPlayerTeam ( thePlayer , ballasTeam ) --place him in ballas elseif groveCount < ballasCount then --if there are more in ballas setPlayerTeam ( thePlayer , groveTeam ) --place him in grove. end end ??
  6. No no, not like that. I mean, say if I had 4 players on one team, and 5 on another, a new player would be put in the team with 4 players in, and not 5, to even out the number of players on each team.
  7. So say I had two teams, how would I even out the number of players on each one onPlayerJoin? team1 = createTeam("Team1", 255,255,255) team2 = createTeam("Team 2",0,255,255) function onPlayerJoin() end addEventHandler("onPlayerJoin", ect ect... I would appreciate it if you could help me.
  8. Add an "End" at the end.
  9. Any errors?
  10. Xeno

    Server names

    Whats in 1.2?
  11. You mean, when the map changes your money goes back to 0?
  12. Sorry for the off topic, but LOL.
  13. I dont know how to use this, could someone explain this too me?
  14. Where? (Sorry for off topic)
  15. Xeno

    A few questions...

    function playerDamage_text ( attacker, weapon, bodypart, loss, player ) if ( bodypart == 9 ) then local pedSlot = getPedWeaponSlot ( attacker ) if (pedSlot == 6) then killPed ( source) triggerClientEvent(attacker,"playKillSound",root) elseif (pedSlot == 5) then setElementHealth(player,getElementHealth(player)-50) triggerClientEvent(attacker,"playKillSound2",root) end end end addEventHandler ( "onPlayerDamage", getRootElement (), playerDamage_text )
  16. Xeno

    A few questions...

    I get a bad arguement @ getPlayerHealth, and attempt to perform arithmetic on a boolean value
  17. Xeno

    A few questions...

    I never thought of that... Tell me, would* this work? function minusHealth(player) local playerHealth = getElementHealth ( getLocalPlayer() ) setElementHealth( player, playerHeath-50) Its meant to minus -50 health, would it work if the function was finished?
  18. Xeno

    A few questions...

    I see, and how would I minus a certain ammount of health from the player?
  19. Could you answer these questions for me? Is it possible to minus a certain amount of health from the player? (This is for changing how powerful a gun is) Is it possible to get a players weapon? like, if getPlayerGun(m4, ect ect? I know about getPedWeapon, but thats only for weapon slots, not weapon ID's.
  20. Xeno

    Sound error -.-

    Never mind, I fixed it :3 Thanks you two
  21. Xeno

    Sound error -.-

    "cheese.mp3" type="client"/> It still doesn't work attempt to call global "playSound" (a nil value)
  22. Xeno

    Sound error -.-

    It says Attempt to call global wehn I put a sound in a function... HEre is the LUA Code sound = playSound("cheese.mp3") setSoundVolume(sound, 0.5) Please help, Xeno.
  23. Xeno

    Problem

    Your error is on the 34th line of the client side, show us that line/function.
  24. Xeno

    Gridlists.

    Could someone help me on how to use gridlists? Like, making say, urh, all the skins in one big gui on a gridlist? How would I do that? Thanks,
  25. And how would I make it so it gets the text from say, a guiMemo and sends the text inside of the memo? Im guessing I would change around this: local text = table.concat({...}," ")
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