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Posts
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Everything posted by 12p
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Don't count with my help. I mean, tosfera even made half of the job for you already.
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Don't make promises you can't fulfill. We haven't got a reason to do it for you either. Tell your friend the truth instead and assume your mistake. And tell HIM to come here.
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getLocalPlayer() is only client-side, it does nothing on your current code. This is a working code. Read the notes I left below, so you learn why is this working: Server function spawnCarrr() local x, y, z = getElementPosition( client ) createVehicle(411, x+3, y+3, z) end addEvent("spawnCarrr", true) addEventHandler("spawnCarrr", root, spawnCarrr) Client function spawnCarr() triggerServerEvent("spawnCarrr", root) end NOTES: "client" is a player element parameter passed by any client-triggered event, read more at https://wiki.multitheftauto.com/wiki/TriggerServerEvent "local x,y,z" is a setup so those 3 variables don't get in the way for other functions that use the same variable names. Read more at http://www.lua.org/pil/4.2.html
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Thanks, but that does no help at all. You clearly don't understand the question I made on this topic. I already how to deal with lower and upper case; all I wanted was to know whether the client had capslock ENABLED IN HIS KEYBOARD; not whether the player pressed it. So... Please, don't bother replying, any of you.
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https://wiki.multitheftauto.com/wiki/Debugging
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wow thanks for the bit of information someone else already told me If any moderator comes, I ask to close this topic. My problem has its answer already, thanks to bandi94.
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Oh, too bad. I guess I have a suggestion for MTA now...
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https://wiki.multitheftauto.com/wiki/Ge ... ceRotation This works for a two-dimensional point. It can be a good start.
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Don't be lazy. You have to edit those "AD" values to specific words and phrases you want to block; there's no such thing as "automatic advertising detector".
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@SuperCroz I didn't try using that event before... Tried now. Unfortunately, it din't work. Directly checking input only delivers lower case @Max I appreciate your intention, but if you don't know what you talk about then don't try to help me in first place. That code won't work because, as I implied in my previous post: since getKeyState only detects whether a key is pressed or not, it would only help when the player presses capslock after joining a server.
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No, it isn't. end, 1000, 1) end, 1000, 1, source) He posted a fix. It should work. I also have to add: setTimer(function(tPlayer) setPedAnimation(tPlayer, nil) end, 1000, 1, source)
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Because it doesn't serve my purpose if the client has capslock enabled in his keyboard BEFORE joining a server, for obvious reasons. Now, is it possible or not? Maybe I'm missing a function here?
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I wish it was that easy. I wouldn't need to bother checking my local variable for caps. But characters delivered from input are always in lower case.
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Is there a way to do it without getKeyState?
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onClientPlayerDamage has a health loss percentage parameter. You could add an IF statement to check whether that value is higher than 0 (which means that the player receives damage instead of being healed), and if it IS higher than zero, it cancels the damage.
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You must declare those values before anything else. And if possible, set them a default value. This line at the beginning of the script should do the trick: y1,y2 = 0,0 Unless you're not posting something relevant here.
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setElementHealth triggers the onClientPlayerDamage event, therefore your cancelEvent() will cancel the healing for obvious reasons. The solution is simple: delete those client-side lines of code.
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In first place, your XML should look like this, because in every XML there NEEDS to be a parent node. <settings> <setting rAccount="true" username="dkjslkd" password="ddsldklsd" /> </settings> In second place, I don't know what you're trying to achieve with that Lua code, but it will only output a string of the raw data value of the element that your XML node is. Easier way around: you'll get a load of text that will make no sense. Use the following functions for a profitable code: xmlNodeGetChildren xmlNodeGetAttribute
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EDIT: nvm, I think I've found a safer way
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Hi. I'll make my players to get isolated by default, making them invisible to everyone else, and vice versa. I want to ask a simple question: does this work if I make this function BEFORE the players are spawned? I mean, will it work if I put this codeblock in the onPlayerJoin event, for example? Will the players keep being invisible to everyone else, or spawnPlayer resets this setting? I'd try it but I'm in a hard position to get such a testing ground.
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Can't you import it, buying from Amazon, eBay, or something? Just sayin', since it's probably easier than looking it up out of the internet.
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Si no te funciona, también puedes utilizar el evento onPlayerWeaponSwitch (al cambiar de arma) para revisar el arma que lleva (getPlayerWeapon), y si es la Deagle, deshabilitar el agache con setControlState. No estoy seguro si también hay una función para parar al personaje (hace tiempo q no scripteo), pero de ser así, la agregas. Y en caso que no sea la Deagle, permitir el agache. Es una alternativa
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Nobody is perfect. I am Nobody. Therefore I am perfect. Nobody is My Friend Name. He Lost When He Was 12. and Finally i found you! (and btw if nobody is perfect and i am perfect then i am nobody ) Repeating sentences is fun. (and btw repeating sentences is fun )
