
[DooD]Heavyair
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Everything posted by [DooD]Heavyair
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this is one premade on MTA resources. should help u out https://community.multitheftauto.com/index.php?p=resources&s=details&id=22
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this is one premade on MTA resources. should help u out https://community.multitheftauto.com/index.php?p=resources&s=details&id=22
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the last script i posted was attaching gun to player not vehicle so i have changed a little server - side function mountminigun ( player, commandname ) local vehicle = getPlayerOccupiedVehicle ( player ) local minigun = createObject ( 2985, 0, 0, 0 ) attachElementToElement ( minigun, vehicle ) triggerClientEvent ( player, "setfirekey", getRootElement() ) end addCommandHandler ( "biggun", mountminigun ) client - side function fireminigun ( player ) local x,y,z = getElementPosition ( getPlayerOccupiedVehicle ( getLoacalPlayer() ) ) createProjectile ( getLocalPlayer(), 19, x, y, z + 1, 50, getLocalPlayer() ) end function setfirekey ( player ) bindKey ( "m", "down", fireminigun ) local mountedweapon = getAttachedElements ( getPlayerOccupiedVehicle ( getLocalPlayer() ) ) for ElementKey, ElemenetValue in ipairs ( attchedElements ) do setElementCollisionsEnabled ( ElementValue, false ) end end addEventHandler ( "setfirekey", getRootElement(), setfirekey ) still not firing rocket yet i have looked at the INTERSTATE69 scripts but they r just to complex for me at the moment this is just to get me on the way to understanding how MTA works im pretty sure im missing something small in the scripts but what im trying to do goes a bit beyond what the wiki explains so most of my progress has been trial and error one last thing with above script is camera goes super close-up when the cars going slow but i have no idea why
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the last script i posted was attaching gun to player not vehicle so i have changed a little server - side function mountminigun ( player, commandname ) local vehicle = getPlayerOccupiedVehicle ( player ) local minigun = createObject ( 2985, 0, 0, 0 ) attachElementToElement ( minigun, vehicle ) triggerClientEvent ( player, "setfirekey", getRootElement() ) end addCommandHandler ( "biggun", mountminigun ) client - side function fireminigun ( player ) local x,y,z = getElementPosition ( getPlayerOccupiedVehicle ( getLoacalPlayer() ) ) createProjectile ( getLocalPlayer(), 19, x, y, z + 1, 50, getLocalPlayer() )end function setfirekey ( player ) bindKey ( "m", "down", fireminigun ) local mountedweapon = getAttachedElements ( getPlayerOccupiedVehicle ( getLocalPlayer() ) ) for ElementKey, ElemenetValue in ipairs ( attchedElements ) do setElementCollisionsEnabled ( ElementValue, false ) endend addEventHandler ( "setfirekey", getRootElement(), setfirekey ) still not firing rocket yet i have looked at the INTERSTATE69 scripts but they r just to complex for me at the moment this is just to get me on the way to understanding how MTA works im pretty sure im missing something small in the scripts but what im trying to do goes a bit beyond what the wiki explains so most of my progress has been trial and error one last thing with above script is camera goes super close-up when the cars going slow but i have no idea why
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i am trying to mount a minigun on a vehicle and fire it ( exo|mr hankey posted the script for me but i cant get the projectile working / firing heres what i got so far server - side function mountminigun ( player, commandname ) local vehicel = getPlayerOccupiedVehicle ( player ) local minigun = createObject ( 2985, 0, 0, 0 ) attachElementToElement ( minigun, player, 0, 0, 2 ) triggerClientEvent ( "setfire", getRootElement(), minigun ) end addCommandHandler ( "biggun", mountminigun ) client - side function fireminigun () local x,y,z = getPelementPosition ( getPlayerOccupiedVehicle ( getLoacalPlayer() ) ) createProjectile ( getLocalPlayer(), 19, x, y, z + 1, getLocalPlayer() ) end function setfirekey () bindKey ( "vehicle_fire", "down", fireminigun ) local mountedweapon = getAttachedElements ( getPlayerOccupiedVehicle ( getLocalPlayer() ) ) for ElementKey, ElemenetValue in ipairs ( attchedElements ) do setElementCollisionsEnabled ( ElementValue, false ) end end addEvent ( "setfire", true ) addEventHandler ( "setfirekey", getLoacalPlayer(), setfirekey ) this mounts the gun but wont fire i think im missing a variable from this line createProjectile ( getLocalPlayer(), 19, x, y, z + 1, getLocalPlayer() ) but when i put 50 after z + 1 it still doesnt work i have looked at the createProjectile part of ACE_GAMBIT's Carrier Resource and the MTA wiki but as far as i can see this should be working and i dont get any errors in the server log i have also been talking to SAM FISHER and he is quite interested in getting this going as well any help / advice greatly appreciated because ive been toying with this idea for quite some time i would also like to be able to do the same thing but with an object as well EDIT : im also trying to figure how to make rockets move a bit slower i have been using the samsite script by ACE_GAMBIT but when it shoots at u its impossible to avoid the rocket so i want to turn down the speed a bit but after reading the wiki im unsure what values i need to set is it FORCE or ELEMENT VELOCITY with x,y,z
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i am trying to mount a minigun on a vehicle and fire it ( exo|mr hankey posted the script for me but i cant get the projectile working / firing heres what i got so far server - side function mountminigun ( player, commandname ) local vehicel = getPlayerOccupiedVehicle ( player ) local minigun = createObject ( 2985, 0, 0, 0 ) attachElementToElement ( minigun, player, 0, 0, 2 ) triggerClientEvent ( "setfire", getRootElement(), minigun )end addCommandHandler ( "biggun", mountminigun ) client - side function fireminigun () local x,y,z = getPelementPosition ( getPlayerOccupiedVehicle ( getLoacalPlayer() ) ) createProjectile ( getLocalPlayer(), 19, x, y, z + 1, getLocalPlayer() )end function setfirekey () bindKey ( "vehicle_fire", "down", fireminigun ) local mountedweapon = getAttachedElements ( getPlayerOccupiedVehicle ( getLocalPlayer() ) ) for ElementKey, ElemenetValue in ipairs ( attchedElements ) do setElementCollisionsEnabled ( ElementValue, false ) endend addEvent ( "setfire", true )addEventHandler ( "setfirekey", getLoacalPlayer(), setfirekey ) this mounts the gun but wont fire i think im missing a variable from this line createProjectile ( getLocalPlayer(), 19, x, y, z + 1, getLocalPlayer() ) but when i put 50 after z + 1 it still doesnt work i have looked at the createProjectile part of ACE_GAMBIT's Carrier Resource and the MTA wiki but as far as i can see this should be working and i dont get any errors in the server log i have also been talking to SAM FISHER and he is quite interested in getting this going as well any help / advice greatly appreciated because ive been toying with this idea for quite some time i would also like to be able to do the same thing but with an object as well EDIT : im also trying to figure how to make rockets move a bit slower i have been using the samsite script by ACE_GAMBIT but when it shoots at u its impossible to avoid the rocket so i want to turn down the speed a bit but after reading the wiki im unsure what values i need to set is it FORCE or ELEMENT VELOCITY with x,y,z
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not to sure about the chainsaw ( if its got an object ID ) but very cool idea i was massive fan of CARMAGEDDON series im pretty sure ive read about a way to link vehicle weapon fire control to a mounted weapon but like i said its really complex for me as im quite new to scripting but i will get there eventualy EDIT : im not sure if he comes on the forums but LUCIF3R is the author of interstate69 hes probably best person to ask about how to mount weapons
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not to sure about the chainsaw ( if its got an object ID ) but very cool idea i was massive fan of CARMAGEDDON series im pretty sure ive read about a way to link vehicle weapon fire control to a mounted weapon but like i said its really complex for me as im quite new to scripting but i will get there eventualy EDIT : im not sure if he comes on the forums but LUCIF3R is the author of interstate69 hes probably best person to ask about how to mount weapons
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Can U Set Object Alpha ( invisible ) ?Answered NO!
[DooD]Heavyair replied to [DooD]Heavyair's topic in Scripting
awesome thanx Winky12 i get what u mean now this scripting stuff just keeps getting cooler by the minute will post when i have a decent result Thanx again for the help -
Can U Set Object Alpha ( invisible ) ?Answered NO!
[DooD]Heavyair replied to [DooD]Heavyair's topic in Scripting
awesome thanx Winky12 i get what u mean now this scripting stuff just keeps getting cooler by the minute will post when i have a decent result Thanx again for the help -
i have been working on mounting weapons on vehicles for a while now but its not easy ACE_GAMBIT has given me a lot of help with it ( he is really good scripter ) if i get anywhere i will post the script for u but this will probably take quite some time for me to figure out mounting the weapon is quite easy but creating the bullets and such is quite tricky EDIT : also if u search around the forum i have seen a couple of people working on upgrade shops cant remember where at the moment but will try to find u a link when i can i have a working bomb shop script from SKUNKPOPS its posted on the MTA resources page https://community.multitheftauto.com/index.php?p=resources&s=list here u go have a look at that and it will give u an idea where to start at least the upgrade shop is something i would like to get going but i am trying to a lot of things at the moment if u just want to add normal upgrades and paintjobs to vehicles u can do this in the .MAP file for any vehicles spawned with the .MAP file example : that gives u nitro and hydraulic suspension there is a complete list of upgrades on the mta wiki
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i have been working on mounting weapons on vehicles for a while now but its not easy ACE_GAMBIT has given me a lot of help with it ( he is really good scripter ) if i get anywhere i will post the script for u but this will probably take quite some time for me to figure out mounting the weapon is quite easy but creating the bullets and such is quite tricky EDIT : also if u search around the forum i have seen a couple of people working on upgrade shops cant remember where at the moment but will try to find u a link when i can i have a working bomb shop script from SKUNKPOPS its posted on the MTA resources page https://community.multitheftauto.com/index.php?p=resources&s=list here u go have a look at that and it will give u an idea where to start at least the upgrade shop is something i would like to get going but i am trying to a lot of things at the moment if u just want to add normal upgrades and paintjobs to vehicles u can do this in the .MAP file for any vehicles spawned with the .MAP file example : that gives u nitro and hydraulic suspension there is a complete list of upgrades on the mta wiki
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Can U Set Object Alpha ( invisible ) ?Answered NO!
[DooD]Heavyair replied to [DooD]Heavyair's topic in Scripting
i have tried using engineLoad and engineReplace to change textures of vehicles so would it be the same sort of thing to change object textures and is there an invisible texture big enough to cover the sam site launch pad i have a list of objects but no idea what an invisible texture would be called thanx for the ideas guys MUCH appreciated and Winky12 when u say im not sure exactly what u mean sorry if im being dumb -
Can U Set Object Alpha ( invisible ) ?Answered NO!
[DooD]Heavyair replied to [DooD]Heavyair's topic in Scripting
i have tried using engineLoad and engineReplace to change textures of vehicles so would it be the same sort of thing to change object textures and is there an invisible texture big enough to cover the sam site launch pad i have a list of objects but no idea what an invisible texture would be called thanx for the ideas guys MUCH appreciated and Winky12 when u say im not sure exactly what u mean sorry if im being dumb -
hi all i was just wondering if u can create an object and then set its alpha to 0 ( invisible ) i looked in the wiki and it only mentions players and vehicles if i have to attach the object to the player and set the alpha for both that would be fine just wasnt sure if it possible thanx for any replys
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Can U Set Object Alpha ( invisible ) ?Answered NO!
[DooD]Heavyair replied to [DooD]Heavyair's topic in Scripting
hi all i was just wondering if u can create an object and then set its alpha to 0 ( invisible ) i looked in the wiki and it only mentions players and vehicles if i have to attach the object to the player and set the alpha for both that would be fine just wasnt sure if it possible thanx for any replys -
i have also tried out the carrier script by ACE_GAMBIT its pretty cool i havent looked at the scripts for it much yet but i was hoping to do the same thing myself ( slow missles ) the barrage function is pretty awesome ( carriers use cannons against ground targets instead of missles ) if u extract the whole thing then put DEMO and the original Carrier into resources then just run demo u can see how it works ACE_GAMBIT advised me that if U add velocity to the Z of the rocket it should give U a chance of avoiding it i think its like this createProjectile ( getLocalPlayer(), 19, 354, 2027, 27, 50, getLocalPlayer(), 0, 0, 0, 0, 0, 0 ) i think U need to change the last zero in the line above to make the rocket fly up/down as well as at the player so it travels in an arc giving U a chance to get away but im still trying to figure out the details. will let U know when i get it right
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i have also tried out the carrier script by ACE_GAMBIT its pretty cool i havent looked at the scripts for it much yet but i was hoping to do the same thing myself ( slow missles ) the barrage function is pretty awesome ( carriers use cannons against ground targets instead of missles ) if u extract the whole thing then put DEMO and the original Carrier into resources then just run demo u can see how it works ACE_GAMBIT advised me that if U add velocity to the Z of the rocket it should give U a chance of avoiding it i think its like this createProjectile ( getLocalPlayer(), 19, 354, 2027, 27, 50, getLocalPlayer(), 0, 0, 0, 0, 0, 0 ) i think U need to change the last zero in the line above to make the rocket fly up/down as well as at the player so it travels in an arc giving U a chance to get away but im still trying to figure out the details. will let U know when i get it right
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i tried changing the projectile velocity a bit but it didnt seem to help i am messing with a few other things at the moment but i will see what i can figure out tomorrow and post any results EDIT : just had a thought perhaps make collision sphere for fire missle bigger giving more time to evade? maybe but not sure
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i tried changing the projectile velocity a bit but it didnt seem to help i am messing with a few other things at the moment but i will see what i can figure out tomorrow and post any results EDIT : just had a thought perhaps make collision sphere for fire missle bigger giving more time to evade? maybe but not sure
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Thanx 50p i shall see what i can do i tried it as u have shown above but the platform goes straight off in one direction it should raise from the ground go to the airport and then land im getting confused somewhere but im not sure where EDIT : have decided to use multiple variables as i seem to understand those i am hoping to make a platform that floats around the map taking players to points of interest and possibly using multiple platforms for an ariel combat sort of deathmatch i also found an object : ID of 2780 that makes fog i was considering trying to attach some to the underside of the platform to disguise it as a cloud ( sort of inspired by old tv show MONKEY ) but im not sure what sort of load that would put on the computers anyone know if all the timers and stuff i would have to run for the platforms would be to much ro is it a case of just give it a go and see what happens Thanx for l kin EDIT : 2 just had another thought would it be possible to put the player inside an object i want to try and put people inside the submarine ( cant remember ID at the moment ) and then use moveObject to take them on an undersea tour by the way i have stuck 4 fog machines on the platform and it doesnt seem to be any problem and im up to 5 setTimer's and that seems ok as well
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Thanx 50p i shall see what i can do i tried it as u have shown above but the platform goes straight off in one direction it should raise from the ground go to the airport and then land im getting confused somewhere but im not sure where EDIT : have decided to use multiple variables as i seem to understand those i am hoping to make a platform that floats around the map taking players to points of interest and possibly using multiple platforms for an ariel combat sort of deathmatch i also found an object : ID of 2780 that makes fog i was considering trying to attach some to the underside of the platform to disguise it as a cloud ( sort of inspired by old tv show MONKEY ) but im not sure what sort of load that would put on the computers anyone know if all the timers and stuff i would have to run for the platforms would be to much ro is it a case of just give it a go and see what happens Thanx for l kin EDIT : 2 just had another thought would it be possible to put the player inside an object i want to try and put people inside the submarine ( cant remember ID at the moment ) and then use moveObject to take them on an undersea tour by the way i have stuck 4 fog machines on the platform and it doesnt seem to be any problem and im up to 5 setTimer's and that seems ok as well
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Here U go SAM FISHER Server deathSphere = createColSphere ( 354, 2027, 25, 200 ) warningSphere = createColSphere ( 354, 2027, 25, 500 ) function enableSam ( thePlayer ) setElementPosition ( deathSphere, 354, 2027, 25 ) setElementPosition ( warningSphere, 354, 2027, 25 ) outputChatBox ( "You have enabled the SAM sites at AREA 69", thePlayer, 255, 0, 0 ) end function disableSam ( thePlayer ) setElementPosition ( deathSphere, 0, 0, -9999 ) setElementPosition ( warningSphere, 0, 0, -9999 ) outputChatBox ( "You have disabled the SAM sites at AREA 69", thePlayer, 255, 0, 0 ) end function samSite ( thePlayer, matchingDimension ) veh = getPlayerOccupiedVehicle ( thePlayer ) id = getVehicleID ( veh ) if ( id == 592 or id == 577 or id == 511 or id == 548 or id == 512 or id == 593 or id == 417 or id == 487 or id == 553 or id == 488 or id == 497 or id == 563 or id == 476 or id == 447 or id == 519 or id == 460 or id == 469 or id == 513 or id == 464 or id == 501 or id == 465 ) then triggerClientEvent ( thePlayer, "onSamTrigger", getRootElement() ) outputChatBox ( "Surface to air missiles have been fired!", thePlayer, 255, 0, 0 ) end end function samWarn ( thePlayer, matchingDimension ) veh = getPlayerOccupiedVehicle ( thePlayer ) id = getVehicleID ( veh ) if ( id == 592 or id == 577 or id == 511 or id == 548 or id == 512 or id == 593 or id == 417 or id == 487 or id == 553 or id == 488 or id == 497 or id == 563 or id == 476 or id == 447 or id == 519 or id == 460 or id == 469 or id == 513 or id == 464 or id == 501 or id == 465 ) then outputChatBox ( "Warning! AREA 69 has SAM sites activated! Turn back!", thePlayer, 255, 0, 0 ) end end function jetpackTrigger ( thePlayer, matchingDimension ) if ( doesPlayerHaveJetPack ( thePlayer ) ) then outputChatBox ( "Warning! AREA 69 will kill you with telepathy if you go in with a jetpack!", thePlayer, 255, 0, 0 ) end end function jetpackWarn ( thePlayer, matchingDimension ) if ( doesPlayerHaveJetPack ( thePlayer ) ) then triggerClientEvent ( thePlayer, "onSamTrigger", getRootElement() ) outputChatBox ( "I wasn't lying about the telepathy death. Enjoy the fireworks!", thePlayer, 255, 0, 0 ) killPlayer ( thePlayer ) end end addCommandHandler ( "asamon", enableSam ) addCommandHandler ( "asamoff", disableSam ) addEventHandler ( "onColShapeHit", deathSphere, samSite ) addEventHandler ( "onColShapeHit", warningSphere, samWarn ) addEventHandler ( "onColShapeHit", deathSphere, jetpackWarn ) addEventHandler ( "onColShapeHit", warningSphere, jetpackTrigger ) and client function samTrigger ( thePlayer ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) end addEvent ( "onSamTrigger", true ) addEventHandler ( "onSamTrigger", getRootElement(), samTrigger ) this is just one corner sam site but should give u idea of where to put co ordinates and stuff hope this helps EDIT : U will probably want to change the createColSphere settings a bit if u put more than one sam site in because as it is the warning message comes up even when your by the abandoned desert airport
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Here U go SAM FISHER Server deathSphere = createColSphere ( 354, 2027, 25, 200 )warningSphere = createColSphere ( 354, 2027, 25, 500 ) function enableSam ( thePlayer ) setElementPosition ( deathSphere, 354, 2027, 25 ) setElementPosition ( warningSphere, 354, 2027, 25 ) outputChatBox ( "You have enabled the SAM sites at AREA 69", thePlayer, 255, 0, 0 )end function disableSam ( thePlayer ) setElementPosition ( deathSphere, 0, 0, -9999 ) setElementPosition ( warningSphere, 0, 0, -9999 ) outputChatBox ( "You have disabled the SAM sites at AREA 69", thePlayer, 255, 0, 0 ) end function samSite ( thePlayer, matchingDimension ) veh = getPlayerOccupiedVehicle ( thePlayer ) id = getVehicleID ( veh ) if ( id == 592 or id == 577 or id == 511 or id == 548 or id == 512 or id == 593 or id == 417 or id == 487 or id == 553 or id == 488 or id == 497 or id == 563 or id == 476 or id == 447 or id == 519 or id == 460 or id == 469 or id == 513 or id == 464 or id == 501 or id == 465 ) then triggerClientEvent ( thePlayer, "onSamTrigger", getRootElement() ) outputChatBox ( "Surface to air missiles have been fired!", thePlayer, 255, 0, 0 ) end end function samWarn ( thePlayer, matchingDimension ) veh = getPlayerOccupiedVehicle ( thePlayer ) id = getVehicleID ( veh ) if ( id == 592 or id == 577 or id == 511 or id == 548 or id == 512 or id == 593 or id == 417 or id == 487 or id == 553 or id == 488 or id == 497 or id == 563 or id == 476 or id == 447 or id == 519 or id == 460 or id == 469 or id == 513 or id == 464 or id == 501 or id == 465 ) then outputChatBox ( "Warning! AREA 69 has SAM sites activated! Turn back!", thePlayer, 255, 0, 0 ) endend function jetpackTrigger ( thePlayer, matchingDimension ) if ( doesPlayerHaveJetPack ( thePlayer ) ) then outputChatBox ( "Warning! AREA 69 will kill you with telepathy if you go in with a jetpack!", thePlayer, 255, 0, 0 ) end end function jetpackWarn ( thePlayer, matchingDimension ) if ( doesPlayerHaveJetPack ( thePlayer ) ) then triggerClientEvent ( thePlayer, "onSamTrigger", getRootElement() ) outputChatBox ( "I wasn't lying about the telepathy death. Enjoy the fireworks!", thePlayer, 255, 0, 0 ) killPlayer ( thePlayer ) end end addCommandHandler ( "asamon", enableSam )addCommandHandler ( "asamoff", disableSam )addEventHandler ( "onColShapeHit", deathSphere, samSite )addEventHandler ( "onColShapeHit", warningSphere, samWarn )addEventHandler ( "onColShapeHit", deathSphere, jetpackWarn )addEventHandler ( "onColShapeHit", warningSphere, jetpackTrigger ) and client function samTrigger ( thePlayer ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() ) createProjectile ( getLocalPlayer(), 20, X, Y, Z, 50, getLocalPlayer() )endaddEvent ( "onSamTrigger", true )addEventHandler ( "onSamTrigger", getRootElement(), samTrigger ) this is just one corner sam site but should give u idea of where to put co ordinates and stuff hope this helps EDIT : U will probably want to change the createColSphere settings a bit if u put more than one sam site in because as it is the warning message comes up even when your by the abandoned desert airport
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sorry to double post but im trying something a little different function createplatform ( player, commandname ) local battleplatform = createObject ( 3885, -734, 956, 11 ) outputChatBox ( "Batlle Platform Is Ready" ) local X,Y,Z = getElementPosition ( battleplatform ) local movedup = 737, 955, 46 local movedtoairport = -1410, -5, 41 local moveddown = -1410, -5, 12 moveObject ( battleplatform, 5000, movedup ) setTimer ( moveObject, 7000, 1, ( battleplatform, 35000, movedtoairport ) ) setTimer ( moveObject, 44000, 1, ( battleplatform, 5000, moveddown ) ) end i keep getting this error ive been looking at it for a while now and i cant see where im going wrong i think ive got the syntax right going by the wiki but obviously not i have also tried it like this setTimer ( moveObject, 7000, 1, battleplatform, 35000, movedtoairport ) setTimer ( moveObject, 44000, 1, battleplatform, 5000, moveddown ) but i get an error telling me it expects ) near battleplatform Any advice / help appreciated THANX