myonlake
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Everything posted by myonlake
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Thank you mate. I would ask another thing here too. What's problem with this one? This is an emergency light script, it doesn't quit emergency lights if I do the /l command again. In debugscript it says: .lua:9: Bad argument @ 'killTimer' .lua:10: Bad argument @ 'killTimer' function EmergencyLights ( source ) theVehicle = getPlayerOccupiedVehicle ( source ) if ( theVehicle ) then if ( getVehicleOverrideLights ( theVehicle ) ~= 2 ) then setVehicleOverrideLights ( theVehicle, 2 ) setTimer ( setLight, 400, 1 ) else setVehicleOverrideLights ( theVehicle, 0 ) killTimer ( setLight ) killTimer ( setLight2 ) end end end function setLight ( ) setTimer ( setLight2, 400, 1 ) setVehicleHeadLightColor (theVehicle, 000, 000, 255) end function setLight2 ( ) setVehicleHeadLightColor (theVehicle, 255, 000, 000) setTimer ( setLight, 400, 1 ) end addCommandHandler ( "l", EmergencyLights )
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Hello, I was wondering what is that function that makes (for example) LSPD show blue area on map? Like a turf wars in the Single Player. Is it something to do with the dX drawing?
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It works! Thanks all of you!
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Alright. I used the same script but changed the marker as an arrow object 1318. It doesn't work yet, can you look if I missed something? arrow1 = createObject(1318, 0, 0, 3, 0, 0, 0) function attach ( hitElement ) if ( getElementType( hitElement ) == "vehicle" ) then attachElements ( hitElement, arrow1 ) else outputChatBox ( "Only vehicles can be attached here" ) end end addEventHandler ( "hitElement", arrow1, attach ) function detach ( thePlayer, commandName ) local Pvehicle = getPedOccupiedVehicle( thePlayer ) detachElements ( pVehicle ) end addCommandHandler ( "detach", detach ) Something like this?
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Doesn't work either. But now it doesn't give me any errors either, lol. Are we missing something?
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Hello, It doesn't work, but looks better. I fixed some typos there. Errors: on line 4: Bad 'ped' pointer @ 'isPedInVehicle'(1) on line 15: Bad argument @ 'detachElements' EDIT: Would freeze/unfreeze work as good as attaching the element? theMarker = createMarker ( 0, 0, 3, "cylinder", 5, 255, 255, 255, 255 ) function attach ( hitElement, matchingDim ) if ( isPedInVehicle ( hitElement )) then local Pvehicle = getPedOccupiedVehicle ( hitElement ) attachElements ( Pvehicle, theMarker ) else outputChatBox ( "Only vehicles can be attached here" ) end end addEventHandler ( "onMarkerHit", theMarker, attach ) function detach ( thePlayer, commandName ) local attachedElements = getAttachedElements ( getPedOccupiedVehicle ( thePlayer )) detachElements ( Pvehicle, attachedElements ) end addCommandHandler ( "detach", detach )
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Yeah, it doesn't work either. It still whines about the 5 and 6 lines.
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Hello, Thanks for your help for now, but please do not laugh at my script if it looks like nothing working in it... So this is how far I am now. It creates a marker to the center of the map (the farm at 0,0,3), but it doesn't attach vehicles. It just tells me that lines 5 and 6 have errors like: "Bad Argument @ 'getPedOccupiedVehicle'" "Bad Argument @ 'attachElements'" local theMarker = createMarker ( 0, 0, 3, "cylinder", 5, 255, 255, 255, 255 ) function attach ( hitElement ) if (getElementType(hitElement) == "vehicle" ) then local vehicle = getPedOccupiedVehicle ( vehicle ) attachElements ( vehicle, theMarker ) elseif (getElementType(hitElement) == "player" ) then outputChatBox ( "Only vehicles can be attached here" ) end end addEventHandler ( "onMarkerHit", theMarker, attach ) function detach () local attachedElements = getAttachedElements ( source ) detachElements ( vehicle, source ) end addCommandHandler ( "detach", detach ) So, can someone help me? Have I missed something? try this local theMarker = createMarker ( 0, 0, 3, "cylinder", 5, 255, 255, 255, 255 ) function attach ( hitElement ) if (getElementType(hitElement) == "vehicle" ) then local Pvehicle = getPedOccupiedVehicle ( vehicle ) attachElements ( Pvehicle, theMarker ) elseif (getElementType(hitElement) == "player" ) then outputChatBox ( "Only vehicles can be attached here" ) end end addEventHandler ( "onMarkerHit", theMarker, attach ) function detach () local attachedElements = getAttachedElements ( source ) detachElements ( Pvehicle, source ) end addCommandHandler ( "detach", detach ) It doesn't work either. Same error coming up: "Bad Argument @ 'getPedOccupiedVehicle'" "Bad Argument @ 'attachElements'"
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Hello, Thanks for your help for now, but please do not laugh at my script if it looks like nothing working in it... So this is how far I am now. It creates a marker to the center of the map (the farm at 0,0,3), but it doesn't attach vehicles. It just tells me that lines 5 and 6 have errors like: "Bad Argument @ 'getPedOccupiedVehicle'" "Bad Argument @ 'attachElements'" local theMarker = createMarker ( 0, 0, 3, "cylinder", 5, 255, 255, 255, 255 ) function attach ( hitElement ) if (getElementType(hitElement) == "vehicle" ) then local vehicle = getPedOccupiedVehicle ( vehicle ) attachElements ( vehicle, theMarker ) elseif (getElementType(hitElement) == "player" ) then outputChatBox ( "Only vehicles can be attached here" ) end end addEventHandler ( "onMarkerHit", theMarker, attach ) function detach () local attachedElements = getAttachedElements ( source ) detachElements ( vehicle, source ) end addCommandHandler ( "detach", detach ) So, can someone help me? Have I missed something?
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Hello, I've been trying to drive a car on a moving ship, but when I move the ship, the car doesn't stay on it. I heard that you should make a marker and when you drive in it it attachs the car there. Well, it sounds easy, but I don't know where to start? Maybe from the marker? I am not sure about the detach, because I would like to do it that when you just drive in the marker it attaches it, when you type a command it detaches. So, does someone have a attach script already or can you help me with this? Okay so if anybody needs the WORKING script, here it is (thanks for everybody who helped me): arrow1 = createObject(1318, 0, 0, 3, 0, 0, 0) theMarker = createMarker ( 0, 0, 3, "cylinder", 5, 255, 255, 255, 0 ) -- the last 0 is the Alpha ( 255 = full visible, 0 = invisible ) function attach ( hitElement ) if ( getElementType( hitElement ) == "vehicle" ) then attachElements ( hitElement, arrow1 ) else outputChatBox ( "Only vehicles can be attached here" ) end end addEventHandler ( "onMarkerHit", theMarker, attach ) function detach ( thePlayer, commandName ) local pVehicle = getPedOccupiedVehicle( thePlayer ) detachElements ( pVehicle ) end addCommandHandler ( "detach", detach )
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If I was you I would search more. I found almost all these things as downloadable resources at community. Just find: jrgm, bank, vehiclelights, joinmoney, vehicles-system, new-mabako_services, admin (you already have it), adminpolice (just delete all non-needed stuff, very easy), lock, housing_system Others you can find in Wiki by searching. Just copypaste and read what it says to learn. Easy mate. Good luck.
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Hello, I would need some help with this one. It tells me an error when I start the resource. afs-ufo, resource is the name. This is what is shows: SCRIPT ERROR: afs-ufo\settings.lua:22: '(' expected near 'toggleGUI' WARNING: Loading script failed: afs-ufo\settings.lua:22: '(' expected near 'toggleGUI' addCommandHandler("controlufo", function toggleGUI(thePlayer) if allowAll == false or allowAll == nil then if isObjectInACLGroup ( "user." .. getAccountName(getPlayerAccount(thePlayer)), aclGetGroup ( "Admin" ) ) then triggerClientEvent("ufo:showmainGUI", thePlayer) elseif hasObjectPermissionTo ( thePlayer, "resource.afs-ufo.controlufo", false ) then triggerClientEvent("ufo:showmainGUI", thePlayer) else outputChatBox("#ff0000*UFO: #ffff00The UFO cannot be controlled by you at this time.", thePlayer, 255,255,255,true) end else triggerClientEvent("ufo:showmainGUI", thePlayer) end end ) So, anyone can help me with this little bug? ? Thank you
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Hello, I am searching for a jailing script for my freeroam server. I have tried searching on this forum and community but those didn't work. It only gave message: "You've been jailed!". It didn't teleport. Anybody knows a working jailing script like this: /jail player /unjail player
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Hello, I just downloaded a bank system from community.multitheftauto.com but it didn't include any bank interiors. Can someone help me to find this? Thanks
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Do you know how to change the area of the warning. I would like to add this same script to Naval Base. Any advise? I tried to configure those xyz-positions but maybe it wasn't right.
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Oh thank you so much! I didn't even search for that keyword! I just searched for like air, a51, defence etc. lol! Thanks PS. Can be locked or deleted whatever
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Hello, I am searching a script that shoots rockets in the air if someone comes near A51 (Area 51) or one of my carriers. Does someone know where is this script? Thanks PS. I have seen these rocket scripts in many servers so I guess you know where or you scripted yourself. My script didn't work.
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What does bad argument even mean?
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Well the problem is only on three lines. I appriciate any help
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Hello, I have one error on script that I downloaded from community.multitheftauto.com (link to the resource) I guess some of you are experienced of scripting and can help me. I don't know how to script so well but I am trying to find out why Beta Carrier -script is saying bad argument error. WARNING: carrier\Objects\Server\ObjCarrier.lua:32: Bad argument @ 'getResourceConfig' WARNING: carrier\Objects\Server\ObjCarrier.lua:61: Bad argument @ 'getResourceConfig' WARNING: carrier\Objects\Server\ObjCarrier.lua:81: Bad argument @ 'getResourceConfig' -- server script -- MTA:SA Deathmatch 1.0 Developer preview 2 compatible ObjCarrier = {} ObjCarrier.__index = ObjCarrier function ObjCarrier.create(resource) local _objCarrier = {} setmetatable(_objCarrier, ObjCarrier) _objCarrier._resource = resource _objCarrier._resourceMapRoot = false _objCarrier._centerToBase = 0 _objCarrier._objects = {} _objCarrier._carriers = {} _objCarrier._samgroups = { ["sambow"] = {}, ["samstern"] = {} } _objCarrier._panelgroups = { ["sidepanel"] = {}, ["rearpanel"] = {}, ["backdoor"] = {} } _objCarrier._mainTimer = false _objCarrier._funcMainTimer = nil return _objCarrier end function ObjCarrier:regCarrier(resourceMapRoot) local rootNode = getResourceConfig(self._resource, "../../config/objects.xml") local nextSibling = 0 local firstSibling = false local node = false self._resourceMapRoot = resourceMapRoot self._centerToBase = get(getResourceName(self._resource) .. ".centertobase") if (rootNode) then node = xmlFindChild(rootNode, "object", nextSibling) while (node) do table.insert(self._objects, { ["name"] = xmlNodeGetAttribute(node, "name"), ["model"] = tonumber(xmlNodeGetAttribute(node, "model") or 0), ["posX"] = tonumber(xmlNodeGetAttribute(node, "posX") or 0), ["posY"] = tonumber(xmlNodeGetAttribute(node, "posY") or 0), ["posZ"] = tonumber(xmlNodeGetAttribute(node, "posZ") or 0), ["rotX"] = tonumber(xmlNodeGetAttribute(node, "rotX") or 0), ["rotY"] = tonumber(xmlNodeGetAttribute(node, "rotY") or 0), ["rotZ"] = tonumber(xmlNodeGetAttribute(node, "rotZ") or 0), ["object"] = false, ["xPosOffset"] = 0, ["yPosOffset"] = 0, ["zPosOffset"] = 0 } ) nextSibling = nextSibling + 1 node = xmlFindChild(rootNode, "object", nextSibling) end end rootNode = getResourceConfig(self._resource, "../../config/samgroups.xml") if (rootNode) then for groupName, group in pairs(self._samgroups) do nextSibling = 0 firstSibling = xmlFindChild(rootNode, groupName, nextSibling) if (firstSibling) then node = xmlFindChild(firstSibling, "mover", nextSibling) while (node) do table.insert(self._samgroups[groupName], { ["time"] = tonumber(xmlNodeGetAttribute(node, "time") or 0) / 1000, ["moverZ"] = tonumber(xmlNodeGetAttribute(node, "moverZ") or 0) } ) nextSibling = nextSibling + 1 node = xmlFindChild(firstSibling, "mover", nextSibling) end end end end rootNode = getResourceConfig(self._resource, "../../config/panelgroups.xml") if (rootNode) then for groupName, group in pairs(self._panelgroups) do nextSibling = 0 firstSibling = xmlFindChild(rootNode, groupName, nextSibling) if (firstSibling) then node = xmlFindChild(firstSibling, "target", nextSibling) while (node) do table.insert(self._panelgroups[groupName], { ["time"] = tonumber(xmlNodeGetAttribute(node, "time") or 0), ["targetX"] = tonumber(xmlNodeGetAttribute(node, "targetX") or 0), ["targetY"] = tonumber(xmlNodeGetAttribute(node, "targetY") or 0), ["targetZ"] = tonumber(xmlNodeGetAttribute(node, "targetZ") or 0) } ) nextSibling = nextSibling + 1 node = xmlFindChild(firstSibling, "target", nextSibling) end end end end self._funcMainTimer = function () for _, carrier in ipairs(self._carriers) do for groupName, group in pairs(self._samgroups) do if (carrier.count >= self._samgroups[groupName][carrier.mover].time) then moveObject(carrier[groupName .. "clone"], self._samgroups[groupName][carrier.mover].time * 1000, 0, 0, -100, 0, 0, self._samgroups[groupName][carrier.mover].moverZ) if ((carrier.mover + 1) > #self._samgroups[groupName]) then carrier.mover = 1 else carrier.mover = carrier.mover + 1 end carrier.count = 1 else carrier.count = carrier.count + 1 end end end self._mainTimer = setTimer(self._funcMainTimer, 1000, 1) end self._funcMainTimer() end function ObjCarrier:createCarrier(posX, posY, posZ, rot) local gX, gY, gZ = 0, 0, 0 local oX, oY, oZ = 0, 0, 0 table.insert(self._carriers, { ["id"] = "carrier" .. (#self._carriers + 1), ["parent"] = false, ["objects"] = self._objects, ["samgroups"] = {}, ["panelgroups"] = {}, ["mover"] = 1, ["target"] = { ["sidepanel"] = 1, ["rearpanel"] = 1, ["backdoor"] = 1 }, ["count"] = 1, ["teamplayers"] = {} } ) oX, oY, oZ = self._carriers[#self._carriers].objects[1].posX, self._carriers[#self._carriers].objects[1].posY, self._carriers[#self._carriers].objects[1].posZ for _, object in ipairs(self._carriers[#self._carriers].objects) do gX = math.abs(posX - oX) gY = math.abs(posY - oY) if (object.posX > posX) then gX = object.posX - gX else gX = object.posX + gX end if (object.posY > posY) then gY = object.posY - gY else gY = object.posY + gY end object.posX = gX object.posY = gY object.object = createObject( object.model, object.posX, object.posY, object.posZ, object.rotX, object.rotY, object.rotZ ) for groupName, group in pairs(self._samgroups) do if (object.name == groupName) then setElementID(object.object, self._carriers[#self._carriers].id .. "." .. groupName) self._carriers[#self._carriers][groupName .. "clone"] = cloneElement(object.object, 0, 0, -100, false) setElementID(self._carriers[#self._carriers][groupName .. "clone"], self._carriers[#self._carriers].id .. "." .. groupName .. "clone") end end for groupName, group in pairs(self._panelgroups) do if (object.name == groupName) then setElementID(object.object, self._carriers[#self._carriers].id .. "." .. groupName) self._carriers[#self._carriers][groupName .. "clone"] = cloneElement(object.object, 0, 0, -100, false) setElementID(self._carriers[#self._carriers][groupName .. "clone"], self._carriers[#self._carriers].id .. "." .. groupName .. "clone") end end end self._carriers[#self._carriers].parent = createVehicle(453, posX, posY, posZ, 0, 0, 0) setElementID(self._carriers[#self._carriers].parent, self._carriers[#self._carriers].id) setElementAlpha(self._carriers[#self._carriers].parent, 0) setVehicleDamageProof(self._carriers[#self._carriers].parent, true) toggleVehicleRespawn(self._carriers[#self._carriers].parent, false) for _, object in ipairs(self._carriers[#self._carriers].objects) do setElementParent(object.object, self._carriers[#self._carriers].parent) gX = math.abs(posX - object.posX) gY = math.abs(posY - object.posY) gZ = object.posZ + self._centerToBase if (object.posX < posX) then gX = -(gX) end if (object.posY < posY) then gY = -(gY) end object.xPosOffset = gX object.yPosOffset = gY object.zPosOffset = gZ if (object.name == "hull" or object.name == "hangar") then setElementID(object.object, "carrier." .. object.name) end for groupName, group in pairs(self._samgroups) do if (object.name == groupName) then self._carriers[#self._carriers].samgroups[groupName] = { ["xPosOffset"] = object.xPosOffset, ["yPosOffset"] = object.yPosOffset, ["zPosOffset"] = object.zPosOffset, ["targetPending"] = false, ["timer"] = false, ["maxPlayers"] = 8, ["totalLaunched"] = 0, ["support"] = { ["barrage"] = { ["timer"] = false, ["maxPlayers"] = 1, ["totalLaunched"] = 0 } }, ["creatorPlayers"] = {} } end end for groupName, group in pairs(self._panelgroups) do if (object.name == groupName) then self._carriers[#self._carriers].panelgroups[groupName] = { ["xPosOffset"] = object.xPosOffset, ["yPosOffset"] = object.yPosOffset, ["zPosOffset"] = object.zPosOffset, ["rotX"] = object.rotX, ["rotY"] = object.rotY, ["rotZ"] = object.rotZ } end end attachElements(object.object, self._carriers[#self._carriers].parent, object.xPosOffset, object.yPosOffset, object.zPosOffset, object.rotX, object.rotY, object.rotZ) end setVehicleRotation(self._carriers[#self._carriers].parent, 0, 0, -(rot)) return {["parent"] = self._carriers[#self._carriers].parent, ["id"] = self._carriers[#self._carriers].id} end function ObjCarrier:getCarriers() local carriers = {}