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Everything posted by IIYAMA
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You must be kidding me... Why don't you try it first yourself? If it is wrong I will correct you.
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local money = getPlayerMoney(player) if money >= 50000 then else-- not enough money outputChatBox("......",player) end
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np. I hope you learned something from it.
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See my last post.
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addCommandHandler ( "setplayergravity", setPlayerGravity ) addCommandHandler ( "setplayergravity", consoleSetPlayerGravity )
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Is the system working per player or global? This is per player: local damageProofPlayers = {} function random1(playerSource) damageProofPlayers[playerSource] = true local vehicle = getPedOccupiedVehicle(playerSource) if vehicle then setVehicleDamageProof(vehicle,true) end end function random2(playerSource) damageProofPlayers[playerSource] = nil local vehicle = getPedOccupiedVehicle(playerSource) if vehicle then setVehicleDamageProof(vehicle,false) end end addEventHandler("onPlayerQuit",root, -- clean memory function () if damageProofPlayers[source] then damageProofPlayers[source] = nil end end) function vehicleEntry (playerSource) if damageProofPlayers[playerSource] then setVehicleDamageProof(source,true) end addEventHandler ("onVehicleEnter", root, vehicleEntry)
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function carGodMode(vehicle,playerSource) ---i have my functions here which i cant post -- example = if true then return true end return false ------------ end function carNoGodMode(vehicle,playerSource) ---i have my functions here which i cant post -- example = if true then return true end return false ------------ end function vehicleEntry (playerSource) if carGodMode(source,playerSource) then setVehicleDamageProof(source,true) elseif carNoGodMode(source,playerSource) then setVehicleDamageProof(source,false) end end addEventHandler ("onVehicleEnter", root, vehicleEntry)
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You can try something like this, edit it like you want. client local connectionOverFlowLimiter = 0 local validBodyParts = {[5]=true,[6]=true} addEventHandler ( "onClientPlayerDamage",localPlayer, function (attacker, weapon, bodypart) if attacker and attacker ~= localPlayer then -- optional if not validBodyParts[bodypart] then cancelEvent() else local newHealth = getElementHealth(localPlayer)-50 if newHealth > 0 then setElementHealth(localPlayer,newHealth) elseif getTickCount() > connectionOverFlowLimiter then -- recommendation. triggerServerEvent("onCustomPlayerWasted",localPlayer,attacker, weapon, bodypart) connectionOverFlowLimiter = getTickCount()+50-- time now + 50 ms toggleAllControls (false,false,true) end end end end) addEventHandler("onClientPlayerSpawn",localPlayer, function () toggleAllControls (true,true,true) end) server addEvent("onCustomPlayerWasted",true) addEventHandler("onCustomPlayerWasted",root, function (attacker,weapon,bodyPart) if client == source and isElement(source) then killPed(source,attacker,weapon,bodyPart) end end)
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[color=#B1B100]math.arrogant[/color]
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"When I change my skin, my health returns to 100 or 200. Can somebody help me with this?" Is that what you want to say? local health = getElementHealth(player) setElementModel(player,61) setElementHealth(player,health)
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There is a table in the serverside file which is generated next to your .map file. It contains the required lowLOD data you requested.
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Then you got the wrong line. Something wrong with your text editor?
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F11 map probably can only be changed by the user itself. (replacing files in his own mta folder) For the radar > You could try to find the texture name/names: https://wiki.multitheftauto.com/wiki/Sha ... ture_names and apply this simple shader: //-- Declare the texture. These are set using dxSetShaderValue( shader, "Tex0", texture ) texture Tex0; technique simple { pass P0 { //-- Set up texture stage 0 Texture[0] = Tex0; //-- Leave the rest of the states to the default settings } } https://wiki.multitheftauto.com/wiki/En ... rldTexture
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Don't ask me why it gives that error, since it should not give you that one on that line... Yet, this is/was your problem: setVehicleColor(kar, tonumber(a) or 0,tonumber(b) or 0,tonumber(c) or 0)
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local screenWidth, screenHeight = guiGetScreenSize ( ) ----------------------------------------------------------------------------------- -- function -- for i=1,5 do local imageWidth = screenWidth*(1366/1366) dxDrawImage (screenWidth*(20/1366)+((i-1)*imageWidth) ,screenHeight*(195/768),imageWidth,screenHeight*(768/768), 'x' .. i .. '.png',0,0,0, tocolor(255, 255, 255, 255), false) end You image width and height is too BIG/LARGE/Or what ever. You have to fill that in correctly! But this is how you create images next to each other in a line.
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I am not sure what you want. If you want just move a single map to another dimension. Open your .map file in your notepad++ and replace all dimension lines (ctrl+f). Or: You want to move all objects to your dimension? Try this: Client local lastDimension = getElementDimension(localPlayer) local thisResource = getThisResource ( ) addEventHandler("onResourceStart",root, function (res) local objects = thisResource == res and getElementsByType("object") or getElementsByType("object",source) -- source = resourceRoot of that resource. if objects and #objects > 0 then local dimension = getElementDimension(localPlayer) for i=1,#objects do setElementDimension(objects,dimension) end end end) setTimer (function () local dimension = getElementDimension(localPlayer) if dimension ~= lastDimension then lastDimension = dimension local objects = getElementsByType("object") for i=1,#objects do setElementDimension(objects,dimension) end end end,100,1)
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-- for lua demo -- local outputChatBox = outputChatBox or print -- url: [url=http://www.lua.org/cgi-bin/demo]www.lua.org/cgi-bin/demo[/url] --------------------- local namePart1 = "Someone ft. someone" local namePart2 = "The someone song" local songName = namePart1 .. " - " .. namePart2 outputChatBox(songName)
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Try another name, it is the only possible/visible "thing" that might stop this script from starting.
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Or when you are a starter in lua, convert them to textures and delete them. https://wiki.multitheftauto.com/wiki/DxCreateTexture Like this: local image = dxCreateTexture ( "filepath.png" ) fileDelete ("filepath.png") addEventHandler("onClientRender",root, function() dxDrawImage(0,0,1000,1000,image) end)
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Is that file name valid? Afaik this should be visible in your console.
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They disabled the weapon damage somehow. Use: https://wiki.multitheftauto.com/wiki/OnClientWeaponFire To overwrite the damage.
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@Carlos23 +1 Colshapes hardly detect the element type "object".
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It is probably sending double messages because you are using the freeroam resource, which is also using this event. Or some other resource.
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Just force them out: https://wiki.multitheftauto.com/wiki/Re ... romVehicle
