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Everything posted by IIYAMA
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What happens if I don't unload it ? Security (hackers, etc..) ? Resource consumption ? No, it remains in your server ram, which gives you less ram for your other stuff. Not really a big deal for a small xml file, but when it gets larger it might starts to lagg. Even so I recommend you, to make unloading xml files a habit. https://wiki.multitheftauto.com/wiki/XmlUnloadFile
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Don't forget to unload it.
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if isTimer(iniciando[zoned]) then killTimer(iniciando[zoned]) end iniciando[zoned]= nil -- clean up You can't kill a timer which doesn't exist any more.
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Ops O_o @khalid-mks Thank you very much. Fixed the links.
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Change your weaponslot, without enabling too much glitches. Version 1.0.1: Exports: [color=#FF7F00]Setup weaponswitch speed limit. (save arg, overwrite players arg)[/color] [color=#FF7F00]Setup weaponswitch speed limit per player.[/color] [color=#FF7F00]Get weaponswitch speed limit.[/color] [color=#FF7F00]Get weaponswitch speed limit per player.[/color] [color=#FF7F00]Set jetpack weapons enabled.[/color] [url=http://s22.postimg.org/jvjglyuz3/mta_screen_2015_03_04_22_29_07.png]Screenshot.[/url] [color=#FF7F00]Get jetpack weapons enabled.[/color] [color=#0000FF]Set player weaponswitch frozen.[/color] ■ Server ■ Client ■ Shared Exports syntax:(server) setWeaponSwitchSpeedLimit ( int speed [, bool save = false, bool overwritePlayers = false]) return true/false, true/false, true/false getWeaponSwitchSpeedLimit ( ) return value setPlayerWeaponSwitchSpeedLimit ( player thePlayer, int speed) return true/false getPlayerWeaponSwitchSpeedLimit ( player thePlayer) return value setJetpackWeaponsEnabled ( bool status [, bool save = false ) return true/false, true/false getJetpackWeaponsEnabled ( ) return true/false setPlayerWeaponSwitchFrozen ( table/player, status ) return true/false Exports syntax:(client) setPlayerWeaponSwitchFrozen ( status ) return true/false How to use export functions? Download version 1.0.1
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As Solidsnake14 said, solution: if vehicle and getVehicleOverrideLights ( vehicle ) == 2 then
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and what doesn't work from the code? t "onPlayerHeadshot" weapons = {} weapons[33] = true addEventHandler("onPlayerDamage", getRootElement(), function (attacker, weapon, bodypart, loss) outputDebugString("event: onPlayerDamage") if bodypart == 9 and weapons[weapon] then outputDebugString("Bodypart = 9 and weapon is correct.") local result = triggerEvent("onPlayerHeadshot", source, attacker, weapon, loss) local result2 = triggerClientEvent(root, "onClientPlayerHeadshot", source, attacker, weapon, loss) outputDebugString("result = " .. tostring(result).. ", result2 = " .. tostring(result2)) if getPlayerTeam( source ) then outputDebugString("The player his team = " .. tostring(getTeamName( getPlayerTeam( source )))) else outputDebugString("The player isn't in a team.") end if result == true and result2 == true and getTeamName( getPlayerTeam( source ) ) == "Desert Storm" then setPedHeadless(source, true) killPed(source, attacker, weapon, bodypart) outputDebugString("Code successfully executed.") end end end ) -- addEventHandler("onPlayerSpawn", root, function() setPedHeadless(source, false) end) function returnHead() outputDebugString("Event: onPlayerSpawn") if isPedHeadless(source) then outputDebugString("pedHeadless restored") setPedHeadless(source,false) end end addEventHandler("onPlayerSpawn",root,returnHead) outputDebugString("code has been loaded successfully!")
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It is automatic defined, so don't have to write it down as parameter, or you will overwrite the source variable which will becomes useless. triggerClientEvent( source, -- = sending to "onPlayerArrested", -- event source, -- = source arrester, -- = first parameter whatEver, -- = second parameter whatEver2 -- = third parameter ----------------------------------------------------------------------------------------------------------- triggerClientEvent(source,"onPlayerArrested",source,arrester,whatEver,whatEver2) > addEvent("onPlayerArrested",true) function cuffed(arrester,whatEver,whatEver2) local mySource = source end addEventHandler("onPlayerArrested",getRootElement(),cuffed)
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function cuffed(arrester,source) function cuffed(arrester) Never define a source variable as a parameter. 11 % 10 = 1 21 % 10 = 1 55 % 10 = 5 53673465 % 10 = 5 390 % 360 = 30 721 % 360 = 1 Rest value = %
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Of course it is possible. https://wiki.multitheftauto.com/wiki/Se ... kerEnabled
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function dupa2 (thePlayer) setControlState(thePlayer, "crouch",true) setTimer(setControlState,100,1,thePlayer,"crouch",false) triggerClientEvent(source, "refreshInventoryManual", source) triggerClientEvent(source, "setControlStatus", source,false)-- true = enable, false = disable end addEvent("handcuffs", true) addEventHandler("handcuffs", getRootElement(), dupa2) local controlStatus = true function checkBrokenbone() if getElementData(getLocalPlayer(), "logedin") and controlStatus then if getElementData(getLocalPlayer(), "brokenbone") then if not isPedDucked(getLocalPlayer()) then end toggleControl("jump", false) -- there toggleControl("sprint", false) -- there else toggleControl("jump", true) -- and there toggleControl("sprint", true) -- and there end end end setTimer(checkBrokenbone, 1400, 0) addEvent("setControlStatus",true) addEventHandler("setControlStatus",localPlayer, function (status) toggleControl ( "walk", status) toggleControl ( "jump", status) toggleControl ( "crouch", status) toggleControl ( "sprint", status) toggleControl ( "fire", status ) toggleControl ( "next_weapon", status ) toggleControl ( "previous_weapon", status ) toggleControl ( "aim_weapon", status ) controlStatus = status end)
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Try execute this clientside: addEventHandler("onClientPreRender",root, function () if isPedDucked(localPlayer) then setControlState ("crouch",false) end end)
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Show me what you tried.
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By adding the tag on the event: https://wiki.multitheftauto.com/wiki/On ... DataChange and add this player on to a table so it will not happen again.
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When using root in an addEventHandler, it can accept every source element. When you use resourceRoot, it will only accept resourceRoot. This will become the source element from the addEventHandler: triggerServerEvent("KillAttacker",[color=#FF0000]source[/color],source)
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Use getPlayerName instead. It seems one of your resources is editing the name tag text for it's own purpose.
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You may not be able to check it 100%, but you can always create an overwrite to solve the problem.
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For you as beginner, I would recommend you to create a gui button and make it invisible on top of your rectangles. https://wiki.multitheftauto.com/wiki/GuiCreateButton https://wiki.multitheftauto.com/wiki/GuiSetVisible When you are getting better at lua, you can start learning new and cleaner techniques.
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replace it with: isPedDead https://wiki.multitheftauto.com/wiki/IsPedDead or write in console: upgrade RPGcivilians
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Add admin rights?
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This is circa how I am solving this problem every time I am creating a resource. client addEventHandler("onClientResourceStart",resourceRoot, function () triggerServerEvent("registerPlayer",localPlayer) end) server local playerLoadedRegistery = {} addEvent("registerPlayer",true) addEventHandler("registerPlayer",root, function () if isElement(source) then playerLoadedRegistery[source]= true end end) addEventHandler("onPlayerQuit",root, function () playerLoadedRegistery[source]=nil end) function triggerClientEvent2(...) -- event,sourceElement,arg1,arg2,arg3, etc. local argTable = ... for player,boolean in pairs(playerLoadedRegistery) do triggerClientEvent(player,unpack(argTable)) end end
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Afaik there is a death reason, number 53. https://wiki.multitheftauto.com/wiki/Death_Reasons