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IIYAMA

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Everything posted by IIYAMA

  1. 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
  2. Don't forget to unload it.
  3. 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.
  4. Ops O_o @khalid-mks Thank you very much. Fixed the links.
  5. 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
  6. As Solidsnake14 said, solution: if vehicle and getVehicleOverrideLights ( vehicle ) == 2 then
  7. 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!")
  8. 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)
  9. 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 = %
  10. IIYAMA

    Green Triangle

    Of course it is possible. https://wiki.multitheftauto.com/wiki/Se ... kerEnabled
  11. IIYAMA

    Crouching

    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)
  12. IIYAMA

    Crouching

    Try execute this clientside: addEventHandler("onClientPreRender",root, function () if isPedDucked(localPlayer) then setControlState ("crouch",false) end end)
  13. 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.
  14. 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)
  15. Use getPlayerName instead. It seems one of your resources is editing the name tag text for it's own purpose.
  16. IIYAMA

    firefighter

    You may not be able to check it 100%, but you can always create an overwrite to solve the problem.
  17. 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.
  18. replace it with: isPedDead https://wiki.multitheftauto.com/wiki/IsPedDead or write in console: upgrade RPGcivilians
  19. IIYAMA

    help!

    Aha, my mistake, never noticed it before. O_o
  20. IIYAMA

    help!

    Items are strings, not tables.
  21. 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
  22. Afaik there is a death reason, number 53. https://wiki.multitheftauto.com/wiki/Death_Reasons
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