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Everything posted by IIYAMA
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I am not going to make it exact as you want, it is your code. Use: https://wiki.multitheftauto.com/wiki/GetControlState To check if somebody is aiming.
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of course it isn't working. The variable player is nil is nothing and useless, when you don't define it. setTimer (function () local players = getElementsByType("player") for i=1,#players do local player = players[i] local target = getPedTarget (player) if target and getElementType (target) == "vehicle" then destroyElement (target) end end end, 500,0)
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https://forum.multitheftauto.com/viewtopic.php?f=91&t=73326
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If you bought it then you should go back to them. We don't give support to leaked scripts.
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The code shows your mistake directly. You were not wondering why most of it was red? exports [ "TopBarChat" ] : sendClientMessage ( [color=#FF0000][b] "[/b][/color]the mission Coming Soon", player, 255, 0, 0, true )
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Use more locals at the right places or people can get problems. Especially when you use the variable (which is used often) as a global. Also: for i,v in ipairs(PTable) do for k,s in pairs(PTableValues) do if v == s then TableReturn[k] = i break end end end Why do you do this? What is the use of it, when the tables contain the same information but at a differed array location?
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Try: function createVIPTeam () vipTeam = createTeam ( "VIP", 255, 0, 0 ) end addEventHandler("onResourceStart", resourceRoot, createVIPTeam) too: --[[function createVIPTeam ()]] vipTeam = createTeam ( "VIP", 255, 0, 0 ) --[[end addEventHandler("onResourceStart", resourceRoot, createVIPTeam)]] onResourceStart has a delay till all code has been loaded. I am not sure if that is the problem, but it is possible when players login automatic.
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ok, local env = {} setfenv(user_script, env) pcall(user_script) Using setfenv I can prevent this? But after I set this environment. Will the code inside the environment able to access global variables (read or/and write)? Or just calling other functions disabled? Note: All the code that I am going to load is written by myself and doesn't come from the maps but from the gamemode. The gamemode sends the code which fits with the map.
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aha, Well I am not going to save the scripts I load via loadstring on the players their harddrive. More like loading modus per map, which is send from the server. But if I do save them, how can a sandbox prevent this?
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I have never worked with Environments. I found this: http://lua-users.org/wiki/SandBoxes As far as I understand it is a kind of security for the code. What can happen if I don't use a sandbox?
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@WhoAmI No, it doesn't work since you skipped they key arguments of the bindKey at the function payTheTicket. I you don't know what I mean, click on the link to his other topic about the same script. @#Twerky Would you pls not post everything double? You won't get better results, but mad moderators if that is what you want... https://forum.multitheftauto.com/viewtopic.php?f=91&t=73202
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bindKey ( source, "H", "down", payTheTicket, source) function payTheTicket (theCop,key,keyState,source) https://wiki.multitheftauto.com/wiki/BindKey Server bindKey ( player thePlayer, string key, string keyState, function handlerFunction, [ var arguments, ... ] ) function functionName ( player keyPresser, string key, string keyState, [ var arguments, ... ] )
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It must be, element data doesn't change automatic. Unless the teamscore get set at clientside with synchronisation to false, which would be a very strange habit.
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So I must use it like this? dataForTheFunctionInside = {"my name is IIYAMA","apple","what ever"}-- must be global local callThisFunction = "function myFunction(data) outputChatBox(next(data)) end myFunction(dataForTheFunctionInside)" local callLoadString = function () local loaded = loadstring(callThisFunction) local ex = pcall(loaded) if ex then outputChatBox("loaded the code") end end addCommandHandler("loadstring",callLoadString) (no tested)
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Where do you see Samer? O_o Root is more efficient, since it only can be send to players. A loop will call the outputChatBox function over and over, which uses much more memory. You can test that with getTickCount(), if you don't believe me.
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np. oh My bad, it was onClientPlayerChoke. I was confused because some ped functions are also for players. addEventHandler("onClientPlayerChoke",localPlayer, function (weapon) if weapon == 41 then cancelEvent( ); end end ) But I don't think you need it since you already use onClientPlayerDamage.
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Will loadstring execute the code ones and then it is gone? O_o
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But how can I destroy this string? Because if I load this function: loadstring("function thisFunction() outputChatBox(\"thisFunction\") end") It will stay active.
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Does anybody knows how I can unload a loaded string? Or at least disable it. Advance stuff, pls only reply if you know what the loadstring function does.
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By cancelling this effect. https://wiki.multitheftauto.com/wiki/OnClientPedChoke addEventHandler( "onClientPedChoke", root, function (weapon) if weapon == 41 then cancelEvent( ); end end ) You can also cancel the onClientPlayerDamage event with the same result.
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But he isn't using onClientWeaponFire but onClientPlayerWeaponFire. It can be both, source and localPlayer.
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client = always the playerElement who sends the data. source = the element that is sending with the event. >triggerServerEvent("onPlayerFilesDownloaded",localPlayer)< But afaik there aren't much people in mta who are able to send events without using a script. Maybe the development team can. I am using source as player too, unless I am sending another element as source.
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if CursorX [color=#0040FF]>[/color] [color=#FF0000]0.07426[/color] and CursorY > 0.8098 then if CursorX [color=#0040FF]<[/color] [color=#FF0000]0.01367[/color] and CursorY < 0.8971 then setElementData(getLocalPlayer(), "Class", "Engineer") outputConsole("Engineer") end end Take a closed look at that. It must be higher then 0.07426 and lower then 0.01367, which isn't possible.
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@Atton local myVehicleTable = {} function createCar (thePlayer) local car = createVehicle(411,0,0,14) outputChatBox("TRUEm",thePlayer) myVehicleTable[#myVehicleTable + 1]=car-- save inside a table end addCommandHandler("make",createCar) function destroyAllVehicles (thePlayer) outputChatBox("remove",thePlayer) for i=1,#myVehicleTable do local vehicle = myVehicleTable[i] if isElement(vehicle) then destroyElement(vehicle) end end myVehicleTable = {}-- reset end addCommandHandler("remove",destroyAllVehicles) I and you made a mistake with not defining the player. But it should also work with it defining it wrong, not sure why it didn't work. Try this again, it works for 100% /remove @Anubhav Why don't you fix my code instead of rewrite it? What is the use of that anyway... You made a mistake with your table.insert so your code will no work. and you even took my/Atton mistakes with it.
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local myVehicleTable = {} function createCar () local car = createVehicle(411,0,0,14) outputChatBox("TRUEm",thePlayer) myVehicleTable[#myVehicleTable+1]=car-- save inside a table end addCommandHandler("make",createCar) function destroyAllVehicles () for i=1,#myVehicleTable do local vehicle = myVehicleTable[i] if isElement(vehicle) then destroyElement(vehicle) end end myVehicleTable = {}-- reset end addCommandHandler("destroy",destroyAllVehicles)