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Posts
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Everything posted by IIYAMA
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ggun is benodigd voor voor gravity_gun Het lijkt er op de je een duplicatie van je resources hebt en anders weet ik het niet. Ik ben meestal gewoon voorzichtig met de benaming van de resources.
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Soms kunnen dingen gebugd raken. Vooral in combinatie met anderen resources.(die met elkaar samenwerken, met nadruk op "managers")
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Misschien moet je mapmanager herstarten?
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Thank you for explaining me things I did not used before and how to make a wrapper. I think I will use setElementVisibleTo to manage the visibility.
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lavafl_ctrl en lavaflood zijn twee verschilde scripts die met elkaar samenwerken. Sleep hun mapjes uit de hoofd zip/map en plaats deze tussen je resources. Je moet wel zelf ff uit testen welke je eerst moet starten. (gewoon eerst de ene starten of de anderen eerst starten. Of gewoon beide starten.)
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Some of the arguments I don't understand. Like: ... arg -- doesn't this have to be defined?(probably it is already defined with ... but I don't understand that) Right now I am making for every player a blip and create 1 element that contains all elements? Isn't it better to use setElementVisibleTo to reduce the amount of elements?
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or to wait for somebody who knows already the answer, it does not have my priority that's why I post it on the forum. I am 100% sure somebody already tried it.
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Because nobody says anything about tables?
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https://wiki.multitheftauto.com/wiki/AddCommandHandler
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blip createBlipAttachedTo ( element elementToAttachTo, [int icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, int ordering=0, float visibleDistance=99999.0, visibleTo = getRootElement()] ) The last argument is about the visibility from the blip, I can fill in 1 element or the root. Is it possible to fill in more elements(players)? https://wiki.multitheftauto.com/wiki/Cr ... AttachedTo support tables?
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De volgorden moet zo: en niet: De meta moet in de eerste folder/zip zitten.
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[Removed]
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het geluid van het spel is gta. Zelf gemaakte geluiden gaan via een anderen channel.
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YES! thx guys.
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Now I get again two differed answers from two experienced posters........... (not me "Experienced"...) If I delete the element that is handled and after that I handle again, there won't be any errors. Is the handler gone from the previous element? grrrr I hate it when I can't see what happens.....
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Windows geluidsinstellingen? Als goed is word mta geluid gesplitst van gta en mta.
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yes, it should be jailedPlayer. Here fixed. local runningTimers = {} function jailPlayer( player, cmd, target, ttime ) if isPlayerAdmin ( player ) then jailedPlayer = getPlayerFromName ( target ) if jailedPlayer then if getElementData ( jailedPlayer, "jailed" ) == false then if isPedInVehicle ( jailedPlayer ) then removePedFromVehicle ( jailedPlayer ) end local jx, jy, jz = unpack(jailcells[math.random(#jailcells)]) setElementDimension ( jailedPlayer, 60601 ) setElementInterior ( jailedPlayer, 12 ) setElementPosition ( jailedPlayer, jx, jy, jz ) setElementData ( jailedPlayer, "jailed", true ) if not runningTimers[jailedPlayer] then runningTimers[jailedPlayer] = {} end local newTabPos = #runningTimers[jailedPlayer] +1 runningTimers[jailedPlayer][newTabPos] = setTimer ( function (newTabPos,jailedPlayer) runningTimers[jailedPlayer][newTabPos] = nil setElementData ( jailedPlayer, "jailed", false ) setElementDimension ( jailedPlayer, 0 ) setElementInterior ( jailedPlayer, 0 ) setElementPosition ( jailedPlayer, 2492.408, 2773.22, 10.80 ) end,1000,1,newTabPos,jailedPlayer) else outputChatBox ( "This Player is already jailed!", player, 255, 0, 0 ) end else outputChatBox ( "Player does not exist!", player, 255, 0, 0 ) end end end addCommandHandler ( "jail", jailPlayer ) addEventHandler ( "onPlayerQuit", getRootElement(), function() if runningTimers[source] then if next(runningTimers[source]) then for i,timer in pairs(runningTimers[source]) do if isTimer(timer) then killTimer(timer) end end end runningTimers[source] = nil end end) There are many ways to Rome. If I let somebody else, script this. It probably will look differed. I like to build my timers in to a table core, so I can easily manage them. With manage I mean: stop them when they should be stopped. With this you can add more timers in to the same system. When somebody leaves the server, all timers that have been managed will be killed before executing. local runningTimers = {} function timerset() local newTabPos = #runningTimers[myPlayer] +1 runningTimers[myPlayer][newTabPos] = setTimer ( function (newTabPos,myPlayer) runningTimers[myPlayer][newTabPos] = nil end,30000,1,newTabPos,myPlayer) end addEventHandler ( "onPlayerQuit", getRootElement(), function() if runningTimers[source] then if next(runningTimers[source]) then for i,timer in pairs(runningTimers[source]) do if isTimer(timer) then killTimer(timer) end end end runningTimers[source] = nil end end)
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Thank you! That was a fast answer
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local confirmButton = guiCreateButton(5, 5, 90, 70, "SPAWN!", false, spawnConfirmWindow) addEventHandler("onClientGUIClick", confirmButton, spawnClientPlayer) destroyElement(confirmButton) Will the handler still be there?
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Als goed is heb je settings voor. Esc > settings > audio: Voice volume
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ok, my bad.
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Note: You already have a index. No need to re-index "[1]=", Only when you use keys or value's like this: local pedCoords = {["hey"]=-1, ["hey2"]=0, [1]=10, [2]=99, [3]=100, [4]=400} local pedCoords = { {280.59, -139.83, 1004.06,7,1}, {280.7, -135.64, 1004.06,7,1}, {284.45, -131.24, 1004.06,7,1}, {288.15, -134.05, 1004.06,7,1}, {290.01, -135.76, 1004.06,7,1}, {285.16, -137.9, 1004.06,7,1}, {279.2, -139.89, 1004.06,7,1}, {276.01, -135.35, 1004.06,7,1}, {278.4, -129.79, 1004.06,7,1}, {283.1, -130.99, 1004.06,7,1}, {289.98, -128.18, 1004.06,7,1}, {295.72, -129.21, 1004.06,7,1} }
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I think that will be type() if type(value) =="table" then -- not sure if table is also a type, but yes I think it is. elseif type(value) =="string" then elseif type(value) =="number" then end But hex becomes a number....... or you should first convert it to a string. tostring() tonumber()
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local runningTimers = {} function jailPlayer( player, cmd, target, ttime ) if isPlayerAdmin ( player ) then jailedPlayer = getPlayerFromName ( target ) if jailedPlayer then if getElementData ( jailedPlayer, "jailed" ) == false then if isPedInVehicle ( jailedPlayer ) then removePedFromVehicle ( jailedPlayer ) end local jx, jy, jz = unpack(jailcells[math.random(#jailcells)]) setElementDimension ( jailedPlayer, 60601 ) setElementInterior ( jailedPlayer, 12 ) setElementPosition ( jailedPlayer, jx, jy, jz ) setElementData ( jailedPlayer, "jailed", true ) if not runningTimers[jailedPlayer] then runningTimers[jailedPlayer] = {} end local newTabPos = #runningTimers[jailedPlayer] +1 runningTimers[player][newTabPos] = setTimer ( function (newTabPos,jailedPlayer) runningTimers[player][newTabPos] = nil setElementData ( jailedPlayer, "jailed", false ) setElementDimension ( jailedPlayer, 0 ) setElementInterior ( jailedPlayer, 0 ) setElementPosition ( jailedPlayer, 2492.408, 2773.22, 10.80 ) end,1000,1,newTabPos,jailedPlayer) else outputChatBox ( "This Player is already jailed!", player, 255, 0, 0 ) end else outputChatBox ( "Player does not exist!", player, 255, 0, 0 ) end end end addCommandHandler ( "jail", jailPlayer ) addEventHandler ( "onPlayerQuit", getRootElement(), function() if runningTimers[source] then if next(runningTimers[source]) then for i,timer in pairs(runningTimers[source]) do if isTimer(timer) then killTimer(timer) end end end runningTimers[source] = nil end end) and no I haven't test anything, there may some mistakes/bugs, but I don't have much time. Killing timers before executing will safe you some power. This system is only efficient when you use more then 1 timer.
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Don't forget to check after the timer ends, if the player is an element else you will have warnings when he leaves before the timer ends. isElement() --- or as you said, put the timer in a table with the player user data as key. +argument timer location. When he leaves you can stop the timer easily. [player] ={timer,timer,timer} There are many possibility's.
