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Everything posted by Arsilex
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gatec1 = createObject(7017, 1521.6103515625, 1789.4267578125, 7.57905626297, 0, 90, 0) addEventHandler( "onElementClicked", resourceRoot, function( button, state, player ) if button == "left" and state == "up" then local x, y, z = getElementPosition( player ) if getDistanceBetweenPoints3D( x, y, z, getElementPosition( source ) ) < 5 and getElementDimension( player ) == getElementDimension( source ) then moveObject (gatec1, 4000, 1527.1838378906, 1789.4267578125, 7.57905626297) end end end ) Mira esto no se si te servira pero se mueve la puerta cuando el persona esta cerca de ella y presiona encima de ella con el boton izquierdo del rato espero que te sirva.
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mm estas seguro de que no se te cambio la IP?
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aver cuando tu seteas un mapa el comando no es nextmap es setmap por si no sabias
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tienes que buscar el comando si quieres te puede decir donde se encuentra. para mi la solucion mas facil es entrar en racevoting_server ((En mi caso Linea 691 y cambiar el comando nextmap por algo que no se suele poner ejemplo /asdasdasd
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cancelarlo para un s.mod mod o dices general?
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Si lo deje asi function Pegati1 () Pegas = guiCreateWindow(830,270,224,287,"Pegatinas",false) Pega = guiCreateGridList(10,23,205,218,false,Pegas) guiGridListSetSelectionMode(Pega,2) rowa = guiGridListAddColumn(Pega,"Pegatinas",0.2) item1 = guiGridListAddRow(Pega) item2 = guiGridListAddRow(Pega) item3 = guiGridListAddRow(Pega) item4 = guiGridListAddRow(Pega) Pega0 = guiGridListSetItemText(Pega,item1, rowa, "0", false, false) Pega1 = guiGridListSetItemText(Pega,item2, rowa, "1", false, false) guiGridListSetItemColor(Pega,1,1,0,0,255,182) Pega2 = guiGridListSetItemText(Pega,item3, rowa, "2", false, false) guiGridListSetItemColor(Pega,2,1,0,255,0,182) Pega3 = guiGridListSetItemText(Pega,item4, rowa, "3", false, false) guiGridListSetItemColor(Pega,3,1,255,0,0,182) Cierro = guiCreateButton(77,251,66,27,"X",false,Pegas) function pegatin_choose() choosedtext = guiGridListGetItemText ( Pega, guiGridListGetSelectedItem ( Pega ), 1 ) if ( choosedtext == "0") then Pegatin0() elseif ( choosedtext == "1") then Pegatin1() elseif ( choosedtext == "2") then Pegatin2() elseif ( choosedtext == "3") then Pegatin3() end end addEventHandler ( "onClientGUIClick", Pega, pegatin_choose, false ) addEventHandler ( "onClientGUIClick", Cierro, Close2, false ) end
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me sigue echando el mismo error
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y que uso entonces?
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Mira esta es mi puerta automática ((Aun que es una barrera)) Desguaze1 = createObject ( 968, -114.59, 1008.70, 20, 0, 270, 90) Desguaze2 = createObject ( 968, -114.5, 997.09, 20, 0, 90, 90) function desguaze1 ( thePlayer ) moveObject ( Desguaze1, 2000, -114.59, 1008.70, 20, 0, 90, 0 ) outputChatBox ( "El desguaze se cierra en 10 segundos", thePlayer, 0, 255, 0 ) setTimer ( function ( ) moveObject ( Desguaze2, 2000, -114.5, 997.09, 20, 0, 90, 0 ) end ,6000,1 ) end addCommandHandler("desguaze",desguaze1) function desguaze2 ( thePlayer ) moveObject ( Desguaze2, 2000, -114.5, 997.09, 20, 0, -90, 0 ) setTimer ( function ( ) moveObject ( Desguaze1, 2000, -114.59, 1008.70, 20, 0, -90, 0 ) end ,6000,1 ) end addCommandHandler("desguaze",desguaze2) Espero que sepas seguir de alli
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Me sale estos 4 errores
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y como se usa un row es que eso lo eh creado con el guieditor e.e
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como que no? addEvent( "onPegatinas2", true ) addEventHandler( "onPegatinas2", getRootElement(), pEGAS2) addEvent( "onPegatinas1", true ) addEventHandler( "onPegatinas1", getRootElement(), pEGAS1) el error que tengo es que no me crea los Pega2 = guiGridListSetItemText(Pega,2,1,"2")
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Client function Pegati1 () Pegas = guiCreateWindow(830,270,224,287,"Pegatinas",false) Pega = guiCreateGridList(10,23,205,218,false,Pegas) guiGridListSetSelectionMode(Pega,2) guiGridListAddColumn(Pega,"Pegatinas",0.2) for i = 1, 4 do guiGridListAddRow(Pega) end Pega0 = guiGridListSetItemText(Pega,0,1,"0") Pega1 = guiGridListSetItemText(Pega,1,1,"1") guiGridListSetItemColor(Pega,1,1,0,0,255,182) Pega2 = guiGridListSetItemText(Pega,2,1,"2") guiGridListSetItemColor(Pega,2,1,0,255,0,182) Pega3 = guiGridListSetItemText(Pega,3,1,"3") guiGridListSetItemColor(Pega,3,1,255,0,0,182) Cierro = guiCreateButton(77,251,66,27,"X",false,Pegas) addEventHandler ( "onClientGUIClick", Pega0, Pegatin0, false ) addEventHandler ( "onClientGUIClick", Pega1, Pegatin1, false ) addEventHandler ( "onClientGUIClick", Pega2, Pegatin2, false ) addEventHandler ( "onClientGUIClick", Pega3, Pegatin3, false ) addEventHandler ( "onClientGUIClick", Cierro, Close2, false ) end function Close2 () guiSetVisible (Pegas, not guiGetVisible ( Pegas ) ) end function Pegatin0() triggerServerEvent("onPegatinas", getLocalPlayer()) end function Pegatin1() triggerServerEvent("onPegatinas1", getLocalPlayer()) end function Pegatin2() triggerServerEvent("onPegatinas2", getLocalPlayer()) end function Pegatin3() triggerServerEvent("onPegatinas3", getLocalPlayer()) end Server function pEGAS ( ) local vehicle = getPedOccupiedVehicle( source ) if vehicle then setVehiclePaintjob ( vehicle, 0 ) end end addEvent( "onPegatinas", true ) addEventHandler( "onPegatinas", getRootElement(), pEGAS) function pEGAS1 ( ) local vehicle = getPedOccupiedVehicle( source ) if vehicle then setVehiclePaintjob ( vehicle, 3 ) end end addEvent( "onPegatinas", true ) addEventHandler( "onPegatinas", getRootElement(), pEGAS1) function pEGAS2 ( ) local vehicle = getPedOccupiedVehicle( source ) if vehicle then setVehiclePaintjob ( vehicle, 2 ) end end addEvent( "onPegatinas", true ) addEventHandler( "onPegatinas", getRootElement(), pEGAS2) function pEGAS3 ( ) local vehicle = getPedOccupiedVehicle( source ) if vehicle then setVehiclePaintjob ( vehicle, 1 ) end end addEvent( "onPegatinas", true ) addEventHandler( "onPegatinas", getRootElement(), pEGAS3) Por que no me funciona y otra cosa hay alguna manera mas facil de hacer eso ?
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local vehicleIDs = { } local vehicles = { } addEventHandler( "onResourceStart", resourceRoot, function( ) -- Looking at it from a technical point of view, loading vehicles on a non-existant table makes only limited sense if not exports.sql:create_table( 'vehicles', { { name = 'vehicleID', type = 'int(10) unsigned', auto_increment = true, primary_key = true }, { name = 'model', type = 'int(10) unsigned' }, { name = 'posX', type = 'float' }, { name = 'posY', type = 'float' }, { name = 'posZ', type = 'float' }, { name = 'rotX', type = 'float' }, { name = 'rotY', type = 'float' }, { name = 'rotZ', type = 'float' }, { name = 'interior', type = 'tinyint(3) unsigned', default = 0 }, { name = 'dimension', type = 'int(10) unsigned', default = 0 }, { name = 'respawnPosX', type = 'float' }, { name = 'respawnPosY', type = 'float' }, { name = 'respawnPosZ', type = 'float' }, { name = 'respawnRotX', type = 'float' }, { name = 'respawnRotY', type = 'float' }, { name = 'respawnRotZ', type = 'float' }, { name = 'respawnInterior', type = 'int(10) unsigned', default = 0 }, { name = 'respawnDimension', type = 'int(10) unsigned', default = 0 }, { name = 'numberplate', type = 'varchar(8)' }, { name = 'health', type = 'int(10) unsigned', default = 1000 }, { name = 'color1', type = 'tinyint(3) unsigned', default = 0 }, { name = 'color2', type = 'tinyint(3) unsigned', default = 0 }, { name = 'characterID', type = 'int(11)', default = 0 }, { name = 'locked', type = 'tinyint(3) unsigned', default = 0 }, { name = 'engineState', type = 'tinyint(3) unsigned', default = 0 }, { name = 'lightsState', type = 'tinyint(3) unsigned', default = 0 }, { name = 'tintedWindows', type = 'tinyint(3) unsigned', default = 0 }, { name = 'fuel', type = 'float unsigned', default = 100 }, { name = 'ruedas', type = 'int(10) unsigned' }, } ) then cancelEvent( ) return end -- load all vehicles local result = exports.sql:query_assoc( "SELECT * FROM vehicles ORDER BY vehicleID ASC" ) if result then for key, data in ipairs( result ) do local vehicle = createVehicle( data.model, data.posX, data.posY, data.posZ, data.rotX, data.rotY, data.rotZ, numberplate ) -- tables for ID -> vehicle and vehicle -> data vehicleIDs[ data.vehicleID ] = vehicle vehicles[ vehicle ] = { vehicleID = data.vehicleID, respawnInterior = data.respawnInterior, respawnDimension = data.respawnDimension, characterID = data.characterID, engineState = not doesVehicleHaveEngine( vehicle ) or data.engineState == 1, tintedWindows = data.tintedWindows == 1, fuel = data.fuel, ruedas = data.ruedas } -- some properties setElementHealth( vehicle, data.health ) if data.health <= 300 then setVehicleDamageProof( vehicle, true ) vehicles[ vehicle ].engineState = false end setVehicleColor( vehicle, data.color1, data.color2, data.color1, data.color2 ) -- most vehicles don't use second/third color anyway setVehicleRespawnPosition( vehicle, data.respawnPosX, data.respawnPosY, data.respawnPosZ, data.respawnRotX, data.respawnRotY, data.respawnRotZ ) setElementInterior( vehicle, data.interior ) setElementDimension( vehicle, data.dimension ) setVehicleLocked( vehicle, data.locked == 1 ) setVehicleEngineState( vehicle, data.engineState == 1 ) setVehicleOverrideLights( vehicle, data.lightsState + 1 ) setElementData( vehicle, "fuel", data.fuel ) getVehicleUpgrades( vehicle, data.ruedas == 1085 ) end end -- bind a key for everyone for key, value in ipairs( getElementsByType( "player" ) ) do bindKey( value, "num_3", "down", "lockvehicle" ) bindKey( value, "num_1", "down", "toggleengine" ) bindKey( value, "num_2", "down", "togglelights" ) end -- -- Fuel update setTimer( function( ) for vehicle, data in pairs( vehicles ) do if not isElement( vehicle ) or getElementType( vehicle ) ~= "vehicle" then vehicles[ vehicle ] = nil elseif data.engineState and data.fuel and not isVehicleEmpty( vehicle ) and doesVehicleHaveEngine( vehicle ) and doesVehicleHaveFuel( vehicle ) then local vx, vy, vz = getElementVelocity( vehicle ) local speed = math.sqrt( vx * vx + vy * vy ) local loss = ( speed > 0.65 and 2 * speed or speed ) * 0.1 + 0.005 data.fuel = math.max( data.fuel - loss, 0 ) if math.floor( data.fuel + 0.5 ) ~= getElementData( vehicle, "fuel" ) then setElementData( vehicle, "fuel", math.floor( data.fuel + 0.5 ) ) end if data.fuel == 0 then setVehicleEngineState( vehicle, false ) for seat = 0, getVehicleMaxPassengers( vehicle ) do local player = getVehicleOccupant( vehicle, seat ) if player then triggerClientEvent( player, "gui:hint", player, "Sin gasolina", "Tu " .. getVehicleName( vehicle ) .. " No arranca sin gasolina!\nPara que no te vuelva a pasar esto recarga cada un tiempo.", 3 ) end end end end end end, 2000, 0 ) end ) me parece que alli es donde se define e.e
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mmm El script es bastante largo 1081 lineas que posteo entonces?
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osea puedes crear y remplazarlo por otro ejemplo yo creo un eleado dff y lo cambio por un pene e.e
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El script en si tiene definido en muchas partes vehicles creia que con eso sirve o tengo que definir en cada funcion?
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addCommandHandler( "nearbycars", function( player, commandName ) if hasObjectPermissionTo( player, "command.createshop", false ) or hasObjectPermissionTo( player, "command.deleteshop", false ) then local x, y, z = getElementPosition( player ) local dimension = getElementDimension( player ) local interior = getElementInterior( player ) outputChatBox( "Coches cercanos:", player, 255, 255, 0 ) for key, value in pairs( vehicles ) do if isElement( key ) and getElementDimension( key ) == dimension and getElementInterior( key ) == interior then local distance = getDistanceBetweenPoints3D( x, y, z, getElementPosition( key ) ) if distance < 20 then outputChatBox( " Coches " .. value .. " - Cercanos: " .. tostring( vehicleID ) .. ".", player, 255, 255, 0 ) end end end end end )
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entonces nadie me ayudara?..
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Alguen me dice que no funciona ?
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Alguen me dice por que no funciona eso?
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osea quieres un bot normal o un bot zombie? por que el mod de Slothbot se usa para zombies.
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depende de que tipo de bot uno que no hace nada o un zombie¿