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Arsilex

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Everything posted by Arsilex

  1. 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.
  2. mm estas seguro de que no se te cambio la IP?
  3. aver cuando tu seteas un mapa el comando no es nextmap es setmap por si no sabias
  4. 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
  5. cancelarlo para un s.mod mod o dices general?
  6. 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
  7. 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
  8. y como se usa un row es que eso lo eh creado con el guieditor e.e
  9. 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")
  10. 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 ?
  11. Arsilex

    Que me falla

    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
  12. Arsilex

    Que me falla

    mmm El script es bastante largo 1081 lineas que posteo entonces?
  13. osea puedes crear y remplazarlo por otro ejemplo yo creo un eleado dff y lo cambio por un pene e.e
  14. Arsilex

    Que me falla

    El script en si tiene definido en muchas partes vehicles creia que con eso sirve o tengo que definir en cada funcion?
  15. Arsilex

    Que me falla

    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 )
  16. entonces nadie me ayudara?..
  17. Alguen me dice que no funciona ?
  18. Alguen me dice por que no funciona eso?
  19. Arsilex

    comando

    es para paradice rp
  20. Arsilex

    Bots

    osea quieres un bot normal o un bot zombie? por que el mod de Slothbot se usa para zombies.
  21. Arsilex

    Bots

    depende de que tipo de bot uno que no hace nada o un zombie¿
  22. Arsilex

    vehiculos

    que evento le pusiste?
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