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xXMADEXx

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Everything posted by xXMADEXx

  1. Thank you castillo, sorry for the noob mistake.
  2. Hey guys, im trying to make a turf system, and for some reason the color returns as "nil". I asked Castillo and he dosn't know (prob just didn't take time) but here is my code: (server) function colors(player) --local gangName = exports['gang']:getPlayerGang(player) return unpack(exports['gang']:getGangColor(exports['gang']:getPlayerGang(player))) end
  3. xXMADEXx

    Group

    Groups are mostly for RPG servers, and the MTA Team makes functions for everything, not just one genre of servers.
  4. Let me just say this, YOUR A GREAT MAPPER!
  5. This is a client side script...
  6. xXMADEXx

    Marker delete

    Try this function ofrecerse(plr) if (getElementData(plr,"Occupation")=="Prostituta") then local x,y,z = getElementPosition(plr) markerProsti = createMarker( x, y, z-1, "cylinder", 1.5, 175, 0, 255, 150 ) setElementFrozen ( plr, true ) setElementData(plr, "Occupation", "Prostituta on") else setElementFrozen ( plr, false ) setElementData(plr, "Occupation", "Prostituta") destroyElement(markerProsti) end end addCommandHandler("ofrecerme", ofrecerse)
  7. Hey guys, i have made this basic script, but i dont know how to make the dx text count. function timerText() dxDrawBorderedTitleText("Time Left: ", 0, 0, 1279, 65, tocolor(0, 255, 255, 255), 2, "default", "center", "center", false, false, true, false, false) end function startJailGUITimer(player,timer) addEventHandler('onClientRender',root,timerText) setTimer( function () removeEventHandler("onClientRender",root,timerText) end, timer * 1000, 1 ) end addEvent("jail:startDxTimer",true) addEventHandler("jail:startDxTimer",root,startJailGUITimer)
  8. Read this: https://wiki.multitheftauto.com/wiki/Gui ... rogressBar
  9. You can just use a default mta resource named "realdriveby". ( https://community.multitheftauto.com/index.php?p= ... ails&id=57 )
  10. Try to convert the map to lua, using http://gtamap.delux-host.com/converter/
  11. So, i made a basic police GUI, and for some reason, if one player has a wanted level it will list every player saying they have the same wanted level for id, player in ipairs(getElementsByType("player")) do if (getPlayerWantedLevel(player) > 0) then local x,y,z = getElementPosition(player) row = guiGridListAddRow(playerList) guiGridListSetItemText ( playerList, row, column_name, getPlayerName(player), false, false ) guiGridListSetItemText ( playerList, row, column_wanted, getPlayerWantedLevel(player), false, false ) guiGridListSetItemText ( playerList, row, column_area, getZoneName(x,y,z), false, false ) guiGridListSetItemText ( playerList, row, column_city, getZoneName(x,y,z,true), false, false ) guiGridListSetItemText ( playerList, row, column_team, getTeamName(getPlayerTeam(player)), false, false ) end end
  12. Im trying to make this script, so that if theprisoner is in a car, and the cop gets far away, it will warp the ped out of the vehicle. --FORCES A PRISONER TO FOLLOW THE COP function walktheprisoner(thecop, theprisoner) if (getElementData ( theprisoner, "currentstatus" ) == "underarrest") and (getPedOccupiedVehicle ( theprisoner ) == false ) then local copx, copy, copz = getElementPosition ( thecop ) local prisonerx, prisonery, prisonerz = getElementPosition ( theprisoner ) copangle = ( 360 - math.deg ( math.atan2 ( ( copx - prisonerx ), ( copy - prisonery ) ) ) ) % 360 setPedRotation ( theprisoner, copangle ) setCameraTarget ( theprisoner, theprisoner ) local dist = getDistanceBetweenPoints2D ( copx, copy, prisonerx, prisonery ) if ( dist > 16 ) then local car = getPedOccupiedVehicle(theprisoner) if (car) then removePedFromVehicle(theprisoner) end setControlState ( theprisoner, "sprint", false ) setControlState ( theprisoner, "walk", false ) setControlState ( theprisoner, "forwards", false ) setControlState ( theprisoner, "jump", false ) setElementPosition(theprisoner, copx, copy+0.5, copz+1) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) elseif ( dist > 12 ) then setControlState ( theprisoner, "sprint", true ) setControlState ( theprisoner, "walk", false ) setControlState ( theprisoner, "forwards", true ) setControlState ( theprisoner, "jump", false ) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) elseif ( dist > 6 ) then setControlState ( theprisoner, "sprint", false ) setControlState ( theprisoner, "walk", false ) setControlState ( theprisoner, "forwards", true ) setControlState ( theprisoner, "jump", false ) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) elseif ( dist > 1.5 ) then setControlState ( theprisoner, "sprint", false ) setControlState ( theprisoner, "walk", true ) setControlState ( theprisoner, "forwards", true ) setControlState ( theprisoner, "jump", false ) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) elseif ( dist < 1.5 ) then setControlState ( theprisoner, "sprint", false ) setControlState ( theprisoner, "walk", false ) setControlState ( theprisoner, "forwards", false ) setControlState ( theprisoner, "jump", false ) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) end end end
  13. Hey everyone! I got the legalsystem to work, but now i am editing the way it arrests and the distance stuff. I am trying to make the prisoner warp to the cop, but when the prisoner warps, he will not move at all. I am not sure how to fix this problem. Thanks --FORCES A PRISONER TO FOLLOW THE COP function walktheprisoner(thecop, theprisoner) if (getElementData ( theprisoner, "currentstatus" ) == "underarrest") and (getPedOccupiedVehicle ( theprisoner ) == false ) then local copx, copy, copz = getElementPosition ( thecop ) local prisonerx, prisonery, prisonerz = getElementPosition ( theprisoner ) copangle = ( 360 - math.deg ( math.atan2 ( ( copx - prisonerx ), ( copy - prisonery ) ) ) ) % 360 setPedRotation ( theprisoner, copangle ) setCameraTarget ( theprisoner, theprisoner ) local dist = getDistanceBetweenPoints2D ( copx, copy, prisonerx, prisonery ) if ( dist > 16 ) then setControlState ( theprisoner, "sprint", false ) setControlState ( theprisoner, "walk", false ) setControlState ( theprisoner, "forwards", false ) setControlState ( theprisoner, "jump", false ) setElementPosition(theprisoner, copx, copy+0.5, copz+1) setPedRotation ( theprisoner, copangle ) elseif ( dist > 12 ) then setControlState ( theprisoner, "sprint", true ) setControlState ( theprisoner, "walk", false ) setControlState ( theprisoner, "forwards", true ) setControlState ( theprisoner, "jump", false ) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) elseif ( dist > 6 ) then setControlState ( theprisoner, "sprint", false ) setControlState ( theprisoner, "walk", false ) setControlState ( theprisoner, "forwards", true ) setControlState ( theprisoner, "jump", false ) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) elseif ( dist > 1.5 ) then setControlState ( theprisoner, "sprint", false ) setControlState ( theprisoner, "walk", true ) setControlState ( theprisoner, "forwards", true ) setControlState ( theprisoner, "jump", false ) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) elseif ( dist < 1.5 ) then setControlState ( theprisoner, "sprint", false ) setControlState ( theprisoner, "walk", false ) setControlState ( theprisoner, "forwards", false ) setControlState ( theprisoner, "jump", false ) local zombify = setTimer ( walktheprisoner, 500, 1, thecop, theprisoner ) end end end Then, when i do this, he does nothing but run forward. Dosn't rotate. setControlState ( theprisoner, "sprint", false) setControlState ( theprisoner, "walk", true) setControlState ( theprisoner, "forwards", false ) setControlState ( theprisoner, "jump", false )
  14. I know how to make gates, but not all people do.
  15. xXMADEXx

    Mechanic

    Hey MTA community, i have made this mechanic script, but it keeps saying "This vehicle has no driver."... no idea why. function fix (player) local car = getPedOccupiedVehicle(player) local driver = getVehicleOccupant (player) local equation = 1500 - getElementHealth(car) if (getElementData(player,"Job")=="Mechanic") then if (getPedOccupiedVehicleSeat(player)==0) then outputChatBox("You cannot fix a vehicle, from the driver seat.",player,255,0,0) else if (driver) then if (getPlayerMoney(driver) > equation ) then takePlayerMoney(driver,equation) givePlayerMoney(player,equation) triggerClientEvent(driver,"message:addMessage",driver,"Mechanic: "..getPlayerName(player).." has fixed your vehicle for $"..equation.."!") triggerClientEvent(player,"message:addMessage",player,"Mechanic: You have fixed "..getPlayerName(driver).."'s vehicle for "..equation.."!") else outputChatBox("The driver dosn't have $"..equation.." to repair the vehicle!",player,255,0,0) outputChatBox("You don't have "..equation.." to repair this vehicle.",driver,255,0,0) end else outputChatBox("This vehicle has no driver.",player,255,0,0) end end end end addCommandHandler('fix',fix)
  16. I ended up with this code, but no luck addEventHandler("onPlayerDamage ",root, function (attacker,weapon) if (getElementData(attacker,"Job")=="Medic") then if (weapon==14) then if (getElementHealth(source) < 100) then givePlayerMoney(attacker,350 - getElementHealth(source)) takePlayerMoney(source,350 - getElementHealth(source)) setElementHealth(source,getElementHealth(source) + 20) triggerClientEvent(attacker,'message:addMessage',attacker,'Medic: You healed '..getPlayerName(source)) triggerClientEvent(source,'message:addMessage',source,"Medic: "..getPlayerName(attacker).." has healed you.") else triggerClientEvent(attacker,"message:addMessage",attacker,"Medic: "..getPlayerName(source).." is not injured.") end end end end )
  17. Hey guys, i made this basic medic script, but for some reason it will not take money from the source, or give money to the attacker... Any advice? addEventHandler('onClientPlayerDamage',root, function (attacker,weapon) if (getElementData(attacker,"Job")=="Medic") then if (weapon == 14) then if (getElementHealth(source) < 100) then takePlayerMoney(source,200-getElementHealth(source)) givePlayerMoney(attacker,200-getElementHealth(source)) triggerEvent("message:addMessage",attacker,"Medic: You have healed "..getPlayerName(source)) setElementHealth(source,getElementHealth(source) + 20) else triggerEvent("message:addMessage",attacker,"Medic: "..getPlayerName(source).." is not injured.") end end end end )
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