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Everything posted by iMr.3a[Z]eF
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The timer is make no senses while you are putting it out of the command handler Is it the same errors?
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my bad: try this function setHealth (theplayer) local Ganim = getPedAnimation (theplayer) local health = getElementHealth(theplayer) local daAnim = getElementData(root, "animz") local daBlockz = getElementData(root, "blockz") if daBlockz == "Laying" and daAnimz == "Lay_Bac_Loop" then setPedAnimation(theplayer,false) else setPedAnimation (theplayer, "LAYING", "Lay_Bac_Loop") end if Ganim then setElementHealth ( player, health +5) end end setTimer(setHealth, 4000, 1) addCommandHandler ("relax", setHealth)
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try this now function setHealth (theplayer) local Ganim = getPedAnimation (theplayer, "Lay_Bac_Loop") local health = getElementHealth(theplayer) local daAnim = getElementData(root, "animz") local daBlockz = getElementData(root, "blockz") if daBlockz == "Laying" and daAnimz == "Lay_Bac_Loop" then setPedAnimation(theplayer,false) else setPedAnimation (theplayer, "LAYING", "Lay_Bac_Loop") end if Ganim then setElementHealth ( player, health +5) end end setTimer(setHealth, 4000, 1) addCommandHandler ("relax", setHealth)
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[Help][HouseSystem SQLite] Load houses on restart resource
iMr.3a[Z]eF replied to Chongas's topic in Scripting
debugscript 3? -
So, they aren't different events.
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Let them all 0, 0, 0
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The script is long, did you check for debugacript 3?
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you are welcome.
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function getAlivePlayersInTeam(theTeam) local theTable = { } local players = getPlayersInTeam(theTeam) for i,v in pairs(players) do if not isPedDead(v) then theTable[#theTable+1]=v end end return theTable end
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because the object name is very different in these functions -- creating world for i, object in ipairs(room.objects)do local obj = createObject(object.model, object.x, object.y, object.z, object.rx, object.ry, object.rz) engineSetModelLODDistance (object.model, 170) setElementDimension(obj, room.id) table.insert(Objects, obj) end
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Hmm still not working -- creating world for i, object in ipairs(room.objects)do local obj = createObject(object.model, object.x, object.y, object.z, object.rx, object.ry, object.rz) engineSetModelLODDistance (object.model, 170) setElementDimension(obj, room.id) table.insert(Objects, obj) end What's the object name? i mean like this local theObjectName createObject(...)
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Explain me "object visible from far".
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there is an argument for the window parent, attach it with window or use GUIEditor easily x = guiCreateButton( 0.7, 0.1, 0.2, 0.1, "Output!", true, myWindpw )
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write the function at line 123 and 124
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at write the codes at 123 and 124
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at 116 be sure that the label name is correct
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it won't works try this function WeaponLevels (killer, weapon) local Nothing = tonumber(getPedStat(killer, 69)) if Nothing <= 100 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 1") elseif Nothing <= 200 and Nothing > 100 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 2") elseif Nothing <= 300 and Nothing > 200 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 3") elseif Nothing <= 400 and Nothing > 300 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 4") elseif Nothing <= 500 and Nothing > 400 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 5") elseif Nothing <= 600 and Nothing > 500 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 6") elseif Nothing <= 700 and Nothing > 600 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 7") elseif Nothing <= 800 and Nothing > 700 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 8") elseif Nothing <= 900 and Nothing > 800 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 9") elseif Nothing <= 1000 and Nothing > 900 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 10") end end addEventHandler( "onClientRender",getRootElement(), WeaponLevels)
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In guiSetText, remove ",Nothing"
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I think he made a panel.
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is there any errors at debugscript 3?
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try this: function WeaponLevels (killer, weapon) local Nothing = tonumber(getPedStat(killer, 69)) if Nothing = 100 and weapon = 22 then guiSetText (GUIEditor.label[3], "Level: 1",Nothing) elseif Nothing == 200 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 2",Nothing) elseif Nothing == 300 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 3",Nothing) elseif Nothing == 400 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 4",Nothing) elseif Nothing == 500 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 5",Nothing) elseif Nothing == 600 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 6",Nothing) elseif Nothing == 700 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 7",Nothing) elseif Nothing == 800 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 8",Nothing) elseif Nothing == 900 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 9",Nothing) elseif Nothing == 1000 and weapon == 22 then guiSetText (GUIEditor.label[3], "Level: 10",Nothing) end end addEventHandler( "onClientRender",getRootElement(), WeaponLevels)
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function cdoshoot(theVehicle) local theVehicle = getPedOccupiedVehicle(localPlayer) if bindTrigger == 1 then if not isPlayerDead(localPlayer) then bindTrigger = 0 local x,y,z = getElementPosition(theVehicle) local rX,rY,rZ = getElementRotation(theVehicle) local x = x+4*math.cos(math.rad(rZ+90)) local y = y+4*math.sin(math.rad(rZ+90)) createProjectile(theVehicle, 19, x, y, z, 1.0, nil) setTimer(allowShoots, 4000, 1) allowShoots() bindKey("fire", "down", cdoshoot) end end end function allowShoots() bindTrigger = 1 end
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use killPed not setElementHealth.
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it's not defined in the function cdoshoot
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theVehicle & cLP Aren't defined
