
Speak
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Everything posted by Speak
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can not be executed on the client?
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CODE REMOVED BY Solidsnake14 killDMPlayer everything works fine until the player dies
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this script is not his
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fuck very good for this sale? I buy
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bom eu editei o base.lua da race para tirar respawns dos maps deu certo mais a death list nao pega porque as configuraçao do mas é "none" tipo o respawn eu tirei mais como ponho para a death list aparecer nesses maps que esta "none" a configuraçao RaceMode = {} RaceMode.__index = RaceMode RaceMode.registeredModes = {} RaceMode.instances = {} function RaceMode:register(name) RaceMode.registeredModes[name] = self self.name = name end function RaceMode.getApplicableMode() for modeName,mode in pairs(RaceMode.registeredModes) do if mode:isApplicable() then return mode end end return RaceMode end function RaceMode:getName() return self.name end function RaceMode.getCheckpoints() return g_Checkpoints end function RaceMode.getCheckpoint(i) return g_Checkpoints[i] end function RaceMode.getNumberOfCheckpoints() return #g_Checkpoints end function RaceMode.checkpointsExist() return #g_Checkpoints > 0 end function RaceMode.getSpawnpoints() return g_Spawnpoints end function RaceMode.getNumberOfSpawnpoints() return #g_Spawnpoints end function RaceMode.getSpawnpoint(i) return g_Spawnpoints[i] end function RaceMode.getMapOption(option) return g_MapOptions[option] end function RaceMode.isMapRespawn() return RaceMode.getMapOption('respawn') == 'timelimit' end function RaceMode.getPlayers() return g_Players end function RaceMode.setPlayerIsFinished(player) setPlayerFinished(player, true) end function RaceMode.isPlayerFinished(player) return isPlayerFinished(player) end function RaceMode.getPlayerVehicle(player) return g_Vehicles[player] end function RaceMode:setTimeLeft(timeLeft) if g_MapOptions.duration - self:getTimePassed() > timeLeft then g_MapOptions.duration = self:getTimePassed() + timeLeft TimerManager.destroyTimersFor("raceend") TimerManager.createTimerFor("map","raceend"):setTimer(raceTimeout, timeLeft, 1) clientCall(g_Root, 'setTimeLeft', timeLeft) end end function RaceMode.endMap() if stateAllowsPostFinish() then gotoState('PostFinish') local text = g_GameOptions.randommaps and 'Next map starts in:' or 'Next map starts in:' Countdown.create(5, RaceMode.startNextMapSelect, text, 255, 255, 255, 0.9, 2 ):start() triggerEvent('onPostFinish', g_Root) end end function RaceMode.startNextMapSelect() if stateAllowsNextMapSelect() then gotoState('NextMapSelect') Countdown.destroyAll() destroyAllMessages() if g_GameOptions.randommaps then startRandomMap() else startNextMapVote() end end end -- Default functions function RaceMode.isApplicable() return false end function RaceMode:create() local id = #RaceMode.instances + 1 RaceMode.instances[id] = setmetatable( { id = id, checkpointBackups = {}, -- { player = { goingback = true/false, i = { vehicle = id, position = {x, y, z}, rotation = {x, y, z}, velocity = {x, y, z} } } } activePlayerList = {}, finishedPlayerList = {}, }, self ) return RaceMode.instances[id] end function RaceMode:launch() self.startTick = getTickCount() for _,spawnpoint in ipairs(RaceMode.getSpawnpoints()) do spawnpoint.used = nil end -- Put all relevant players into the active player list for _,player in ipairs(getElementsByType("player")) do if not isPlayerFinished(player) then addActivePlayer( player ) end end end function RaceMode:getTimePassed() if self.startTick then return getTickCount() - self.startTick else return 0 end end function RaceMode:getTimeRemaining() if self.startTick then return self.startTick + g_MapOptions.duration - getTickCount() else return 0 end end function RaceMode:isRanked() return true end function RaceMode:getPlayerRank(queryPlayer) local rank = 1 local queryCheckpoint = getPlayerCurrentCheckpoint(queryPlayer) local checkpoint -- Figure out rank amoung the active players for i,player in ipairs(getActivePlayers()) do if player ~= queryPlayer then checkpoint = getPlayerCurrentCheckpoint(player) if RaceMode.isPlayerFinished(player) or checkpoint > queryCheckpoint then rank = rank + 1 elseif checkpoint == queryCheckpoint then if distanceFromPlayerToCheckpoint(player, checkpoint) < distanceFromPlayerToCheckpoint(queryPlayer, checkpoint) then rank = rank + 1 end end end end -- Then add on the players that have finished rank = rank + getFinishedPlayerCount() return rank end -- Faster version of old updateRank function RaceMode:updateRanks() -- Make a table with the active players local sortinfo = {} for i,player in ipairs(getActivePlayers()) do sortinfo[i] = {} sortinfo[i].player = player sortinfo[i].checkpoint = getPlayerCurrentCheckpoint(player) sortinfo[i].cpdist = distanceFromPlayerToCheckpoint(player, sortinfo[i].checkpoint ) end -- Order by cp table.sort( sortinfo, function(a,b) return a.checkpoint > b.checkpoint or ( a.checkpoint == b.checkpoint and a.cpdist < b.cpdist ) end ) -- Copy back into active players list to speed up sort next time for i,info in ipairs(sortinfo) do g_CurrentRaceMode.activePlayerList[i] = info.player end -- Update data local rankOffset = getFinishedPlayerCount() for i,info in ipairs(sortinfo) do setElementData(info.player, 'race rank', i + rankOffset ) setElementData(info.player, 'checkpoint', info.checkpoint-1 .. '/' .. #g_Checkpoints ) end -- Make sure cp text looks good for finished players for i,player in ipairs(g_Players) do if isPlayerFinished(player) then setElementData(player, 'checkpoint', #g_Checkpoints .. '/' .. #g_Checkpoints ) end end -- Make text look good at the start if not self.running then for i,player in ipairs(g_Players) do setElementData(player, 'race rank', 1 ) setElementData(player, 'checkpoint', '0/' .. #g_Checkpoints ) end end end function RaceMode:onPlayerJoin(player, spawnpoint) self.checkpointBackups[player] = {} self.checkpointBackups[player][0] = { vehicle = spawnpoint.vehicle, position = spawnpoint.position, rotation = {0, 0, spawnpoint.rotation}, velocity = {0, 0, 0}, turnvelocity = {0, 0, 0}, geardown = true } end function RaceMode:onPlayerReachCheckpoint(player, checkpointNum) local rank = self:getPlayerRank(player) local time = self:getTimePassed() if checkpointNum < RaceMode.getNumberOfCheckpoints() then -- Regular checkpoint local vehicle = RaceMode.getPlayerVehicle(player) self.checkpointBackups[player][checkpointNum] = { vehicle = getElementModel(vehicle), position = { getElementPosition(vehicle) }, rotation = { getVehicleRotation(vehicle) }, velocity = { getElementVelocity(vehicle) }, turnvelocity = { getVehicleTurnVelocity(vehicle) }, geardown = getVehicleLandingGearDown(vehicle) or false } self.checkpointBackups[player].goingback = true TimerManager.destroyTimersFor("checkpointBackup",player) TimerManager.createTimerFor("map","checkpointBackup",player):setTimer(lastCheckpointWasSafe, 5000, 1, self.id, player) else -- Finish reached rank = getFinishedPlayerCount() + 1 RaceMode.setPlayerIsFinished(player) finishActivePlayer( player ) setPlayerStatus( player, nil, "finished" ) if rank == 1 then gotoState('SomeoneWon') showMessage('You have won the race!', 0, 255, 0, player) if self.rankingBoard then -- Remove lingering labels self.rankingBoard:destroy()
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hum mais assim eu nao intendo nada de sql esse username e password como eu consigo tipo no caso eu to iniciando o painel no meu pc msm server local como eu consigo esse username e password etc. me falaro que eu posso usar aquele programa o XAMP
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bom eu não intendo cuase nada de sql então preciso de ajuda quem souber podera responder minha pergunra eu tenho um painel e ele usa sql tem esse codigo nele -- Database connection info sqlHostname = "" sqlUsername = "" sqlPassword = "" sqlDefaultDatabase = "" sqlDefaultTable = "" -- Connect to the database function mySQLConnect() sqlConnection = mysql_connect(sqlHostname,sqlUsername,sqlPassword,sqlDefaultDatabase) end addEventHandler("onResourceStart",getResourceRootElement(getThisResource()),mySQLConnect) -- Make a new entry to the mySQL database function checkSqlData(source) if (sqlConnection == nil) then mySQLConnect() end local player = source local serial = getPlayerSerial(player) local entryCheck = sqlConnection:query("SELECT serial FROM "..sqlDefaultTable.." WHERE serial='"..serial.."'") if (entryCheck) then local result = mysql_result(entryCheck,1,1) if (result == "") or (result == nil) then outputDebugString("New entry added to the mySQL database!") sqlConnection:query("INSERT INTO "..sqlDefaultTable.." (serial) VALUES ('"..serial.."')") sqlConnection:query("UPDATE "..sqlDefaultTable.." SET playerName='"..string.gsub(getPlayerName(player),"#%x%x%x%x%x%x", "").."' WHERE serial='"..serial.."'") end else outputDebugString("New entry added to the mySQL database!") sqlConnection:query("INSERT INTO "..sqlDefaultTable.." (serial) VALUES ('"..serial.."')") sqlConnection:query("UPDATE "..sqlDefaultTable.." SET playerName='"..string.gsub(getPlayerName(player),"#%x%x%x%x%x%x", "").."' WHERE serial='"..serial.."'") end end addEventHandler("onPlayerJoin",getRootElement(),checkSqlData) addEventHandler("onResourceStart",getResourceRootElement(getThisResource()), function() for i,player in ipairs (getElementsByType("player")) do checkSqlData(player) end end) -- Load data from the database function loadPlayerData (player,datatype) if (sqlConnection == nil) then restartResource(getThisResource()) end if (player) and (datatype) then local serial = getPlayerSerial(player) local findQuery = sqlConnection:query("SELECT "..datatype.." FROM "..sqlDefaultTable.." WHERE serial='"..serial.."'") if (findQuery) then local result = mysql_result(findQuery,1,1) if not (result == nil) then if not (result == "") then mysql_free_result(findQuery) return result else mysql_free_result(findQuery) return 0 end else return 0 end else --outputDebugString("Failed to get "..datatype.." for player "..getPlayerName(player).." @ findQuery") --outputDebugString("mysql_query failed: (" .. mysql_errno(sqlConnection) .. ") " .. mysql_error(sqlConnection)) end end end -- Save data to the database function savePlayerData (player,datatype,newvalue) if (sqlConnection == nil) then restartResource(getThisResource()) end if (player) and (datatype) and (newvalue) then local serial = getPlayerSerial(player) local saveData = sqlConnection:query("UPDATE "..sqlDefaultTable.." SET "..datatype.."='"..newvalue.."' WHERE serial='"..serial.."'") if (saveData == nil) then outputDebugString("Error executing the save query: (" .. mysql_errno(sqlConnection) .. ") " .. mysql_error(sqlConnection)) end end end só que eu nao sei oque preciso usar em > "" < sqlHostname = "" sqlUsername = "" sqlPassword = "" sqlDefaultDatabase = "" sqlDefaultTable = ""
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g_window bindKey("F1", "down", function () local isVisible = guiGetVisible() if(isVisible) then guiSetVisible(g_Window.window, false) showCursor(false) else guiSetVisible(g_Window.window, true) showCursor(true) end end)
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"estou afirmando" cara como ja falei não estou querendo saber oque você esta afirmando ou dexa de afirmar eu só quero resolver meu pobrema com a gui, então guarde essas palavras para você por que pouco me emporta ou se achar melhor continue postando respostas, coisas que não irão ajudar. cuanto ao then, eu estou tão ancioso por conseguir arrumar éssa gui que nem reparei no then se não eu teria resolvido o pobrema e não precisa mais responder esse topic se quiser pode até fecha-lo
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cara eu nao só copiei o codigo e colei em guiSetVisible foi o nome da minha gui q é g_Window.window mais eu nao intendo como eu pergunto uma coisas as pessoas vem responder coisas que nao tem nada a ver "mostra que você não tem interesse em aprender" como ja falei se nao solber melhor que nao responda eu nao estou aqui querendo que voces perguntem se eu quero aprender ou nao eu estou aqui perguntando uma coisa sobre uma gui mais ja que ninguem sabe me dar a resposta entao nao precisa mais responder obrigado DNL parece que voce foi o unico que solbe explicar aguma coisa aqui.
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como DNL falo o Comando ja esta na funçao entao isso ai nao da
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da pra arrumar isso a janela só abre e tem o botao pra fechar da pra por pra frechar e abrir pelo F1 ?
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o erro é que cuando aberta o f1 a window vc abre a window ai a window esta aberta dai vc aperta f1 e a windown ja esta aberta entao isso vai dar laaaaaaaaaag entao tenque por return como fasso isso
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eu nao sei eu recebo um erro na minha guird list mais tenho certeza que o problema é que precisa de por um return por cuando eu ablo a window nao da laag em min mais nos outros players da
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o problema é que cuando o player aperta o F1 que esta a window da aparece o bug para outra pessoa que esta com debug script aberto eu achu que tenque por return mais nao sei como eu achu eu coloquei um guirdlist mais achu que cuando aperta o f1 tenque ter um return false ou end mais nao sei como fasso
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ajuda eu por favor como posso por return por que coloquei um guirdlist dai buga peciso por return só nao sei como function executeCommandbinKey() executeCommandHandler("window") end bindKey("F1","up",executeCommandbinKey) local g_Window = nil addCommandHandler("window", function () if g_Window then return end g_Window = {} local screenWidth, screenHeight = guiGetScreenSize() g_Window.windowWidth, g_Window.windowHeight = 400, 315 local left = screenWidth/2 - g_Window.windowWidth/2 local top = screenHeight/2 - g_Window.windowHeight/2 g_Window.window = guiCreateWindow(left, top, g_Window.windowWidth, g_Window.windowHeight, "Interpolation on GUI", false) g_Window.closeBtn = guiCreateButton(320, 285, 75, 23, "Close", false, g_Window.window) guiWindowSetSizable(g_Window.window, false) guiWindowSetMovable(g_Window.window, false) guiSetEnabled(g_Window.window, false) guiSetVisible(g_Window.window, false) g_Window.startTime = getTickCount() g_Window.startSize = {0, 0} g_Window.endSize = {g_Window.windowWidth, g_Window.windowHeight} g_Window.endTime = g_Window.startTime + 1000 addEventHandler("onClientRender", getRootElement(), popWindowUp) end) function on_closeBtn_clicked(button, state, absoluteX, absoluteY) if (button ~= "left") or (state ~= "up") then return end if not g_Window then return end showCursor(false) guiSetEnabled(g_Window.window, false) guiWindowSetMovable(g_Window.window, false) local screenWidth, screenHeight = guiGetScreenSize() local posX, posY = guiGetPosition(g_Window.window, false) g_Window.startTime = getTickCount() g_Window.startSize = {g_Window.windowWidth, g_Window.windowHeight} g_Window.startCenter = { posX + g_Window.windowWidth/2, posY + g_Window.windowHeight/2, } g_Window.endSize = {0, 0} g_Window.endTime = g_Window.startTime + 1000 g_Window.endCenter = { screenWidth, screenHeight } addEventHandler("onClientRender", getRootElement(), popWindowDown) end function popWindowUp() local now = getTickCount() local elapsedTime = now - g_Window.startTime local duration = g_Window.endTime - g_Window.startTime local progress = elapsedTime / duration local width, height, _ = interpolateBetween ( g_Window.startSize[1], g_Window.startSize[2], 0, g_Window.endSize[1], g_Window.endSize[2], 0, progress, "OutElastic") guiSetSize(g_Window.window, width, height, false) local screenWidth, screenHeight = guiGetScreenSize() guiSetPosition(g_Window.window, screenWidth/2 - width/2, screenHeight/2 - height/2, false) if not guiGetVisible(g_Window.window) then guiSetVisible(g_Window.window, true) guiBringToFront(g_Window.window) end if now >= g_Window.endTime then guiSetEnabled(g_Window.window, true) guiBringToFront(g_Window.window) removeEventHandler("onClientRender", getRootElement(), popWindowUp) addEventHandler("onClientGUIClick", g_Window.closeBtn, on_closeBtn_clicked, false) showCursor(true) guiWindowSetMovable(g_Window.window, true) end end function popWindowDown() local now = getTickCount() local elapsedTime = now - g_Window.startTime local duration = g_Window.endTime - g_Window.startTime local progress = elapsedTime / duration local width, height, _ = interpolateBetween ( g_Window.startSize[1], g_Window.startSize[2], 0, g_Window.endSize[1], g_Window.endSize[2], 0, progress, "InQuad") guiSetSize(g_Window.window, width, height, false) local centerX, centerY, _ = interpolateBetween ( g_Window.startCenter[1], g_Window.startCenter[2], 0, g_Window.endCenter[1], g_Window.endCenter[2], 0, progress, "InQuad") guiSetPosition(g_Window.window, centerX - width/2, centerY - height/2, false) if now >= g_Window.endTime then removeEventHandler("onClientRender", getRootElement(), popWindowDown) destroyElement(g_Window.window) g_Window = nil end end
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Bugs fixeddddddddddddddd obrigado ZL|LuCaS
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como eu corrijo esse bug WARNING: Hidden-xrs.lua:34:Bad argument @'removeEventHandle local me = getLocalPlayer() local maxStreamedPlayers = 16 sx,sy = guiGetScreenSize() function isDM() for i, pu in pairs (getElementsByType("racepickup")) do local puType = getElementData(pu, "type") if (puType == "vehiclechange") then local puVehicle = tonumber(getElementData(pu, "vehicle")) if puVehicle == 425 then return true end end end return false end enabled = false function toggleHideAll() startTimess = getTickCount() setElementData(me, "hideAllPlayers", not getElementData(me, "hideAllPlayers"), false) if enabled == false then removeEventHandler("onClientRender",getRootElement(),mapwindowa) removeEventHandler("onClientRender",getRootElement(),carclose) removeEventHandler("onClientRender",getRootElement(),caropen) removeEventHandler("onClientRender",getRootElement(),wateropen) removeEventHandler("onClientRender",getRootElement(),waterclose) addEventHandler("onClientRender",getRootElement(),mapwindowda) else removeEventHandler("onClientRender",getRootElement(),mapwindowda) removeEventHandler("onClientRender",getRootElement(),carclose) removeEventHandler("onClientRender",getRootElement(),caropen) removeEventHandler("onClientRender",getRootElement(),wateropen) removeEventHandler("onClientRender",getRootElement(),waterclose) addEventHandler("onClientRender",getRootElement(),mapwindowa) end enabled = not enabled end bindKey("O", "down", toggleHideAll) function getPlayers() return getElementsByType("player") end streamedPlayers = {} function hidePlayer(player) local vehicle = getPedOccupiedVehicle(player) if vehicle then if getElementModel(vehicle) == 425 then showPlayer(player) return end if getElementDimension(vehicle) ~= 999 or getElementDimension(player) ~= 999 or getElementInterior(player) ~= 999 or getElementInterior(vehicle) ~= 999 then setElementDimension(vehicle, 999) setElementDimension(player, 999) setElementInterior(vehicle, 999) setElementInterior(player, 999) end end end function showPlayer(player) local vehicle = getPedOccupiedVehicle(player) if vehicle then if getElementDimension(vehicle) ~= 0 or getElementDimension(player) ~= 0 or getElementInterior(player) ~= 0 or getElementInterior(vehicle) ~= 0 then setElementDimension(vehicle, 0) setElementDimension(player, 0) setElementInterior(vehicle, 0) setElementInterior(player, 0) end end end setTimer( function() streamedPlayers = {} if getElementData(me, "state") ~= "alive" then for id, player in ipairs(getPlayers()) do if getElementData(player,"state") == "alive" then showPlayer(player) end end else if getElementData(me, "hideAllPlayers") and isDM() then for id, player in ipairs(getPlayers()) do if player ~= me then hidePlayer(player) end end return end local x2,y2,z2 = getElementPosition(me) for id, player in ipairs(getPlayers()) do if player ~= me then local x1,y1,z1 = getElementPosition(player) local d = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2 ) if d < 200 then table.insert(streamedPlayers, {player, d }) end end end if #streamedPlayers > maxStreamedPlayers then table.sort(streamedPlayers, function(a,b) return a[2] < b[2] end) for i = 1, maxStreamedPlayers do showPlayer(streamedPlayers[i][1]) end for i = maxStreamedPlayers+1, #streamedPlayers do hidePlayer(streamedPlayers[i][1]) end else for id, player in ipairs(getPlayers()) do if getElementData(player, "state") == "alive" then showPlayer(player) end end end end end, 500,0 ) function mapwindowa() deltaTime = (getTickCount()) - startTimess if deltaTime <= 1000 then beta = sy - ((deltaTime/1000)*100) elseif (deltaTime > 1000) and (deltaTime < 4000) then beta = sy-100 elseif (deltaTime >= 4000) and (deltaTime <= 6000) then beta = sy-((1-((deltaTime-4000)/800))*100) else removeEventHandler("onClientRender",getRootElement(),mapwindowa) end dxDrawRectangle((sx-400)/2,beta,400,110,tocolor ( 255, 0, 0, 255 )) dxDrawText("Hidden Cars",125+(sx-400)/2,beta+15,((sx-400)/2)+400,beta+55,tocolor(255,255,255),2,"default-bold","left","top",true) dxDrawText("Disabled",165+(sx-400)/2,beta+60,((sx-400)/2)+400,beta+85,tocolor(255,255,255),1.7,"default","left","top",true) end function mapwindowda() deltaTime = (getTickCount()) - startTimess if deltaTime <= 1000 then beta = sy - ((deltaTime/1000)*100) elseif (deltaTime > 1000) and (deltaTime < 4000) then beta = sy-100 elseif (deltaTime >= 4000) and (deltaTime <= 6000) then beta = sy-((1-((deltaTime-4000)/800))*100) else removeEventHandler("onClientRender",getRootElement(),mapwindowda) end dxDrawRectangle((sx-400)/2,beta,400,110,tocolor ( 0, 255, 0, 255 )) dxDrawText("Hidden Cars",125+(sx-400)/2,beta+15,((sx-400)/2)+400,beta+55,tocolor(255,255,255),2,"default-bold","left","top",true) dxDrawText("Enabled",165+(sx-400)/2,beta+60,((sx-400)/2)+400,beta+85,tocolor(255,255,255),1.7,"default","left","top",true) end
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I already have the system put in as PM by pc id be in ves / pm [playername] hello to bob / pm [playerid] Hello BOB