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iPanda

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Everything posted by iPanda

  1. I had to deal with this feature, but the weapon did not appear none of the factions. How to use this?
  2. Ah, my bad. Didn't see the "6" before posting. Yes, but I noticed it before and removed. But all does not work exactly. * The principle of operation of the lighthouse: There is a scale - a line lengthwise which must crawl beacon in the X axis, the higher the player's health, the higher the beacon, and when health is spent crawling beacon in the opposite direction. (On the right - rises to the left - is reduced)
  3. How to update the player's health? * I'm not really a long time to write lua, is not yet a lot of things to be understood. In the code that I posted. Now I checked your code. Unfortunately does not work. * Do not show beacon. (Beacon- is a variable line) What to do?
  4. How to update the player's health? * I'm not really a long time to write lua, is not yet a lot of things to be understood.
  5. * Most likely a bug in my code. I did not understand you. How to define the in the render function too?
  6. Hi guys. I have a problem with my code is thin. Not play. Please, help. Here's the code: local player = getLocalPlayer() local x, y = guiGetScreenSize() local ox = x/1000 local oy = y/1000 local healh = math.ceil( getElementHealth( player )) scale = guiCreateStaticImage(0, 878, 1440, 27, "data/scale.png", false) number = guiCreateStaticImage(0, 864, 1440, 27, "data/number.png", false) guiSetVisible( scale, true ) guiSetVisible( number, true ) local HEALTH_line = function() local on = guiSetVisible( line, true ) line = guiCreateStaticImage(health*ox, 882, 2, 23, "data/line.png", false) end addEventHandler("onClientRender", getRootElement(), HEALTH_line) I have a problem: not showing beacons that determines the player's life (beacon must move along the X axis, but there is a problem - it does not work) *I use the Google translator, so if you did not understand me, write, I try to give a more open description.
  7. SATAN, please check the e-mail, I wrote you a business proposal.
  8. In the future, the English language is possible
  9. ENG: Range of drawing maps and objects. RU: Дальность прорисовки карты и объектов. http://funkyimg.com/i/DPrR.jpeg
  10. ENG: New screenshot "Cordon". More screenshots from this location will not be. RU: Новый скриншот "Кордон". Больше скриншотов с этой локации не будет.
  11. ENG: Today, at a gathering XRAY demonstrated the new screenshots envelope location "Cordon" of 1935 build. RU: Сегодня на сходке XRAY продемонстрировал новые скриншоты конверта локации "Кордон" из 1935 билда.
  12. ENG: Today, XRAY, for his project STALKER demonstrated envelope locations from the game Stalker, here you can see the same test new shader shadow. RU: Сегодня Рей, для своего проекта S.T.A.L.K.E.R продемонстрировал конверт локаций из игры Сталкер, здесь можно увидеть так же тестирование новых шейдеров тени.
  13. ... Welcome! ... ENG: Chief Administrator XRAY. The server is under construction! Present to you the server STALKER Not so long ago, we started to develop server, and we need helpers! XRAY: I very much don't have the person with experience in 3ds Max. Testers, mapper and simply interested in project development people (fans of a series first of all) are besides necessary If you want to help us, or simply wait for the opening of the server's group Facebook: Not available and group VKontakte: http://vk.com/club54781764 ... RU: Главный администратор XRAY. Сервер в разработке! Представляю вашему вниманию сервер С.Т.А.Л.К.Е.Р. Не так давно мы начали разработку, и нам очень нужны помощники! XRAY: Мне катастрофически не хватает человека с опытом работы в 3ds Max. Кроме того нужны тестеры, мапперы и просто заинтересованные в развитии проекта люди(фаны серии в первую очередь) Если вы желаете помочь нам или просто ждете открытия сервера, вот группа Facebook: Недоступно и группа ВКонтакте: http://vk.com/club54781764 What is this game STALKER/Что за игра STALKER : ∟ wiki On English: ∟ википедия На Русском: What we do/Что мы делаем : ∟ On English: ∟ На Русском:
  14. You have not changed anything. It still does not work
  15. I can not use debug, so do not use the login panel and can not access the server
  16. My problem is - mod does not work. I want to be a player comes to the server, when you press 1, he chooses the side of evil, or if you press 2, then the side of good. Each side spawns at two different points. function spawnGood ( player ) spawnPlayer ( player, posX, posY, posZ - 9, 0, 111, 0, 0, nil ) giveWeapon ( player, 23, 100 ) giveWeapon ( player, 8, 1 ) giveWeapon ( player, 35, 1 ) end function wastedGood ( ) spawnPlayer ( source, posX, posY, posZ - 9, 0, 121, 0, 0, nil ) giveWeapon ( source, 23, 100 ) giveWeapon ( source, 8, 1 ) giveWeapon ( source, 35, 1 ) end function spawnDead ( player ) spawnPlayer ( player, posX, posY, posZ - 9, 0, 111, 0, 0, nil ) giveWeapon ( player, 23, 100 ) giveWeapon ( player, 8, 1 ) giveWeapon ( player, 35, 1 ) end function wastedDead ( ) spawnPlayer ( source, posX, posY, posZ - 9, 0, 121, 0, 0, nil ) giveWeapon ( source, 23, 100 ) giveWeapon ( source, 8, 1 ) giveWeapon ( source, 35, 1 ) end addEventHandler ( "onPlayerJoin", getRootElement (), function ( ) bindKey ( "1" "down", spawnGood ) bindKey ( "2" "down", spawnDead ) end ) addEventHandler ( "onResourceStart", resourceRoot, function ( ) for _, player in ipairs ( getElementsByType ( "player" ) ) do bindKey ( "1" "down", spawnGood ) bindKey ( "2" "down", spawnDead ) end end ) addEventHandler ( "onPlayerWasted", getRootElement (), wastedGood ) addEventHandler ( "onPlayerWasted", getRootElement (), wastedDead )
  17. iPanda

    Key Hide Hud

    My life does not work: ( Purpose: When you press key F, then hides HUD, pressing the key returns back to HUD. function hudChanger ( key ) local key = "F6" if key == "F6" then showPlayerHudComponent ( source, "ammo", false ) showPlayerHudComponent ( source, "area_name", false ) showPlayerHudComponent ( source, "armour", false ) showPlayerHudComponent ( source, "breath", false ) showPlayerHudComponent ( source, "clock", false ) showPlayerHudComponent ( source, "health", false ) showPlayerHudComponent ( source, "money", false ) showPlayerHudComponent ( source, "radar", false ) showPlayerHudComponent ( source, "vehicle_name", false ) showPlayerHudComponent ( source, "radio", false ) showPlayerHudComponent ( source, "weapon", false ) showPlayerHudComponent ( source, "wanted", false ) else showPlayerHudComponent ( source, "ammo", false ) showPlayerHudComponent ( source, "area_name", false ) showPlayerHudComponent ( source, "armour", false ) showPlayerHudComponent ( source, "breath", false ) showPlayerHudComponent ( source, "clock", false ) showPlayerHudComponent ( source, "health", false ) showPlayerHudComponent ( source, "money", false ) showPlayerHudComponent ( source, "radar", true ) showPlayerHudComponent ( source, "vehicle_name", false ) showPlayerHudComponent ( source, "radio", false ) showPlayerHudComponent ( source, "weapon", false ) showPlayerHudComponent ( source, "wanted", false ) end end addEventHandler ("onPlayerJoin", getRootElement (), function () addEventHandler ( "onResourceStart", source, hudChanger) end ) bindKey( key, "down", hudChanger )
  18. Thank you very much. But there is a small flaw. When my player gets a new weapon, it does not appear in my dashboard. Add onClientRender, or something otherwise?
  19. Yes, it's strange. But nevertheless, it's true ... I need to work my first save system, my only.
  20. You got me wrong! I mean that if you use two save the system, then it will work! Perhaps the second save of the system can find the code for my save the system worked!
  21. WARNING!!! If you use these TWO preserve the system, then it will work! The first (my): -- Here you can use tables, so that the script remains more clear ... local gamemode = "funmodev2"; function playerLogin (thePreviousAccount, theCurrentAccount, autoLogin) if isGuestAccount (getPlayerAccount (source)) then return; end; -- here I thinks is better hold a data "funmodev2-datasaved" to check if -- data is saved or not. -- check if our data is saved. if getAccountData ( theCurrentAccount, gamemode .. "-datasaved") then -- extract the data. -- you need to convert strings to numbers with tonumber. -- be careful with that,cause getAccountData always return a string. local playerMoney = tonumber (getAccountData (theCurrentAccount, gamemode .. "-money")) local playerSkin = tonumber (getAccountData (theCurrentAccount, gamemode .. "-skin")) local playerHealth = tonumber (getAccountData (theCurrentAccount, gamemode .. "-health")) local playerArmor = tonumber (getAccountData (theCurrentAccount, gamemode .. "-armor")) local R = tonumber (getAccountData (theCurrentAccount, gamemode .. "-R")) local G = tonumber (getAccountData (theCurrentAccount, gamemode .. "-G")) local B = tonumber (getAccountData (theCurrentAccount, gamemode .. "-B")) local playerX = tonumber (getAccountData (theCurrentAccount, gamemode .. "-x")) local playerY = tonumber (getAccountData (theCurrentAccount, gamemode .. "-y")) local playerZ = tonumber (getAccountData (theCurrentAccount, gamemode .. "-z")) local playerInt = tonumber (getAccountData (theCurrentAccount, gamemode .. "-int")) local playerDim = tonumber (getAccountData (theCurrentAccount, gamemode .. "-dim")) local playerWanted = tonumber (getAccountData (theCurrentAccount, gamemode .. "-wantedlevel")) local playerWeapon = {}; -- store all player weapons in a table. local playerWeaponAmmo = {}; -- store weapon amnos in a table. -- load all weapons & amno just with few lines. for i=0,12,1 do playerWeapon [i] = tonumber (getAccountData (theCurrentAccount, gamemode .. "-weaponID" .. tostring (i))) playerWeaponAmmo [i] = tonumber (getAccountData (theCurrentAccount, gamemode .. "weaponAmno" .. tostring (i))) end; spawnPlayer (source, playerX, playerY, playerZ+1, 0, playerSkin, playerInt, playerDim) setPlayerMoney (source, playerMoney); -- here just use 1 one timer. why use 3? setTimer ( function (thePlayer, health, armor, wantedLevel) setElementHealth (thePlayer, health) setPedArmor (thePlayer, armor) setPlayerWantedLevel (thePlayer, wantedLevel) end, 500, 1, source, playerHealth, playerArmor, playerWanted) -- give weapons to player with just few lines with a loop. for i=1,12,1 do giveWeapon (source, playerWeapon [i], playerWeaponAmmo [i], false) end giveWeapon (source, playerWeapon [0], playerWeaponAmmo [0], true) setCameraTarget (source, source) fadeCamera (source, true, 2.0) setPlayerNametagColor (source, R, G, B) else spawnPlayer ( source, 2005.25, 1544.80, 13.5907, 0, 286, 0, 0, nil) setPlayerMoney ( source, 100) setElementHealth ( source, 100) setPedArmor ( source, 10) giveWeapon ( source, 31, 200) end end addEventHandler ("onPlayerLogin", getRootElement(), playerLogin) function onLogout () -- instead of kick the player when trying to logout, just cancel the -- event so that you can avoid him to logout without kick him. (I guess) -- tell him that he cannot logout ... outputChatBox ("You cannot logout!", source, 255, 50, 0) end addEventHandler ("onPlayerLogout", getRootElement(), onLogout) function onQuit (quitType, reason, responsibleElement) if isGuestAccount (getPlayerAccount (source)) then return end local account = getPlayerAccount (source) if not account then return end -- save the data. local x,y,z = getElementPosition (source) local r,g,b = getPlayerNametagColor (source) setAccountData(account, gamemode .. "-money", tostring (getPlayerMoney (source))) setAccountData(account, gamemode .. "-skin", tostring (getElementModel (source))) setAccountData(account, gamemode .. "-health", tostring (getElementHealth (source))) setAccountData(account, gamemode .. "-armor", tostring (getPedArmor (source))) setAccountData(account, gamemode .. "-R", tostring (r)) setAccountData(account, gamemode .. "-G", tostring (g)) setAccountData(account, gamemode .. "-B", tostring (b)) setAccountData(account, gamemode .. "-x", tostring (x)) setAccountData(account, gamemode .. "-y", tostring (y)) setAccountData(account, gamemode .. "-z", tostring (z)) setAccountData(account, gamemode .. "-int", tostring (getElementInterior (source))) setAccountData(account, gamemode .. "-dim", tostring (getElementDimension (source))) setAccountData(account, gamemode .. "-wantedlevel", tostring (getPlayerWantedLevel (source))) setAccountData(account, gamemode .. "-datasaved", true) -- to store weapons & weapon amno, you can do it better with a loop. for i=0,12,1 do setAccountData(account, gamemode .. "-weaponID" .. tostring (i), tostring (getPedWeapon (source, i))) setAccountData(account, gamemode .. "-weaponAmmo" .. tostring (i), tostring (getPedTotalAmmo (source, i))) end end addEventHandler ("onPlayerQuit", getRootElement(), onQuit) function onWasted(totalAmmo, killer, killerWeapon, bodypart, stealth) if isGuestAccount (getPlayerAccount(source)) then return; end; local theWeapon = getPedWeapon (source) local weaponAmmo = getPedTotalAmmo (source) fadeCamera (source, false) -- here just use 3 timers instead of 4. setTimer (spawnPlayer, 1000, 1, source, 2036.1735839844, -1413.0563964844, 16.9921875, 0, getElementModel (source), 0, 0, getPlayerTeam(source)) setTimer (setCameraTarget, 1250, 1, source, source) setTimer ( function (thePlayer) fadeCamera (thePlayer, true) giveWeapon (source, 31, 200, true) end, 2000, 1, source, theWeapon, weaponAmmo) end addEventHandler ("onPlayerWasted", getRootElement(), onWasted) function spawnLastPlayer ( posX, posY, posZ, rotZ, theSkin, theInterior, theDimension, theTeam ) spawnPlayer ( source, 2005.25, 1544.80, 13.5907, 0, 286, 0, 0, nil ) givePlayerMoney ( source, 100 ) setElementHealth ( source, 100 ) setPedArmor ( source, 10 ) giveWeapon ( source, 31, 200 ) fadeCamera (source, true) setCameraTarget (source, source) removeEventHandler ("onPlayerSpawn", source, spawnLastPlayer); end addEventHandler ("onPlayerJoin", getRootElement (), function () addEventHandler ( "onPlayerSpawn", source, spawnLastPlayer); end ) The second(silent): function playerLogin (thePreviousAccount, theCurrentAccount, autoLogin) if not (isGuestAccount (getPlayerAccount (source))) then local accountData = getAccountData (theCurrentAccount, "funmodev2-money") if (accountData) then local playerMoney = getAccountData (theCurrentAccount, "funmodev2-money") local playerSkin = getAccountData (theCurrentAccount, "funmodev2-skin") local playerHealth = getAccountData (theCurrentAccount, "funmodev2-health") local playerArmor = getAccountData (theCurrentAccount, "funmodev2-armor") local R = getAccountData (theCurrentAccount, "funmodev2-R") local G = getAccountData (theCurrentAccount, "funmodev2-G") local B = getAccountData (theCurrentAccount, "funmodev2-B") local playerX = getAccountData (theCurrentAccount, "funmodev2-x") local playerY = getAccountData (theCurrentAccount, "funmodev2-y") local playerZ = getAccountData (theCurrentAccount, "funmodev2-z") local playerInt = getAccountData (theCurrentAccount, "funmodev2-int") local playerDim = getAccountData (theCurrentAccount, "funmodev2-dim") local playerWanted = getAccountData (theCurrentAccount, "funmodev2-wantedlevel") local playerWeaponID0 = getAccountData (theCurrentAccount, "funmodev2-weaponID0") local playerWeaponID1 = getAccountData (theCurrentAccount, "funmodev2-weaponID1") local playerWeaponID2 = getAccountData (theCurrentAccount, "funmodev2-weaponID2") local playerWeaponID3 = getAccountData (theCurrentAccount, "funmodev2-weaponID3") local playerWeaponID4 = getAccountData (theCurrentAccount, "funmodev2-weaponID4") local playerWeaponID5 = getAccountData (theCurrentAccount, "funmodev2-weaponID5") local playerWeaponID6 = getAccountData (theCurrentAccount, "funmodev2-weaponID6") local playerWeaponID7 = getAccountData (theCurrentAccount, "funmodev2-weaponID7") local playerWeaponID8 = getAccountData (theCurrentAccount, "funmodev2-weaponID8") local playerWeaponID9 = getAccountData (theCurrentAccount, "funmodev2-weaponID9") local playerWeaponID10 = getAccountData (theCurrentAccount, "funmodev2-weaponID10") local playerWeaponID11 = getAccountData (theCurrentAccount, "funmodev2-weaponID11") local playerWeaponID12 = getAccountData (theCurrentAccount, "funmodev2-weaponID12") local playerWeaponAmmo0 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo0") local playerWeaponAmmo1 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo1") local playerWeaponAmmo2 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo2") local playerWeaponAmmo3 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo3") local playerWeaponAmmo4 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo4") local playerWeaponAmmo5 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo5") local playerWeaponAmmo6 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo6") local playerWeaponAmmo7 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo7") local playerWeaponAmmo8 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo8") local playerWeaponAmmo9 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo9") local playerWeaponAmmo10 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo10") local playerWeaponAmmo11 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo11") local playerWeaponAmmo12 = getAccountData (theCurrentAccount, "funmodev2-weaponAmmo12") spawnPlayer (source, playerX, playerY, playerZ +1, 0, playerSkin, playerInt, playerDim) setPlayerMoney (source, playerMoney) setTimer (setElementHealth, 500, 1, source, playerHealth) setTimer (setPedArmor, 500, 1, source, playerArmor) setTimer (setPlayerWantedLevel, 500, 1, source, playerWanted) giveWeapon(source, playerWeaponID0, playerWeaponAmmo0, true) giveWeapon(source, playerWeaponID1, playerWeaponAmmo1, false) giveWeapon(source, playerWeaponID2, playerWeaponAmmo2, false) giveWeapon(source, playerWeaponID3, playerWeaponAmmo3, false) giveWeapon(source, playerWeaponID4, playerWeaponAmmo4, false) giveWeapon(source, playerWeaponID5, playerWeaponAmmo5, false) giveWeapon(source, playerWeaponID6, playerWeaponAmmo6, false) giveWeapon(source, playerWeaponID7, playerWeaponAmmo7, false) giveWeapon(source, playerWeaponID8, playerWeaponAmmo8, false) giveWeapon(source, playerWeaponID9, playerWeaponAmmo9, false) giveWeapon(source, playerWeaponID10, playerWeaponAmmo10, false) giveWeapon(source, playerWeaponID11, playerWeaponAmmo11, false) giveWeapon(source, playerWeaponID12, playerWeaponAmmo12, false) setCameraTarget (source, source) fadeCamera(source, true, 2.0) setPlayerNametagColor (source, R, G, B) else spawnPlayer ( source, 2005.25, 1544.80, 13.5907, 0, 286, 0, 0, nil) setPlayerMoney ( source, 100) setElementHealth ( source, 100) setPedArmor ( source, 10) giveWeapon ( source, 31, 200) end end end addEventHandler ("onPlayerLogin", getRootElement(), playerLogin) function onQuit (quitType, reason, responsibleElement) if not (isGuestAccount (getPlayerAccount (source))) then account = getPlayerAccount (source) if (account) then local x,y,z = getElementPosition (source) local r,g,b = getPlayerNametagColor (source) setAccountData (account, "funmodev2-money", tostring (getPlayerMoney (source))) setAccountData (account, "funmodev2-skin", tostring (getElementModel (source))) setAccountData (account, "funmodev2-health", tostring (getElementHealth (source))) setAccountData (account, "funmodev2-armor", tostring (getPedArmor (source))) setAccountData (account, "funmodev2-R", r) setAccountData (account, "funmodev2-G", g) setAccountData (account, "funmodev2-B", b) setAccountData (account, "funmodev2-x", x) setAccountData (account, "funmodev2-y", y) setAccountData (account, "funmodev2-z", z) setAccountData (account, "funmodev2-int", getElementInterior (source)) setAccountData (account, "funmodev2-dim", getElementDimension (source)) setAccountData (account, "funmodev2-wantedlevel", getPlayerWantedLevel (source)) setAccountData (account, "funmodev2-weaponID0", getPedWeapon (source, 0)) setAccountData (account, "funmodev2-weaponID1", getPedWeapon (source, 1)) setAccountData (account, "funmodev2-weaponID2", getPedWeapon (source, 2)) setAccountData (account, "funmodev2-weaponID3", getPedWeapon (source, 3)) setAccountData (account, "funmodev2-weaponID4", getPedWeapon (source, 4)) setAccountData (account, "funmodev2-weaponID5", getPedWeapon (source, 5)) setAccountData (account, "funmodev2-weaponID6", getPedWeapon (source, 6)) setAccountData (account, "funmodev2-weaponID7", getPedWeapon (source, 7)) setAccountData (account, "funmodev2-weaponID8", getPedWeapon (source, -- s8) -->) setAccountData (account, "funmodev2-weaponID9", getPedWeapon (source, 9)) setAccountData (account, "funmodev2-weaponID10", getPedWeapon (source, 10)) setAccountData (account, "funmodev2-weaponID11", getPedWeapon (source, 11)) setAccountData (account, "funmodev2-weaponID12", getPedWeapon (source, 12)) setAccountData (account, "funmodev2-weaponAmmo0", getPedTotalAmmo (source, 0)) setAccountData (account, "funmodev2-weaponAmmo1", getPedTotalAmmo (source, 1)) setAccountData (account, "funmodev2-weaponAmmo2", getPedTotalAmmo (source, 2)) setAccountData (account, "funmodev2-weaponAmmo3", getPedTotalAmmo (source, 3)) setAccountData (account, "funmodev2-weaponAmmo4", getPedTotalAmmo (source, 4)) setAccountData (account, "funmodev2-weaponAmmo5", getPedTotalAmmo (source, 5)) setAccountData (account, "funmodev2-weaponAmmo6", getPedTotalAmmo (source, 6)) setAccountData (account, "funmodev2-weaponAmmo7", getPedTotalAmmo (source, 7)) setAccountData (account, "funmodev2-weaponAmmo8", getPedTotalAmmo (source, -- s8) -->) setAccountData (account, "funmodev2-weaponAmmo9", getPedTotalAmmo (source, 9)) setAccountData (account, "funmodev2-weaponAmmo10", getPedTotalAmmo (source, 10)) setAccountData (account, "funmodev2-weaponAmmo11", getPedTotalAmmo (source, 11)) setAccountData (account, "funmodev2-weaponAmmo12", getPedTotalAmmo (source, 12)) end end end addEventHandler ("onPlayerQuit", getRootElement(), onQuit) Oops, first + second = work!
  22. And there's no line 134. Only 132. yes, only 132 lines. Why 134? At the moment, gives an error on line 118
  23. Thank you, your code works perfectly! But there is one konvuz, your code shows everything arms, even if the player does not have them. I need a code that will show only the weapons have a player at the moment.
  24. -- Here you can use tables, so that the script remains more clear ... local gamemode = "funmodev2"; function playerLogin (thePreviousAccount, theCurrentAccount, autoLogin) if isGuestAccount (getPlayerAccount (source)) then return; end; -- here I thinks is better hold a data "funmodev2-datasaved" to check if -- data is saved or not. -- check if our data is saved. if getAccountData ( theCurrentAccount, gamemode .. "-datasaved") then -- extract the data. -- you need to convert strings to numbers with tonumber. -- be careful with that,cause getAccountData always return a string. local playerMoney = tonumber (getAccountData (theCurrentAccount, gamemode .. "-money")) local playerSkin = tonumber (getAccountData (theCurrentAccount, gamemode .. "-skin")) local playerHealth = tonumber (getAccountData (theCurrentAccount, gamemode .. "-health")) local playerArmor = tonumber (getAccountData (theCurrentAccount, gamemode .. "-armor")) local R = tonumber (getAccountData (theCurrentAccount, gamemode .. "-R")) local G = tonumber (getAccountData (theCurrentAccount, gamemode .. "-G")) local B = tonumber (getAccountData (theCurrentAccount, gamemode .. "-B")) local playerX = tonumber (getAccountData (theCurrentAccount, gamemode .. "-x")) local playerY = tonumber (getAccountData (theCurrentAccount, gamemode .. "-y")) local playerZ = tonumber (getAccountData (theCurrentAccount, gamemode .. "-z")) local playerInt = tonumber (getAccountData (theCurrentAccount, gamemode .. "-int")) local playerDim = tonumber (getAccountData (theCurrentAccount, gamemode .. "-dim")) local playerWanted = tonumber (getAccountData (theCurrentAccount, gamemode .. "-wantedlevel")) local playerWeapon = {}; -- store all player weapons in a table. local playerWeaponAmmo = {}; -- store weapon amnos in a table. -- load all weapons & amno just with few lines. for i=0,12,1 do playerWeapon [i] = tonumber (getAccountData (theCurrentAccount, gamemode .. "-weaponID" .. tostring (i))) playerWeaponAmmo [i] = tonumber (getAccountData (theCurrentAccount, gamemode .. "weaponAmno" .. tostring (i))) end; spawnPlayer (source, playerX, playerY, playerZ+1, 0, playerSkin, playerInt, playerDim) setPlayerMoney (source, playerMoney); -- here just use 1 one timer. why use 3? setTimer ( function (thePlayer, health, armor, wantedLevel) setElementHealth (thePlayer, health) setPedArmor (thePlayer, armor) setPlayerWantedLevel (thePlayer, wantedLevel) end, 500, 1, source, playerHealth, playerArmor, playerWanted) -- give weapons to player with just few lines with a loop. for i=1,12,1 do giveWeapon (source, playerWeapon [i], playerWeaponAmmo [i], false) end giveWeapon (source, playerWeapon [0], playerWeaponAmmo [0], true) setCameraTarget (source, source) fadeCamera (source, true, 2.0) setPlayerNametagColor (source, R, G, B) else spawnPlayer ( source, 2005.25, 1544.80, 13.5907, 0, 286, 0, 0, nil) setPlayerMoney ( source, 100) setElementHealth ( source, 100) setPedArmor ( source, 10) giveWeapon ( source, 31, 200) end end addEventHandler ("onPlayerLogin", getRootElement(), playerLogin) function onLogout () -- instead of kick the player when trying to logout, just cancel the -- event so that you can avoid him to logout without kick him. (I guess) -- tell him that he cannot logout ... outputChatBox ("You cannot logout!", source, 255, 50, 0) end addEventHandler ("onPlayerLogout", getRootElement(), onLogout) function onQuit (quitType, reason, responsibleElement) if isGuestAccount (getPlayerAccount (source)) then return end local account = getPlayerAccount (source) if not account then return end -- save the data. local x,y,z = getElementPosition (source) local r,g,b = getPlayerNametagColor (source) setAccountData(account, gamemode .. "-money", tostring (getPlayerMoney (source))) setAccountData(account, gamemode .. "-skin", tostring (getElementModel (source))) setAccountData(account, gamemode .. "-health", tostring (getElementHealth (source))) setAccountData(account, gamemode .. "-armor", tostring (getPedArmor (source))) setAccountData(account, gamemode .. "-R", tostring (r)) setAccountData(account, gamemode .. "-G", tostring (g)) setAccountData(account, gamemode .. "-B", tostring (b)) setAccountData(account, gamemode .. "-x", tostring (x)) setAccountData(account, gamemode .. "-y", tostring (y)) setAccountData(account, gamemode .. "-z", tostring (z)) setAccountData(account, gamemode .. "-int", tostring (getElementInterior (source))) setAccountData(account, gamemode .. "-dim", tostring (getElementDimension (source))) setAccountData(account, gamemode .. "-wantedlevel", tostring (getPlayerWantedLevel (source))) setAccountData(account, gamemode .. "-datasaved", true) -- to store weapons & weapon amno, you can do it better with a loop. for i=0,12,1 do setAccountData(account, gamemode .. "-weaponID" .. tostring (i), tostring (getPedWeapon (source, i))) setAccountData(account, gamemode .. "-weaponAmmo" .. tostring (i), tostring (getPedTotalAmmo (source, i))) end end addEventHandler ("onPlayerQuit", getRootElement(), onQuit) function onWasted(totalAmmo, killer, killerWeapon, bodypart, stealth) if isGuestAccount (getPlayerAccount(source)) then return; end; local theWeapon = getPedWeapon (source) local weaponAmmo = getPedTotalAmmo (source) fadeCamera (source, false) -- here just use 3 timers instead of 4. setTimer (spawnPlayer, 1000, 1, source, 2036.1735839844, -1413.0563964844, 16.9921875, 0, getElementModel (source), 0, 0, getPlayerTeam(source)) setTimer (setCameraTarget, 1250, 1, source, source) setTimer ( function (thePlayer) fadeCamera (thePlayer, true) giveWeapon (source, 31, 200, true) end, 2000, 1, source, theWeapon, weaponAmmo) end addEventHandler ("onPlayerWasted", getRootElement(), onWasted) function spawnLastPlayer ( posX, posY, posZ, rotZ, theSkin, theInterior, theDimension, theTeam ) spawnPlayer ( source, 2005.25, 1544.80, 13.5907, 0, 286, 0, 0, nil ) givePlayerMoney ( source, 100 ) setElementHealth ( source, 100 ) setPedArmor ( source, 10 ) giveWeapon ( source, 31, 200 ) fadeCamera (source, true) setCameraTarget (source, source) removeEventHandler ("onPlayerSpawn", source, spawnLastPlayer); end addEventHandler ("onPlayerJoin", getRootElement (), function () addEventHandler ( "onPlayerSpawn", source, spawnLastPlayer); end ) This is full code! Does not work, I spent a month on it and I do not know what to do! Help me!
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