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iPanda

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Everything posted by iPanda

  1. Here, I wrote this code. But it does not work: local player = getLocalPlayer() kpk = guiCreateStaticImage(X, Y,W,H, "images/kpk.png", true) tab = guiCreateTabPanel(X, Y,W,H, true, kpk) tab_inventory = guiCreateTab("Weap:", tab) function weapItemInInventory ( ) local inventory_gridlist = guiCreateGridList (0.03, 0.03, 0.46, 0.94, true, tab_inventory) local weapSlots = guiGridListAddColumn(inventory_gridlist, "Оружие", 0.9) if ( weapSlots ) then for id, playeritem in ipairs(getElementModel(player,356)) do local row = guiGridListAddRow ( inventory_gridlist ) guiGridListSetItemText ( inventory_gridlist, row, weapSlots, getWeaponNameFromID ( playeritem ), false, false ) end end end addEventHandler ( "onClientResourceStart", getResourceRootElement(), weapItemInInventory ) Here, he writes debug: Also, I know that the error in this line. Can you help me fix it, because I understand that this is not right, but I do not know how to solve this problem correctly! for id, playeritem in ipairs(getElementModel(player,356)) do
  2. wind = guiCreateWindow(X, Y, W, H, "", true) tab = guiCreateTabPanel(X, Y, W, H, true, wind) tab_inventory = guiCreateTab("Weapon", tab) inventory_gridlist = guiCreateGridList(X, Y, W, H, true, tab_inventory) guiGridListAddColumn(inventory_gridlist, "Weap:", 0.9) guiGridListAddRow(inventory_gridlist) guiGridListSetItemText(inventory_gridlist, 0, 1, "SLOTS!!!", false, false) "SLOTS!!!" - slots can be any weapon. That is, if a player has, say, a weapon M4, it is displayed it in the slot, and if it does not have these weapons, respectively, then it is not displayed in the slots. How to make this function? Two screenshot, which shows when the player has arms M4 or when it had not.
  3. I do not have a clue about what you write! I simply do not understand!
  4. I do not quite understand! Now what to do about it?
  5. I do not quite understand
  6. No, it does not work. When I login, I am re-SPAWN WARNING!!! This error no longer provides: [22:17:20] WARNING: alpha\spawn.lua:10: Bad argument @ "getAccountData" Now there was only this error: [22:17:20] ERROR: alpha\spawn.lua:134: C stack overflow
  7. I do not know. Here's a screenshot:
  8. bad argument getAccountData
  9. "/debugscript 3" shows nothing! Conservation does not work, please help me ...
  10. Does not work, you can check out for yourself
  11. Help me create a function key that lets you open and close my GUI window with a picture and TabPanel, if you press the "I", or button closed GUIEditor = { window = {}, staticimage = {} tabpanel = {}, button = {} } my_window = guiCreateWindow(0, 0, 1, 1, true) guiWindowSetSizable(my_window , false) guiSetVisible ( my_window , false ) guiSetAlpha(my_window , 10) my_image = guiCreateStaticImage(0.14, 0.09, 0.71, 0.79, "images/pda.png", true, my_window ) tabpanel = guiCreateTabPanel(107, 84, 770, 543, false, my_image ) closed = guiCreateButton(0.89, 0.27, 0.03, 0.13, "", true, my_image ) guiSetAlpha(closed, 0.15) guiSetProperty(closed, "NormalTextColour", "FFAAAAAA") function open() if ( guiGetVisible ( my_window )) == false then guiSetVisible ( my_window, true ) showCursor ( true ) else guiSetVisible ( my_window, false ) showCursor ( false ) end end bindKey ( "i", "down", open )
  12. What? I do not understand.
  13. It is server or client?
  14. - Hello everyone. It's my system for the preservation of my RPG fashion. It does not work, help me make it work. -- 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 (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))) -- 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, spawnTeam ) 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 ) -
  15. iPanda

    Help me! FP

    - The script works, but it does not work very stable. At the time of the shooting there a lot of bugs! Help me fix bugs, making a first-person smooth. fps.lua checking = 0 carchecking = 0 wright = false wleft = false wback = false function FPSStart (startedresource) if startedresource == getThisResource() then local skin = engineLoadTXD ( "160.txd" ) -- arm skin engineImportTXD ( skin, 160 ) local x,y,z = getElementPosition( getLocalPlayer() ) Body = createObject (991, x, y, z ) setElementParent(Body, getLocalPlayer()) attachElements ( Body, getLocalPlayer(), 0, -0.1, 0.45, 0, 90, 0) setElementAlpha( Body, 0) setElementData ( getLocalPlayer(), "blocker", Body ) realskin = getElementModel(getLocalPlayer()) if realskin == 160 then realskin = 200 end realvoice1, realvoice2 = getPedVoice (getLocalPlayer()) setElementModel ( getLocalPlayer(), 160 ) setPedVoice (getLocalPlayer(),realvoice1,realvoice2) local allcars = getElementsByType ( "vehicle", getRootElement(), false) for theKey,theVehicle in ipairs(allcars) do setElementCollidableWith ( Body, theVehicle, false ) end bindKey ( "left", "both", sidewalking ) bindKey ( "right", "both", sidewalking ) bindKey ( "backwards", "both", sidewalking ) bindKey ( "fire", "both", autoAimMode ) end end addEventHandler ( "onClientResourceStart", getRootElement(), FPSStart) function clearcars() if getElementType(source) == "vehicle" then setElementCollidableWith ( Body, source, false ) end end addEventHandler( "onClientElementStreamIn", getRootElement(),clearcars) function invisOnSpawn() realskin = getElementModel(getLocalPlayer()) if realskin == 160 then realskin = 200 end realvoice1, realvoice2 = getPedVoice (getLocalPlayer()) setElementModel ( getLocalPlayer(), 160 ) setPedVoice (getLocalPlayer(),realvoice1,realvoice2) end addEventHandler ( "onClientPlayerSpawn", getLocalPlayer(), invisOnSpawn ) function climbcheck() if isPlayerDead(getLocalPlayer())== false and getControlState("aim_weapon") == false then setElementCollisionsEnabled(Body, false) if checking == 0 then checking = 1 stopclimbcheck = setTimer ( stopCcheck, 1200, 1 ) addEventHandler ("onClientPreRender", getRootElement(), areyouclimbing) elseif checking == 1 then if isTimer(stopclimbcheck) then killTimer(stopclimbcheck) end stopclimbcheck = setTimer ( stopCcheck, 1200, 1 ) end end end bindKey ("jump", "down", climbcheck ) function stopCcheck() local currentmode = getElementModel ( getLocalPlayer()) if currentmode == 160 then setElementCollisionsEnabled(Body, true) end removeEventHandler("onClientPreRender", getRootElement(), areyouclimbing) setCameraTarget (getLocalPlayer()) checking = 0 end function areyouclimbing() hx,hy,hz = getPedBonePosition ( getLocalPlayer(), 8 ) local rot = getPedRotation (getLocalPlayer()) radRot = math.rad ( rot ) local radius = .5 local tx = hx + radius * math.sin(radRot) local ty = hy + -(radius) * math.cos(radRot) local tz = hz setCameraMatrix(tx,ty,tz,hx,hy,hz) if ( isPedDoingTask ( getLocalPlayer(), "TASK_SIMPLE_CLIMB" ) ) then if isTimer(stopclimbcheck) then killTimer(stopclimbcheck) doneclimbyet = setTimer ( finishCcheck, 400, 1 ) end end end function finishCcheck() if ( isPedDoingTask ( getLocalPlayer(), "TASK_SIMPLE_CLIMB" ) ) then doneclimbyet = setTimer ( finishCcheck, 400, 1 ) else finishedclimbing() end end function finishedclimbing() checking = 0 removeEventHandler("onClientPreRender", getRootElement(), areyouclimbing) local currentmode = getElementModel ( getLocalPlayer()) if currentmode == 160 then setElementCollisionsEnabled(Body, true) end setCameraTarget (getLocalPlayer()) end function FPSStop (startedresource) if startedresource == getThisResource() then setElementModel ( getLocalPlayer(), realskin ) setPedVoice (getLocalPlayer(),realvoice1,realvoice2) setCameraTarget (getLocalPlayer()) end end addEventHandler ( "onClientResourceStop", getRootElement(), FPSStop) function shakeCamera(weapon) x,y,z = getPedBonePosition ( getLocalPlayer(), 26 ) if weapon == 24 then createExplosion ( x,y,z + 10,12,false,0.4,false) elseif weapon == 25 then createExplosion ( x,y,z + 10,12,false,0.5,false) elseif weapon == 26 then createExplosion ( x,y,z + 10,12,false,0.7,false) elseif weapon == 27 then createExplosion ( x,y,z + 10,12,false,0.5,false) elseif weapon == 29 then createExplosion ( x,y,z + 10,12,false,0.2,false) elseif weapon == 30 then createExplosion ( x,y,z+10,12,false,0.2,false) elseif weapon == 31 then createExplosion ( x,y,z + 10,12,false,0.3,false) elseif weapon == 33 then createExplosion ( x,y,z + 10,12,false,0.3,false) elseif weapon == 34 then createExplosion ( x,y,z + 10,12,false,0.3,false) end end addEventHandler ( "onClientPlayerWeaponFire", getLocalPlayer(), shakeCamera ) function carcheck(player) if player == getLocalPlayer() then if carchecking ~= 1 then carchecking = 1 local currentmode = getElementModel ( getLocalPlayer()) if currentmode == 160 then abortCarEnterCheck = setTimer ( checkCarTask, 100, 1 ) setElementCollisionsEnabled(Body, false) addEventHandler ("onClientPreRender", getRootElement(), areyougettingin) end end end end addEventHandler ( "onClientVehicleStartEnter", getRootElement(), carcheck ) addEventHandler ( "onClientVehicleEnter", getRootElement(), carcheck ) function carfollowupcheck() if (isPedInVehicle(getLocalPlayer()) == true) then -- if player is in car setElementModel ( getLocalPlayer(), realskin ) setElementCollisionsEnabled(Body, false) setPedVoice (getLocalPlayer(),realvoice1,realvoice2) setCameraTarget (getLocalPlayer()) -- setCameraView(0) else setElementCollisionsEnabled(Body, true) setPedVoice (getLocalPlayer(),realvoice1,realvoice2) setElementModel ( getLocalPlayer(), 160 ) setCameraTarget (getLocalPlayer()) end end function areyougettingin() hx,hy,hz = getPedBonePosition ( getLocalPlayer(), 8 ) local rot = getPedRotation (getLocalPlayer()) radRot = math.rad ( rot ) local radius = .5 local tx = hx + radius * math.sin(radRot) local ty = hy + -(radius) * math.cos(radRot) local tz = hz setCameraMatrix(tx,ty,tz,hx,hy,hz) end function checkCarTask() local stask = getPedSimplestTask(getLocalPlayer()) if (isPedInVehicle(getLocalPlayer()) == true) then -- if player is in car removeEventHandler("onClientPreRender", getRootElement(), areyougettingin) carchecking = 0 CarFollowUp = setTimer ( carfollowupcheck, 100, 1 ) setElementModel ( getLocalPlayer(), realskin ) setPedVoice (getLocalPlayer(),realvoice1,realvoice2) setCameraTarget (getLocalPlayer()) -- setCameraView(0) elseif (stask == "TASK_SIMPLE_CAR_GET_IN") or (stask == "TASK_SIMPLE_GO_TO_POINT") or (stask == "TASK_SIMPLE_CAR_OPEN_DOOR_FROM_OUTSIDE") or (stask == "TASK_SIMPLE_CAR_ALIGN") or (stask == "TASK_SIMPLE_CAR_CLOSE_DOOR_FROM_INSIDE") or (stask == "TASK_SIMPLE_CAR_SHUFFLE") or (stask == "TASK_SIMPLE_CAR_DRIVE") or (stask == "TASK_SIMPLE_ACHIEVE_HEADING") then -- if player is still getting in abortCarEnterCheck = setTimer ( checkCarTask, 100, 1 ) elseif (isPedInVehicle(getLocalPlayer()) == false) then --enter vehicle was aborted setElementCollisionsEnabled(Body, true) removeEventHandler("onClientPreRender", getRootElement(), areyougettingin) carchecking = 0 setCameraTarget (getLocalPlayer()) CarFollowUp = setTimer ( carfollowupcheck, 100, 1 ) end end function carexit(player) if player == getLocalPlayer() then setElementCollisionsEnabled(Body, true) setTimer ( setElementModel, 500, 1, getLocalPlayer(), 160 ) setTimer ( setPedVoice, 500, 1, getLocalPlayer(), realvoice1,realvoice2 ) end end addEventHandler ( "onClientVehicleStartExit", getRootElement(), carexit ) addEventHandler ( "onClientVehicleExit", getRootElement(), carexit ) function changestatus (dataName) if source == getLocalPlayer() and dataName == "usemode" then if (isPedInVehicle(source) == false) and (isPlayerDead(getLocalPlayer())== false) then if (getElementData ( source, "usemode" ) == true ) then setElementCollisionsEnabled(Body, false) setElementModel ( getLocalPlayer(), realskin ) setPedVoice (getLocalPlayer(),realvoice1,realvoice2) setCameraTarget(getLocalPlayer()) elseif (getElementData ( source, "usemode" ) == false ) then setElementCollisionsEnabled(Body, true) setElementModel ( getLocalPlayer(), 160 ) setPedVoice (getLocalPlayer(),realvoice1,realvoice2) end end end end addEventHandler( "onClientElementDataChange", getRootElement(), changestatus ) function zwasted ( killer, weapon, bodypart ) local x,y,z = getElementPosition( getLocalPlayer()) setCameraMatrix(x, y, z-.8, x, y, z+1) end addEventHandler ( "onClientPlayerWasted", getLocalPlayer(), zwasted ) function updateCamera() if checking == 0 and carchecking == 0 and wright == false and wleft == false or wback == true then x,y,z,tx,ty,tz = getCameraMatrix() newangle = (( 360 - math.deg ( math.atan2 ( ( x - tx ), ( y - ty ) ) ) ) % 360)-180
  16. - I want to create a resource that allows you to activate Night Vision by pressing the "n", provided that the player has Night vision goggles. Here is my script, but it does not work for some reason. Throws an error that getPedWeapon - bad argument. -- Night Vision Googles local nightvision = false local googleVision = function ( key, player ) local googles = getPedWeapon ( player ) if key == "n" then if not ( googles == 44 ) then nightvision = false setCameraGoggleEffect("normal") else nightvision = true setCameraGoggleEffect("nightvision") setFarClipDistance(1000) end end end -- Resource start and key addEventHandler ( "onPlayerJoin",root, function ( ) bindKey ( source, "n", "down", googleVision ) end ) addEventHandler ( "onResourceStart", resourceRoot, function ( ) for _, player in ipairs ( getElementsByType ( "player" ) ) do bindKey ( player, "n", "down", googleVision ) end end )
  17. Sorry, your version does not work ...
  18. - Guys, I have a problem! My endurance script does not work, help fix the problem ... local sprint = 100 addEventHandler ( "onClientPlayerSpawn", getLocalPlayer(), function () local sprint = 100 setTimer( sprintDown, 10000, 0 ) setTimer( sprintUp, 10000, 0 ) end ) function sprintDown ( ) if ( getControlState( "sprint" ) ) and sprint == 100 then sprint = sprint - 0.01 end if sprint <= 1 then sprint = 0 toggleControl( "sprint", false ) end end function sprintUp ( ) if ( getControlState ( "sprint" ) ) == false and sprint < 100 then sprint = sprint + 0.01 toggleControl( "sprint", true ) end end
  19. - Guys, I have a big problem with my mod. I have a spawn system and the system to save all the data, but does not save the work. I need your help, help me find the problem and solve it. Here is the spawn (spawn only the first time) spawnTeam = createTeam ("Spawn", 255, 0, 0) function spawnLastPlayer ( posX, posY, posZ, rotZ, theSkin, theInterior, theDimension, theTeam ) spawnPlayer ( source, 2005.25, 1544.80, 13.5907, 0, 286, 0, 0, spawnTeam ) givePlayerMoney ( source, 100 ) setElementHealth ( source, 100 ) setPedArmor ( source, 10 ) giveWeapon ( source, 31, 200 ) fadeCamera (source, true) setCameraTarget (source, source) end addEventHandler ( "onPlayerSpawn", getRootElement(), spawnLastPlayer ) Here is save system (does not work): 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 onLogout () kickPlayer (source, nil, "Logging out is disallowed.") end addEventHandler ("onPlayerLogout", getRootElement(), onLogout) 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) function onWasted(totalAmmo, killer, killerWeapon, bodypart, stealth) if not( isGuestAccount (getPlayerAccount(source)) ) then local theWeapon = getPedWeapon (source) local weaponAmmo = getPedTotalAmmo (source) fadeCamera (source, false) 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 (fadeCamera, 2000, 1, source, true) setTimer (giveWeapon, 2000, 1, source, theWeapon, weaponAmmo, true) end end addEventHandler ("onPlayerWasted", getRootElement(), onWasted) How many times would not go to the server - I'm staying at the same place spawning. Save the system is not working ... -
  20. iPanda

    [Help] Fatigue

    Maybe this is better? local sprint = 100; addEventHandler( "onClientRender", getRootElement(), function() if getControlState( "sprint" ) then sprint = sprint - 0.01; if sprint <= 1 then sprint = 0; toggleControl( "sprint", false ); else toggleControl( "sprint", true); end; else if sprint < 100 then sprint = sprint + 0.01; end; end; );
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