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zixxonx

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Everything posted by zixxonx

  1. 1 is free 1 is taken by Infernus 2 is free 1 is free and again it spawns car at 1 wtfff
  2. Looks like it partially works. Now I wanted to make it that If a vehicle is in cuboid it adds +1 to the variable but it counts all the cars I have on the server So if I have 5 cuboids for 5 parking places cuboid[1] cuboid[2] cuboid[3] cuboid[4] cuboid[5] And i have something like it: (at top of the script) count = 0 local vehicles = getElementsByType("vehicle") for k,v in ipairs(vehicles)do if(isElementWithinColShape(v,cuboid[1]) or isElementWithinColShape(v,cuboid[2]) or isElementWithinColShape(v,cuboid[3]) or isElementWithinColShape(v,cuboid[4]) or isElementWithinColShape(v,cuboid[5])) then count =count +1 else createVehicle(foo) end end And I spawn first car then count is 1, but when I spawn second count is 2, and... when I'm trying to spawn the third count is 4 because it's add +1 2x to variable. It's hard to explain but I want it done so badly.
  3. Hello, I have a table with 5 cuboids: cuboid[1] = {x,y,z,10,10,10} cuboid[2] = {x,y,z,10,10,10} etc and I wanna check if there is any vehicle on these cuboids, if no then break the table i tried it for _,v in ipairs(getElementsByType('vehicle')) do outputChatBox('checking from ' .. getVehicleName(v) .. ' perspective') for i=1, 5 do if isElementWithinColShape(v, cuboid[i]) then outputChatBox(i .. ' taken by ' .. getVehicleName(v)) else outputChatBox(i .. ' free') end end end So i spawn 2 cars at 2 cuboids, infernus at 1st, cheetah at 2nd checking from Cheetah perspective 1 free 2 taken by Cheetah 3 free 4 free 5 free checking from Infernus perspective 1 taken by Infernus 2 free 3 free 4 free 5 free the problem is that Cheetah sees that cuboid 1 is free while it's taken and infernus sees 1 is free Could you help me?
  4. it wont because onVehicleDamage doesnt work on tires
  5. hello i'm just messing with my friend on the server and when he shot my wheel only I could see it's flat, he seen it as normal and when he entered the veh he was driving it like it's all ok, i tested it and really the flat tires arent synced, how can I fix them?
  6. Hello, recently seen that Cheat Engine is somehow able to edit client-side tables, is it true? How can I protect tables from being edited? Thanx
  7. Necktrox lord and savoir. Thank you!
  8. Oh well, thanks. So when i create the table for player data[source] = {things here} I need to put here all the variables i will be using in future for this table? I mean if i do it like this: data[source] = {deaths = 0, kills=0} And later on i wanna also add CASH here, it's possible? Or maybe even like in PAWN i could do like this: enum UserData { ID, Admin, Gender, SkinID, MaskID } And later then UserData[playerid][skinID] = 666
  9. Hello, i'm really struggling with saving players data in tables. Let's for example, i have that table: data = {} When player joins i want to set some things for him. I'm doing it by: data[source] = {deaths = 0, kills=0} Now, when player kills somebody i want to increase his kills. kills = data[source].kills + 100 data[source] = {kills= kills} But this is deleting the DEATHS value from table. How can i achieve it in other way? Thanks.
  10. Yeaaah. Foolish mistake! Thanks.
  11. toilet1 = createElement("toilet", "toilet1") toilet1:setData("times_used", 0) Hello! I'm pretty new to OOP in LUA and i have a problem. It's my code. But when i run the script it's giving me this error: attempt to index global 'toilet1' (a userdata value) I really dont know why. Could someone help me? OOP is enabled in mtaserver.cnf
  12. OMG. Forgive me. Foolish mistake. It've should been function startRefreshing() setTimer(triggerClientEvent, 1000, 0, "updateClientTable", root, informations) end addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), startRefreshing) instead of setTimer(triggerClientEvent, 1000, 0, "updateClientTable", root, informations)
  13. table.insert(informations.players, v) in this loop.
  14. Hello! I have problem when using server-sided table on client-side Let's take this table as a example: informations = { serverPort = 661, players = { } } It's server sided. Now i want to pass this table to client-side. I've found something like this: setTimer(triggerClientEvent, 1000, 0, "updateClientTable", root, informations) It works flawlessy, but. When on client-side i do something like informations = {} addEvent ( "updateClientTable", true ) addEventHandler ( "updateClientTable", root, function ( _table) informations = _table outputChatBox(informations.serverPort) end ) It shows 661. When i use: outputChatBox(#informations.players) to show how much players i've added it shows 0 even if it shows good amount on server side. Example server code: informations = { serverPort = 661, players = { } } local function addToTable() for i,v in ipairs(getElementsByType('player')) do informations.players[i] = v end outputChatBox('players: '.. #informations.players) end addEvent('onMapStarting', true) addEventHandler ( "onMapStarting", root, addToTable)
  15. I dont know what caused the problem but if someone will have this then just copy any reosurce to your /mta client folder/mods/deathmatch/resources and it'll start working and downloading other resources.
  16. Hello! Today i've reinstalled my os and ofc MTA. So, i've wanted to join my development server and this popped up: Download error: Error downloading requested files. Failed to initialize download. It's showing everytime i try to join ANY server. Could someone help me? Thanks.
  17. local px,py,pz = getElementPosition(vehicle) local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) if pdistance <= 133 then local sx,sy = getScreenFromWorldPosition( px, py, pz + 0.3 ) if not sx or not sy then break end local awatarid = getElementData(player, "omg.avek") dxDrawImage(sx-27,sy-55, 55, 64 , 'img/'..awatarid..'.png', 0, 0, 0, tocolor ( 255, 255, 255, 140 ) ) end It works flawlessy but when i'm near to opponent the image is normal, but when im driving out the image is bigger. How can i make it normal-size all the time? Thanks!
  18. Yeah. I got: Test: Wybrałeś awatar 1, brawoo!! You clicked on: userdata: 00020318 Test: Wybrałeś awatar 1, brawoo!! You clicked on: userdata: 00020314 Test: Wybrałeś awatar 1, brawoo!! You clicked on: userdata: 00020313 Test: Wybrałeś awatar 1, brawoo!! It's ok and i can use it like this if source == "00020318" then -- code end ? Thanks!
  19. can i check what i've clicked in the? for example i got GUIEditor.obrazek[1] = guiCreateStaticImage(80,80, 64, 64, "img/1.png", false, GUIEditor.scrollpane[1]) GUIEditor.obrazek[2] = guiCreateStaticImage(150,80, 64, 64, "img/2.png", false, GUIEditor.scrollpane[1]) GUIEditor.obrazek[3] = guiCreateStaticImage(220,80, 64, 64, "img/3.png", false, GUIEditor.scrollpane[1]) GUIEditor.obrazek[4] = guiCreateStaticImage(290,80, 64, 64, "img/4.png", false, GUIEditor.scrollpane[1]) GUIEditor.obrazek[5] = guiCreateStaticImage(80,150, 64, 64, "img/5.png", false, GUIEditor.scrollpane[1]) for i = 1, #GUIEditor.obrazek do addEventHandler("onClientGUIClick", GUIEditor.obrazek[i], wybieraAvatar, false) outputChatBox(tostring(i)) end then function wybieraAvatar() outputChatBox("Test: Wybrałeś awatar 1, brawoo!! ") end How can i check what player clicked? Thanks!
  20. onClientPlayerWeaponFire https://wiki.multitheftauto.com/wiki/On ... WeaponFire ReloadPedWeapon https://wiki.multitheftauto.com/wiki/ReloadPedWeapon
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