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dewu

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Everything posted by dewu

  1. dewu

    Set Timer

    Try this: function tazershootserverside ( ) toggleControl (source, "fire", false) setTimer(toggleControl, 5000, 1, source, "fire", true) end addEvent ( "ontazershoot", true ) addEventHandler ( "ontazershoot", root, tazershootserverside )
  2. Client: function bproof ( attacker, weapon, bodypart ) if weapon then cancelEvent() end end addEventHandler ( "onClientPlayerDamage", getLocalPlayer(), bproof ) Server: function onehit ( attacker, weapon, bodypart, loss ) if not weapon then killPed ( source, attacker, weapon, bodypart ) end end addEventHandler ( "onPlayerDamage", getRootElement (), onehit )
  3. dewu

    Set Timer

    Client: function reloadtazerclient ( weapon ) if (weapon == 35 or weapon == 36) then triggerServerEvent ( "ontazershoot", localPlayer ) end end addEventHandler ( "onClientPlayerWeaponFire", localPlayer, reloadtazerclient ) Server: function tazershootserverside ( ) setTimer(toggleControl, 5000, 1, source, "fire", false) toggleControl (source, "fire", true) end addEvent ( "ontazershoot", true ) addEventHandler ( "ontazershoot", root, tazershootserverside )
  4. dewu

    [Solved]

    He wants to destroy objects from id 600 to 800. Try now: function AntiLag() for _, v in ipairs ( getElementsByType ( "object", root, true ) ) do local id = getElementModel ( v ) if ( id => 600 and id <= 800) then destroyElement(v) end end end
  5. dewu

    [Solved]

    function AntiLag() for _, v in ipairs ( getElementsByType ( "object", root, true ) ) do local id = getElementModel ( v ) if ( id => 600 and <= 800) then destroyElement(v) end end end
  6. To mute radio: function makeRadioStayOff() setRadioChannel(0) cancelEvent() end addEventHandler("onClientPlayerVehicleEnter", getRootElement(), makeRadioStayOff) addEventHandler("onClientPlayerRadioSwitch", getRootElement(), makeRadioStayOff)
  7. Update 0.2 Beta Poprawki: • Poprawiony inwentaż pod klawiszem 'J' (wyłączony pod 'H' ze względu na problemy techniczne) Gamemod: • Dodane 3 nowe rodzaje karabinów maszynowych • Dodanych 9 nowych rodzajów karabinów szturmowych • Dodane 2 nowe rodzaje strzelb • Dodanych 6 nowych rodzajów karabinów snajperskich • Dodanych 11 rodzajów uniwersalnej amunicji • Dodane nowe odgłosy wystrzału Każda z ww. broni charakteryzuje się innym wyglądem, zadawanymi obrażeniami, ilością naboi w magazynku, zasięgiem, szybkością i odgłosem wystrzału. Respawn został starannie zbalansowany. W zależności od zadawanych obrażeń broń będzie występować rzadziej lub częściej. Otwierając inwentaż pod klawiszem 'J' w opisie broni/magazynku znajdziemy informację dot. kompatybilności broni z amunicją, tzn. czy amunicja będzie pasować do broni. Respawn starej amunicji typu M4 Mag, AK Mag itd. został wyłączony. Od teraz będziecie mogli znaleźć tylko amunicję tego nowego rodzaju. Osoby, które w namiotach, ekwipunku czy pojazdach miały amunicję starego typu nie muszą się o nic martwić. Amunicję te można swobodnie wykorzystywać z kompatybilnym rodzajem broni (np. AK Mag do AK-47). Biorąc pod uwagę, iż jest to wersja Beta proszę o wyrozumiałość i zgłaszanie ew. błędów. Wkrótce na naszej Wikii pojawi się więcej szczegółów dotyczących nowych broni.
  8. dewu

    Map download

    Hello guys. In what location I can find files who loads when i joined to server? Mean map file, because on my server day after day these files are bigger, and bigger. From 6MB now is 20 MB ;o Or maybe it's save in database?
  9. Problem resolved. I just use setPedAnimation(source, "TEC", "TEC_reload", -1, false, false, false, false) instead of reloadPedWeapon ( source )
  10. Hi guys. Is any way to make full sniper reload (i mean anim of reloading) after 1 shot? I've tried this code, but that is no working in Sniper Rifle: function reloadtazerclient ( ) if (weapon == 34) then triggerServerEvent ( "ontazershoot", localPlayer ) end end addEventHandler ( "onClientPlayerWeaponFire", localPlayer, reloadtazerclient ) Server: function tazershootserverside ( ) reloadPedWeapon ( source ) end addEvent ( "ontazershoot", true ) addEventHandler ( "ontazershoot", root, tazershootserverside ) Also i tried with SetWeaponProperty with 1 clip, but's still no working.
  11. Guys, i need your help. This should work but don't know why it's not: function gluev() local outString outputDebugString("glue vehicle") local thePlayer = getLocalPlayer() local myVehicle = getPedOccupiedVehicle(thePlayer) if myVehicle then local attachMe, attachedTo outputDebugString("my vehicle") local vehicles = getElementsByType("vehicle") local closest, cdist = nil, 100 local mx,my,mz = getElementPosition(myVehicle) for k,v in ipairs(vehicles) do local model = getElementModel(v) if isElementStreamedIn(v) and model == 578 and v ~= myVehicle then local x,y,z = getElementPosition(v) local tmpdist = getDistanceBetweenPoints3D(x,y,z,mx,my,mz) if tmpdist < cdist then cdist = tmpdist closest = v end end end outputDebugString("Auto = " .. getVehicleName(closest) .. ", distancia: " .. tonumber(cdist) .. "") if cdist > 5 or cdist == nil then return false end local count = getElementData(thePlayer, "CountGlueVeh") if count > 2 then -- CHECK IF COUNT OF GLUE VEHICLES IS HIGHER THAN 2 return false -- IF IT IS RETURN FALSE end local vtype = getElementModel(myVehicle) if vtype == (487 or 548 or 425 or 417 or 488 or 497 or 563 or 447 or 469) then attachMe = closest attachedTo = myVehicle else attachMe = myVehicle attachedTo = closest end local px, py, pz = getElementPosition(attachedTo) local vx, vy, vz = getElementPosition(attachMe) local sx = px - vx local sy = py - vy local sz = pz - vz local rotpX, rotpY, rotpZ = getElementRotation(attachedTo) local rotvX, rotvY, rotvZ = getElementRotation(attachMe) local t = math.rad(rotvX) local p = math.rad(rotvY) local f = math.rad(rotvZ) local ct = math.cos(t) local st = math.sin(t) local cp = math.cos(p) local sp = math.sin(p) local cf = math.cos(f) local sf = math.sin(f) local z = ct*cp*sz + (sf*st*cp + cf*sp)*sx + (-cf*st*cp + sf*sp)*sy local x = -ct*sp*sz + (-sf*st*sp + cf*cp)*sx + (cf*st*sp + sf*cp)*sy local y = st*sz - sf*ct*sx + cf*ct*sy local rotX = rotpX - rotvX local rotY = rotpY - rotvY local rotZ = rotpZ - rotvZ setElementData(thePlayer, "CountGlueVeh", count+1) -- ADD +1 TO ELEMENT DATA WHEN GLUE triggerServerEvent("glueVehicle", attachMe, attachedTo, x*-1, y*-1, z*-1, rotX, rotY, rotZ) unbindKey("k","down",gluev) bindKey("k","down",ungluev) end else end end addCommandHandler("gluev",gluev) function ungluev () local player = getLocalPlayer() local myVehicle = getPedOccupiedVehicle(player) local vtype = getElementModel(myVehicle) if vtype == (487 or 548 or 425 or 417 or 488 or 497 or 563 or 447 or 469) then local attached = getAttachedElements(myVehicle) for k,v in ipairs(attached) do if getElementType(v) == "vehicle" then myVehicle = v end end end setElementData(player, "CountGlueVeh", 0) -- SET 0 TO ELEMENT DATA WHEN UNGLUE triggerServerEvent("unglueVehicle", myVehicle) unbindKey("jump","down",ungluev) unbindKey("k","down",ungluev) bindKey("k","down",gluev) end addCommandHandler("unglue",ungluev) bindKey("k","down",gluev) function setnull() -- I'VE MADED COMMAND TO BE SURE THAT COUNT IS NULL local player = getLocalPlayer() setElementData(player, "CountGlueVeh", 0) end addCommandHandler("setnull",setnull) i've pointed that what i've added.
  12. Sure, I'm too thinked about it, but in this situation really don't know how to use it, it's really complicated. That's the script: function gluev() local outString outputDebugString("glue vehicle") local thePlayer = getLocalPlayer() local myVehicle = getPedOccupiedVehicle(thePlayer) if myVehicle then local attachMe, attachedTo outputDebugString("my vehicle") local vehicles = getElementsByType("vehicle") local closest, cdist = nil, 100 local mx,my,mz = getElementPosition(myVehicle) for k,v in ipairs(vehicles) do local model = getElementModel(v) if isElementStreamedIn(v) and model == 578 and v ~= myVehicle then local x,y,z = getElementPosition(v) local tmpdist = getDistanceBetweenPoints3D(x,y,z,mx,my,mz) if tmpdist < cdist then cdist = tmpdist closest = v end end end outputDebugString("Auto = " .. getVehicleName(closest) .. ", distancia: " .. tonumber(cdist) .. "") if cdist > 4.1 or cdist == nil then return false end local vtype = getElementModel(myVehicle) if vtype == (487 or 548 or 425 or 417 or 488 or 497 or 563 or 447 or 469) then attachMe = closest attachedTo = myVehicle else attachMe = myVehicle attachedTo = closest end local px, py, pz = getElementPosition(attachedTo) local vx, vy, vz = getElementPosition(attachMe) local sx = px - vx local sy = py - vy local sz = pz - vz local rotpX, rotpY, rotpZ = getElementRotation(attachedTo) local rotvX, rotvY, rotvZ = getElementRotation(attachMe) local t = math.rad(rotvX) local p = math.rad(rotvY) local f = math.rad(rotvZ) local ct = math.cos(t) local st = math.sin(t) local cp = math.cos(p) local sp = math.sin(p) local cf = math.cos(f) local sf = math.sin(f) local z = ct*cp*sz + (sf*st*cp + cf*sp)*sx + (-cf*st*cp + sf*sp)*sy local x = -ct*sp*sz + (-sf*st*sp + cf*cp)*sx + (cf*st*sp + sf*cp)*sy local y = st*sz - sf*ct*sx + cf*ct*sy local rotX = rotpX - rotvX local rotY = rotpY - rotvY local rotZ = rotpZ - rotvZ triggerServerEvent("glueVehicle", attachMe, attachedTo, x*-1, y*-1, z*-1, rotX, rotY, rotZ) unbindKey("k","down",gluev) bindKey("k","down",ungluev) else end end addCommandHandler("gluev",gluev) function ungluev () local player = getLocalPlayer() local myVehicle = getPedOccupiedVehicle(player) local vtype = getElementModel(myVehicle) if vtype == (487 or 548 or 425 or 417 or 488 or 497 or 563 or 447 or 469) then local attached = getAttachedElements(myVehicle) for k,v in ipairs(attached) do if getElementType(v) == "vehicle" then myVehicle = v end end end triggerServerEvent("unglueVehicle", myVehicle) unbindKey("jump","down",ungluev) unbindKey("k","down",ungluev) bindKey("k","down",gluev) end addCommandHandler("unglue",ungluev) bindKey("k","down",gluev)
  13. Hi guys. Is any way to glue max. 1 vehicle? I'm using glue2: https://community.multitheftauto.com/?p=resources ... ils&id=360
  14. dewu

    Abseil problem

    Hi guys. I have strange warning with latest version of abseil: Warning: abseil\main_client.lua:101: Bad Argument @ 'getPedOccupiedVehicle' [Expected ped at argument 1, got boolean] Function: function render() tick = tick or getTickCount() local nowtick = getTickCount() for i,v in ipairs(getElementsByType("player")) do local data = getElementData(v,"abseiling") if data ~= "" then local ped = getElementData(v,"abseilped") local veh = getPedOccupiedVehicle(ped) if tonumber(data) == 0 or tonumber(data) == 2 then setPedRotation(v,getPedRotation(ped)+90) elseif tonumber(data) == 1 or tonumber(data) == 3 then setPedRotation(v,getPedRotation(ped)-90) elseif data == "true" then local x,y,z = getElementPosition(v) local b1x,b1y,b1z = getPedBonePosition(v,36) local b2x,b2y,b2z = getPedBonePosition(v,25) local z3 = getGroundPosition(b2x,b2y,b2z) local px4,py4,pz4 = getElementPosition(ped) dxDrawLine3D(b1x,b1y,b1z,px4,py4,pz4,tocolor(0,0,0,255),2,false,0) dxDrawLine3D(b1x,b1y,b1z,b2x,b2y,b2z,tocolor(0,0,0,255),2,false,0) dxDrawLine3D(b2x,b2y,b2z,b2x,b2y,z3,tocolor(0,0,0,255),2,false,0) if not isPedOnGround(v) and not (isElementInWater(v) or testLineAgainstWater(x,y,z+1,x,y,z-1)) then if v == localplayer then local _,_,vvelz = getElementVelocity(veh) local vx,vy,_ = getElementPosition(getElementData(v,"abseilped")) local px,py,_ = getElementPosition(v) local sx,sy = 0.1*(vx-px),0.1*(vy-py) local speed = tonumber(getElementData(v,"abseilspeed")) if getControlState("forwards") and not getControlState("backwards") then speed = speed - (getTickCount()-tick)*0.0005 if speed < -0.4 then speed = -0.4 end elseif getControlState("backwards") and not getControlState("forwards") then speed = speed + (getTickCount()-tick)*0.0005 if speed > -0.1 then speed = -0.1 end end setElementData(v,"abseilspeed",speed) setElementVelocity(v,sx,sy,speed+vvelz) end else setElementData(v,"abseiling","") setElementData(v,"abseilped","") setElementData(v,"abseilspeed",-0.25) setPedAnimation(v) removeEventHandler("onClientPlayerWasted",v,deathAnim) if v == localplayer then triggerServerEvent("doForceStopAbseiling",v,ped) else setElementCollidableWith(v,veh,true) setElementCollidableWith(v,ped,true) removeEventHandler("onClientPlayerDamage",v,cancelDamage) end end end end end for i,v in ipairs(vehiclesToWatch) do if isElement(v) then local x,y,z = getElementPosition(v) local gz = getGroundPosition(x,y,z) if gz then if z - gz <= 2 then triggerServerEvent("doRemovePilotDummy",v) table.remove(vehiclesToWatch,i) end end else table.remove(vehiclesToWatch,i) end end tick = nowtick end addEventHandler("onClientRender",getRootElement(),render) Line 101: getPedOccupiedVehicle(ped) That make my server little laggy, so i really want to know the reason. Abseil link: https://community.multitheftauto.com/in ... ls&id=1873
  15. Try this to save: function SaveWantedLevel() local players = getElementsByType ( "player" ) for theKey,thePlayer in ipairs(players) do local level = getPlayerWantedLevel ( thePlayer ) setAccountData ( thePlayer, "wantedlevel", level) end end addEventHandler( "OnPlayerQuit", getRootElement(),SaveWantedLevel ) and this for load: function LoadWantedLevel() local players = getElementsByType ( "player" ) for theKey,thePlayer in ipairs(players) do local level = getAccountData ( thePlayer, "wantedlevel" ) setPlayerWantedLevel ( thePlayer, level ) end end addEventHandler( "onPlayerLogin", getRootElement(), LoadWantedLevel )
  16. Hi guys. I want to delete some vehicles from different positions. So i make that script: skasuj = { ["usun"] = { {-1185.9775390625,26.4111328125,14.1484375}, {-1724.5830078125,2559.3544921875,104.09127807617}, {615.744140625,850.1572265625,-43.009014129639}, }, } function zaznacz () for i,veh in ipairs(skasuj) do local x,y,z = veh[1],veh[2],veh[3] destroyElement(veh) end end addCommandHandler("zaznacz",zaznacz) but it's not working. What's wrong with it?
  17. dewu

    Crouching

    Guys, i know why disable toggle control of sprinting and jumping doesn't work. I try to disable these togglecontrols to nearby player sign as thePlayer on server-side: function dupa2 (thePlayer) toggleControl ( thePlayer, "walk", false) -- working toggleControl ( thePlayer, "jump", false) -- not working toggleControl ( thePlayer, "crouch", false ) -- working toggleControl ( thePlayer, "sprint", false ) -- not working toggleControl ( thePlayer, "fire", false ) -- working toggleControl ( thePlayer, "next_weapon", false ) -- working toggleControl ( thePlayer, "previous_weapon", false ) -- working toggleControl ( thePlayer, "aim_weapon", false ) -- working setControlState(thePlayer, "crouch",true) setTimer(setControlState,100,1,thePlayer,"crouch",false) triggerClientEvent(source, "refreshInventoryManual", source) end addEvent("handcuffs", true) addEventHandler("handcuffs", getRootElement(), dupa2) how you can see spring and jump does not works, because in client-side is already defined same toggle control: function checkBrokenbone() if getElementData(getLocalPlayer(), "logedin") then if getElementData(getLocalPlayer(), "brokenbone") then if not isPedDucked(getLocalPlayer()) then end toggleControl("jump", false) -- there toggleControl("sprint", false) -- there else toggleControl("jump", true) -- and there toggleControl("sprint", true) -- and there end end end setTimer(checkBrokenbone, 1400, 0) and there's a conflict, or something, because when i remove this: else toggleControl("jump", true) -- and there toggleControl("sprint", true) -- and there crouching script fully works. How to fix that?
  18. dewu

    Crouching

    Okay, i decide to do something other: setControlState( thePlayer, "walk", true ) -- working toggleControl ( thePlayer, "jump", false) -- not working toggleControl ( thePlayer, "crouch", false ) -- working toggleControl ( thePlayer, "sprint", false ) -- not working WHY?! I still can jump and sprint.
  19. dewu

    Crouching

    There is: function dupa2 (thePlayer) bool = isPedDucked(thePlayer) toggleControl(thePlayer, "crouch", not bool) toggleControl(thePlayer, "jump", not bool) end addEvent("crouchOn", true) addEventHandler("crouchOn", getRootElement(), dupa2) and it too not works.
  20. dewu

    Crouching

    I tried that: function dupa2 (thePlayer) bool = isPedDucked(thePlayer) toggleControl(thePlayer, "crouch", not bool) toggleControl(thePlayer, "jump", not bool) end no working, without errors ;c
  21. dewu

    Crouching

    My false, i don't clearly say all. I want to set it for player nearby using server-side, that's why i used thePlayer. Now i see, that thePlayer near is crouching at the second then stand up and he can't crouch again use control.
  22. dewu

    Crouching

    I don't want it for all players. Also i tried stg like this: setControlState ( thePlayer, "crouch", true ) -- set player to crouch toggleControl ( thePlayer, "crouch", false ) -- disable crouch control to stand up but don't know why it's not working. Jump? I don't undestand.
  23. dewu

    Crouching

    There's nothing about stand up ;/ just crouch, so how to disable stand up possibility in other way?
  24. dewu

    Crouching

    Hi guys. What is the controlstate of stand up from crouching position? Because i want to disable stand up possibility. Or maybe other, simply way? I'm newbie ;P
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