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maffius97

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Everything posted by maffius97

  1. Thank you GTX, works very good
  2. And how should I use it?
  3. Thanks Walid, working.
  4. franMark1 = createMarker(1762.6, -1813.4, 12.6, "cylinder", 5, 255, 0, 0, 35) franMark2 = createMarker(1805, -1748.6, 51.5, "cylinder", 5, 255, 0, 0, 115) function teleport(player) if (source == franMark1) then if is_group(player) or is_admin(player) then setElementPosition(player, 1791, -1780, 53) setElementFrozen(player, true) setTimer(setElementFrozen, 300, 1, player, false) elseif isPedInVehicle(player) then local vehicle = getPedOccupiedVehicle(player) setElementPosition(vehicle, 1791, -1780, 53) setElementFrozen(vehicle, true) setTimer(setElementFrozen, 300, 1, vehicle, false) end elseif (source == franMark2) then if is_group(player) or is_admin(player) then setElementPosition(player, 1775.8, -1821.3, 14.5) setElementFrozen(player, true) setTimer(setElementFrozen, 300, 1, player, false) end end end addEventHandler("onMarkerHit", root, teleport) It teleport player without car but dont want to teleport player and vehicle when he is in vehicle. What is wrong?
  5. Dude, its not what I asked. Btw it doesnt work
  6. I have spike stripe script below. All vehicles have sphere (vehCol) attached to vehicle. I want to break all tires in the vehicle when vehCol hit blow or blow2 or blow3 or blow4. How can I do it? addCommandHandler("sting", function(player) if (player) then local x,y,z = getElementPosition(player) local xr,yr,zr = getElementRotation(player) px, py, pz = getElementPosition(player) prot = getPedRotation(player) local offsetRot = math.rad(prot+90) local vx = px + 5 * math.cos(offsetRot) local vy = py + 5 * math.sin(offsetRot) local vx2 = px + 2 * math.cos(offsetRot) local vy2 = py + 2 * math.sin(offsetRot) local vx3 = px + 3 * math.cos(offsetRot) local vy3 = py + 3 * math.sin(offsetRot) local vx4 = px + 4 * math.cos(offsetRot) local vy4 = py + 4 * math.sin(offsetRot) local vz = pz + 2 local vrot = prot+180 spike = createObject(2892,vx,vy,z-0.95,0,0,vrot) setObjectScale(spike,0.7) local x2, y2, z2 = getElementPosition(spike) local blow = createColTube (x2, y2, z2-0.25, 0.75,1) local blow2 = createColTube (vx2, vy2, z2-0.25, 0.75,1) local blow3 = createColTube (vx3, vy3, z2-0.25, 0.75,1) local blow4 = createColTube (vx4, vy4, z2-0.25, 0.75,1) addEventHandler("onColShapeHit",blow, wylaczKola) addEventHandler("onColShapeHit",blow2,wylaczKola) addEventHandler("onColShapeHit",blow3,wylaczKola) addEventHandler("onColShapeHit",blow4,wylaczKola) end end) function wylaczKola (player) if player and getElementType(player) == "player" then if isPedInVehicle(player) then local pveh = getPedOccupiedVehicle(player) setVehicleWheelStates(pveh,1,1,1,1) end end end
  7. Can you help me to move this 2 functions to clientside? addCommandHandler("sting", function(player) if (player) then local x,y,z = getElementPosition(player) local xr,yr,zr = getElementRotation(player) px, py, pz = getElementPosition(player) prot = getPedRotation(player) local offsetRot = math.rad(prot+90) local vx = px + 5 * math.cos(offsetRot) local vy = py + 5 * math.sin(offsetRot) local vx2 = px + 2 * math.cos(offsetRot) local vy2 = py + 2 * math.sin(offsetRot) local vx3 = px + 3 * math.cos(offsetRot) local vy3 = py + 3 * math.sin(offsetRot) local vx4 = px + 4 * math.cos(offsetRot) local vy4 = py + 4 * math.sin(offsetRot) local vz = pz + 2 local vrot = prot+180 spike = createObject(2892,vx,vy,z-0.95,0,0,vrot) setObjectScale(spike,0.7) local x2, y2, z2 = getElementPosition(spike) local blow = createColTube (x2, y2, z2-0.25, 0.9,2) local blow2 = createColTube (vx2, vy2, z2-0.25, 0.9,2) local blow3 = createColTube (vx3, vy3, z2-0.25, 0.9,2) local blow4 = createColTube (vx4, vy4, z2-0.25, 0.9,2) addEventHandler("onColShapeHit",blow, wylaczKola) addEventHandler("onColShapeHit",blow2,wylaczKola) addEventHandler("onColShapeHit",blow3,wylaczKola) addEventHandler("onColShapeHit",blow4,wylaczKola) end end) function wylaczKola (player) if player and getElementType(player) == "player" then if isPedInVehicle(player) then local pveh = getPedOccupiedVehicle(player) setVehicleWheelStates(pveh,1,1,1,1) end end end
  8. I have few "addEventHandler" inside function which I can trigger by command. Is it safe or will it cause server overload or something?
  9. Do anyone have script like that?
  10. My question is the same as subject. Is it possible?
  11. I just solved my problem. Thanks for help.
  12. Yes. I changed time in function setVehiclesFuelPerMinute setTimer from 20000 to 1000 and then I can drive just one second, so here's the problem.
  13. 15-20 seconds function setVehiclesFuelPerMinute () for i,veh in ipairs(getElementsByType("vehicle")) do if getVehicleEngineState(veh) == true then if getElementData(getElementData(veh,"parent"),"fuel") >= 0 then setElementData(getElementData(veh,"parent"),"fuel",getElementData(getElementData(veh,"parent"),"fuel")-getVehicleFuelRemove(getElementModel(veh),getElementData(veh,"parent"))) else setVehicleEngineState ( veh, false ) end end end end setTimer(setVehiclesFuelPerMinute,20000,0) function isVehicleReadyToStart2 (veh) if getElementData(getElementData(veh,"parent"),"fuel") >= 1 then local tires,engine,parts = getVehicleAddonInfos (getElementModel(veh)) if (getElementData(getElementData(veh,"parent"),"Tire_inVehicle") or 0) > tonumber(tires) and (getElementData(getElementData(veh,"parent"),"Engine_inVehicle") or 0) > tonumber(engine) then setVehicleEngineState ( veh, true ) end end setTimer(isVehicleReadyToStart2,1000,1,veh) end
  14. Works, but now when I leave car and get in again I can still drive for a while
  15. function setEngineStateByPlayer (playersource) local veh = getPedOccupiedVehicle (playersource) if (getPedOccupiedVehicleSeat (playersource) == 0) then setVehicleEngineState (veh, not getVehicleEngineState(veh)) if getElementData(getElementData(veh,"parent"),"fuel") <1 then return end if getVehicleEngineState(veh) == true then triggerClientEvent (playersource, "displayClientInfo", playersource,"Vehicle","Engine started!",22,255,0) else triggerClientEvent (playersource, "displayClientInfo", playersource,"Vehicle","Engine stopped!",255,22,0) end end end
  16. Hey, you know that bug when you drive a car and it ends of fuel, but you can press K to turn on engine, and continue drive on -1 fuel. How can I solve it? Here's the code: function onPlayerEnterDayzVehicle(veh,seat) local col = getElementData(veh,"parent") local id = getElementModel(veh) if not seat == 1 then return end local tires,engine,parts = getVehicleAddonInfos (id) setVehicleEngineState ( veh, false ) setElementData(veh,"maxfuel",getVehicleMaxFuel(col)) setElementData(veh,"needtires",tires) setElementData(veh,"needengines",engine) setElementData(veh,"needparts",parts) if ((getElementData(col,"Tire_inVehicle") or 0) < tonumber(tires)) then setVehicleEngineState ( veh, false ) return end if ((getElementData(col,"Engine_inVehicle") or 0) < tonumber(engine)) then setVehicleEngineState ( veh, false ) return end if not getElementData(col,"Parts_inVehicle") then setElementData(col,"Parts_inVehicle",math.random(0,parts)) end if (getElementData(col,"fuel") or 0) <= 1 then if not getElementModel(veh) == 509 then triggerClientEvent (source, "displayClientInfo", source,"Vehicle","No tank left in this vehicle!",22,255,0) setVehicleEngineState ( veh, false ) return end end setVehicleEngineState ( veh, true ) bindKey(source,"k","down",setEngineStateByPlayer) outputChatBox("Press 'K' to turn the engine on/off!",source) end addEventHandler ( "onPlayerVehicleEnter", getRootElement(), onPlayerEnterDayzVehicle ) function onPlayerExitDayzVehicle(veh,seat) if seat == 0 then setVehicleEngineState ( veh, false ) unbindKey(source,"k","down",setEngineStateByPlayer) end end addEventHandler ( "onPlayerVehicleExit", getRootElement(), onPlayerExitDayzVehicle )
  17. I'm getting warnings when I arm weapon from inventory: [2015-01-06 17:51:57] WARNING: [DayZ-MTA]/DayZ/survivorSystem.lua:353: Bad argument @ 'destroyElement' [Expected element at argument 1, got nil] [2015-01-06 17:52:02] WARNING: [DayZ-MTA]/DayZ/survivorSystem.lua:353: Bad argument @ 'destroyElement' [Expected element at argument 1, got boolean] survivorSystem: CODE REMOVED
  18. Works! Thank you very much
  19. I get error on every spawn in DayZ with death screen, what is wrong? --[[ #---------------------------------------------------------------# ----* DayZ MTA Script survivor_system.lua *---- ----* This Script is owned by Marwin, you are not allowed to use or own it. ----* Owner: Marwin W., Germany, Lower Saxony, Otterndorf ----* Skype: xxmavxx96 ----* *---- #---------------------------------------------------------------# ]] --version drawing addEventHandler("onClientResourceStart", getResourceRootElement(), function() dayzVersion = "MTA:DayZ 0.6 r294" versionLabel = guiCreateLabel(1,1,0.3,0.3,dayzVersion,true) guiSetSize ( versionLabel, guiLabelGetTextExtent ( versionLabel ), guiLabelGetFontHeight ( versionLabel ), false ) x,y = guiGetSize(versionLabel,true) guiSetPosition( versionLabel, 1-x, 1-y*1.8, true ) guiSetAlpha(versionLabel,0.5) end ) --disable ped targeting markers setPedTargetingMarkerEnabled(false) --Survivor Skins --Sniper snipertxd = engineLoadTXD ("mods/sniper.txd"); engineImportTXD (snipertxd, 285); sniperdff = engineLoadDFF ("mods/sniper.dff", 285); engineReplaceModel (sniperdff, 285); --Civilian snipertxd = engineLoadTXD ("mods/civilian.txd"); engineImportTXD (snipertxd, 179); sniperdff = engineLoadDFF ("mods/civilian.dff", 179); engineReplaceModel (sniperdff, 179); --Bandit1 snipertxd = engineLoadTXD ("mods/bandit3.txd"); engineImportTXD (snipertxd, 180); sniperdff = engineLoadDFF ("mods/bandit3.dff", 180); engineReplaceModel (sniperdff, 180); --Bandit2 snipertxd = engineLoadTXD ("mods/bandit2.txd"); engineImportTXD (snipertxd, 288); sniperdff = engineLoadDFF ("mods/bandit2.dff", 288); engineReplaceModel (sniperdff, 288); --Standard snipertxd = engineLoadTXD ("mods/standart.txd"); engineImportTXD (snipertxd, 73); sniperdff = engineLoadDFF ("mods/standart.dff", 73); engineReplaceModel (sniperdff, 73); -- Standard (Female) snipertxd = engineLoadTXD ("mods/femalestandard.txd"); engineImportTXD (snipertxd, 191); sniperdff = engineLoadDFF ("mods/femalestandard.dff", 191); engineReplaceModel (sniperdff, 191); --Hero snipertxd = engineLoadTXD ("mods/hero.txd"); engineImportTXD (snipertxd, 210); sniperdff = engineLoadDFF ("mods/hero.dff", 210); engineReplaceModel (sniperdff, 210); --Items itemTXD = engineLoadTXD ("items/army_clothes.txd"); engineImportTXD (itemTXD, 1247); itemDFF = engineLoadDFF ("items/army_clothes.dff", 1247); engineReplaceModel (itemDFF, 1247); itemTXD = engineLoadTXD ("items/sniper_clothes.txd"); engineImportTXD (itemTXD, 1213); itemDFF = engineLoadDFF ("items/sniper_clothes.dff", 1213); engineReplaceModel (itemDFF, 1213); itemTXD = engineLoadTXD ("items/civilian_clothes.txd"); engineImportTXD (itemTXD, 1241); itemDFF = engineLoadDFF ("items/civilian_clothes.dff", 1241); engineReplaceModel (itemDFF, 1241); itemTXD = engineLoadTXD ("items/standard_clothes.txd"); engineImportTXD (itemTXD, 1577); itemDFF = engineLoadDFF ("items/standard_clothes.dff", 1577); engineReplaceModel (itemDFF, 1577); itemTXD = engineLoadTXD ("items/beans_can.txd"); engineImportTXD (itemTXD, 2601); itemDFF = engineLoadDFF ("items/beans_can.dff", 2601); engineReplaceModel (itemDFF, 2601); itemTXD = engineLoadTXD ("items/first_aid_kit.txd"); engineImportTXD (itemTXD, 2891); itemDFF = engineLoadDFF ("items/first_aid_kit.dff", 2891); engineReplaceModel (itemDFF, 2891); itemTXD = engineLoadTXD ("items/heat_pack.txd"); engineImportTXD (itemTXD, 1576); itemDFF = engineLoadDFF ("items/heat_pack.dff", 1576); engineReplaceModel (itemDFF, 1576); itemTXD = engineLoadTXD ("items/pain_killers.txd"); engineImportTXD (itemTXD, 2709); itemDFF = engineLoadDFF ("items/pain_killers.dff", 2709); engineReplaceModel (itemDFF, 2709); itemTXD = engineLoadTXD ("items/pasta_can.txd"); engineImportTXD (itemTXD, 2770); itemDFF = engineLoadDFF ("items/pasta_can.dff", 2770); engineReplaceModel (itemDFF, 2770); itemTXD = engineLoadTXD ("items/pistol_ammo.txd"); engineImportTXD (itemTXD, 3013); itemDFF = engineLoadDFF ("items/pistol_ammo.dff", 3013); engineReplaceModel (itemDFF, 3013); itemTXD = engineLoadTXD ("items/shotgun_ammo.txd"); engineImportTXD (itemTXD, 2358); itemDFF = engineLoadDFF ("items/shotgun_ammo.dff", 2358); engineReplaceModel (itemDFF, 2358); itemTXD = engineLoadTXD ("items/backpack_small.txd"); engineImportTXD (itemTXD, 3026); itemDFF = engineLoadDFF ("items/backpack_small.dff", 3026); engineReplaceModel (itemDFF, 3026); itemTXD = engineLoadTXD ("items/smg_ammo.txd"); engineImportTXD (itemTXD, 2041); itemDFF = engineLoadDFF ("items/smg_ammo.dff", 2041); engineReplaceModel (itemDFF, 2041); itemTXD = engineLoadTXD ("items/sniper_ammo.txd"); engineImportTXD (itemTXD, 2358); itemDFF = engineLoadDFF ("items/sniper_ammo.dff", 2358); engineReplaceModel (itemDFF, 2358); itemTXD = engineLoadTXD ("items/soda_can.txd"); engineImportTXD (itemTXD, 2647); itemDFF = engineLoadDFF ("items/soda_can.dff", 2647); engineReplaceModel (itemDFF, 2647); itemTXD = engineLoadTXD ("items/water_bottle.txd"); engineImportTXD (itemTXD, 2683); itemDFF = engineLoadDFF ("items/water_bottle.dff", 2683); engineReplaceModel (itemDFF, 2683); itemTXD = engineLoadTXD ("items/assault_ammo.txd"); engineImportTXD (itemTXD, 1271); itemDFF = engineLoadDFF ("items/assault_ammo.dff", 1271); engineReplaceModel (itemDFF, 1271); itemTXD = engineLoadTXD ("items/backpack_alice.txd"); engineImportTXD (itemTXD, 1248); itemDFF = engineLoadDFF ("items/backpack_alice.dff", 1248); engineReplaceModel (itemDFF, 1248); itemTXD = engineLoadTXD ("items/backpack_coyote.txd"); engineImportTXD (itemTXD, 1252); itemDFF = engineLoadDFF ("items/backpack_coyote.dff", 1252); engineReplaceModel (itemDFF, 1252); itemTXD = engineLoadTXD ("items/backpack_czech.txd"); engineImportTXD (itemTXD, 1575); itemDFF = engineLoadDFF ("items/backpack_czech.dff", 1575); engineReplaceModel (itemDFF, 1575); itemTXD = engineLoadTXD ("items/tent.txd"); engineImportTXD (itemTXD, 3243); itemDFF = engineLoadDFF ("items/tent.dff", 3243); engineReplaceModel (itemDFF, 3243); itemTXD = engineLoadTXD ("items/wirefence.txd"); engineImportTXD (itemTXD, 983); itemDFF = engineLoadDFF ("items/wirefence.dff", 983); engineReplaceModel (itemDFF, 983); --Weapons -- Camera -> Binoculars weaponTXD = engineLoadTXD ("items/camera.txd"); engineImportTXD (weaponTXD, 367); weaponDFF = engineLoadDFF ("items/camera.dff", 367); engineReplaceModel (weaponDFF, 367); -- Katana -> Machete weaponTXD = engineLoadTXD ("items/katana.txd"); engineImportTXD (weaponTXD, 339); weaponDFF = engineLoadDFF ("items/katana.dff", 339); engineReplaceModel (weaponDFF, 339); function playerStatsClientSite() if getElementData(getLocalPlayer(),"logedin") then toggleControl ("radar",false) showPlayerHudComponent ("clock",false) showPlayerHudComponent ("radar",false) showPlayerHudComponent ("money",false) showPlayerHudComponent ("health",false) --showPlayerHudComponent ("weapon",false) --showPlayerHudComponent ("ammo",false) showPlayerHudComponent ("breath",false) if getElementData(getLocalPlayer(),"Map") >= 1 then toggleControl ("radar",true) end if getElementData(getLocalPlayer(),"GPS") >= 1 then showPlayerHudComponent ("radar",true) end if getElementData(getLocalPlayer(),"Watch") >= 1 then showPlayerHudComponent ("clock",true) end end end setTimer(playerStatsClientSite,1000,0) function playerZoom (key,keyState) if key == "n" then if getElementData(getLocalPlayer(),"Night Vision Goggles") > 0 then if nightvision then nightvision = false setCameraGoggleEffect("normal") local hour, minutes = getTime() if gameplayVariables["enablenight"] then setClientNight (hour,minutes) end else nightvision = true setCameraGoggleEffect("nightvision") setFarClipDistance(1000) end end elseif key == "i" then if getElementData(getLocalPlayer(),"Infrared Goggles") > 0 then if infaredvision then infaredvision = false setCameraGoggleEffect("normal") if gameplayVariables["enablenight"] then setClientNight (hour,minutes) end else infaredvision = true setCameraGoggleEffect("thermalvision") if gameplayVariables["enablenight"] then setClientNight (hour,minutes) end end end end end bindKey("n","down",playerZoom) bindKey("i","up",playerZoom) function setClientNight (hour,minutes) if hour == 21 then
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