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Parkercito

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  • Gang
    UNION
  • Location
    Spain
  • Occupation
    I dont know
  • Interests
    Anal sex

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  1. jajaj nah. This is not the same is the spanish version. You can talk with Bogdan Dolinsky. I guess you'll be sad, because months ago you were denied entry in the developer staff...
  2. Regards, As it says in the title I put on sale the UNION DAYZ server in version 2. Completely decompiled because I decided to leave the DAYZ mode. The price is negotiable, you can contact me through the forum or by facebook. IMAGES: https://www.facebook.com/pg/uniondayz/photos/ Contact: fb.com/parkerscripts
  3. Siempre que comentas es para tirar mierda. Aun recuerdo cuando yo cree un post y solo te ponias a comentar cosas "Gonzalo" para ganar mensajes. Ahora te ayudará rita.
  4. If you do not want to help I understand. But do not comment to earn points.
  5. First of all thank you very much for having bothered to open the post and read it. I tell you, the problem is that when trying to equip a weapon, it does not and it goes into an error in the console. Which I can not afford. ERROR: dayzmode/lib/weapon/s_weap.lua:8: bad argument #1 to 'ipairs' (table expected, got nil) I can pay if you solve the problem. local weapon = {} function WeaponToHands(source,item) local n,id = itemWpn(item.n) if n == 1 or n == 3 then toggleControl(source,'fire',false) local ammo = 0 for i,item in ipairs(item.a) do if itemType(item.n) == 'ammo' or itemType(item.n) == 'maga' then ammo = math.max(ammo,item.o) elseif itemType(item.n) == 'scop' then id = 34 end end if ammo > 0 and item.c < 5 then toggleControl(source,'fire',true) end takeWeapon(source,id,getPedTotalAmmo(source)) giveWeapon(source,id,ammo+1,true) elseif n == 2 then giveWeapon(source,id,1,true) elseif n == 4 then if id == 43 or id == 22 then toggleControl(source,'fire',false) end giveWeapon(source,id,2,true) end end local function invNameSearch(inventory,value) if value then for n,item in ipairs(inventory) do if item.n == value.n then return item,n end end end return false end local Helm = { ['headhelm'] = true, ['headgorka'] = true, ['headmoto'] = true, ['headfhelm'] = true, ['headssh68'] = true, } local NoneSoundDamage = { [17] = true, [18] = true, [37] = true, [41] = true, [42] = true, [52] = true, [53] = true, } addEvent('onDamage',true) addEventHandler('onDamage',root,function(attacker,weapon,body,loss) if weapon == 54 or weapon == 53 or weapon == 49 then if loss > 30 then source:setData('fracture',true) end source:setData('blood',source:getData('blood')-loss^2) elseif weapon == 16 or weapon == 51 then source:setData('fracture',true) source:setData('pain',true) local inventory = source:getData('inventory') for i,item in ipairs(inventory) do item.c = math.random(math.max(4,item.c),5) inventory[i] = item if type(item.o) == 'table' then for n,item in pairs(item.o) do if item then item.c = math.random(math.max(4,item.c),5) end inventory[i].o[tonumber(n)] = item end end end source:setData('inventory',inventory) source:setData('blood',source:getData('blood')-loss*67) elseif weapon > 0 and not NoneSoundDamage[weapon] then if attacker and attacker:getType() == 'player' then if math.random(4) == 2 then source:setData('pain',true) end local hands = attacker:getData('hands') local damage = getWeapInfo(hands and hands.n).damage local inventory = source:getData('inventory') if body == 3 then local item,n = invNameSearch(inventory,source:getData('vest')) if item then damage = damage/(1+(5-item.c)/10) item.c = item.c+2 > 5 and 5 or item.c+2 inventory[n] = item end local item,n = invNameSearch(inventory,source:getData('shrt')) if item then item.c = item.c+2 > 5 and 5 or item.c+2 inventory[n] = item end elseif body == 4 then local item,n = invNameSearch(inventory,source:getData('bapa')) if item then damage = damage/(1+(5-item.c)/10) item.c = item.c+2 > 5 and 5 or item.c+2 inventory[n] = item end elseif body == 5 then damage = damage*0.4 elseif body == 6 then local hands = source:getData('hands') if hands then hands.c = hands.c+2 > 5 and 5 or hands.c+2 source:setData('hands',hands) end damage = damage*0.4 elseif body == 7 or body == 8 then local item,n = invNameSearch(inventory,source:getData('pant')) if item then item.c = item.c+2 > 5 and 5 or item.c+2 inventory[n] = item end local item,n = invNameSearch(inventory,source:getData('shoe')) if item then item.c = item.c+2 > 5 and 5 or item.c+2 inventory[n] = item end source:setData('fracture',true) damage = damage*0.5 elseif body == 9 then local item,n = invNameSearch(inventory,source:getData('mask')) if item then damage = damage/(1+(5-item.c)/100) item.c = 5 inventory[n] = item end local item,n = invNameSearch(inventory,source:getData('head')) if item and Helm[item.n] and item.c < 4 then damage = damage*(1-item.c/100) item.c = 5 inventory[n] = item else source:setData('blood',0) end end source:setData('inventory',inventory) local damage = damage/(1-(5-(hands and hands.c or 5))/100) source:setData('blood',source:getData('blood')-damage) if damage > 1000 or math.random(2) == 1 then local bleeding = source:getData('bleeding') local add = math.floor(loss*0.75) if bleeding[1] < add then bleeding[1] = add bleeding[body-1] = true source:setData('bleeding',bleeding) outputChat(source,'I bleed','red') end end end else source:setData('blood',source:getData('blood')-loss*math.random(10)) end if not NoneSoundDamage[weapon] then local x,y,z = getElementPosition(source) sound3D(source,{'body'..body..'.ogg',x,y,z,10}) end end) addEvent('weaponMTAReload',true) addEventHandler('weaponMTAReload',root,function() local id = source:getWeapon() if id == 33 or id == 34 then source:setData('anim',{'BUDDY','buddy_reload',false}) else local source = source Timer(reloadPedWeapon,50,1,source) end end) addEvent('createFlare',true) addEventHandler('createFlare',root,function(trajectory) local T1,T2,coord,element = unpack(trajectory) if element and isElement(element) and (element:getType() == 'player' or element:getType() == 'ped') then element:setOnFire(true) end local px,py,pz,ex,ey,ez,vx,vy,gz = unpack(coord) local objLight = Object(354,px,py,pz) local objSmoke = Object(2060,px,py,pz) local objMarker = Marker(px,py,pz,'corona',4,255,0,0,150) objLight:setCollisionsEnabled(false) objSmoke:setCollisionsEnabled(false) objSmoke:attach(objLight) objMarker:attach(objLight) local time = (vx and vy and gz) and T1*1000 or 100 objLight:move(time,ex,ey,ez,0,0,0,'OutBack') Timer(function() if vx and vy and gz then local time = math.max(T2*200,50) objLight:move(time,vx,vy,gz,0,0,0,'OutQuad') Timer(function() objLight:destroy() objSmoke:destroy() objMarker:destroy() end,time,1) else Timer(function() objLight:destroy() objSmoke:destroy() objMarker:destroy() end,15000,1) end end,math.max(time-5000,50),1) end)
  6. No veo ni hostilidad ni agresividad, te di un gran consejo para empezar. Como vi que eras nuevo.
  7. Demasiado sencillo. Te recomiendo que te leas guias BASICAS de lua y c++ para aprender, sino pasa lo que pasa. Este codigo ni es tuyo ni sabes interpretarlo.
  8. It turns out that the main weapons produce damage to the zombies ... but the rest do not. To the players all the weapons produce damage but to the zombies do not. This happens on the gamemode of a DayZ server. How can I verify what is owed and how to solve it? Thanks in advance.
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