Ragnar Posted August 7, 2019 Share Posted August 7, 2019 (edited) playerBlips = { } function oi () for index,value in ipairs(getElementsByType("player")) do if( playerBlips [ value ] ) then destroyElement( playerBlips[ value ] ) playerBlips [ value ] = nil end playerBlips[ value ] = createBlipAttachedTo ( value, 0,2,130,10,230) setElementVisibleTo(playerBlips[value],getRootElement( ),false) if(getTeamName(getPlayerTeam(value)) == "Preto") then for index1,value1 in ipairs(getElementsByType("player")) do if(getTeamName(getPlayerTeam(value1)) == "Preto") then setElementVisibleTo(playerBlips[value],value1,true) end end elseif(getTeamName(getPlayerTeam(value)) == "Colorido") then for index1,value1 in ipairs(getElementsByType("player")) do if(getTeamName(getPlayerTeam(value1)) == "Colorido") then setElementVisibleTo(playerBlips[value],value1,true) end end elseif(getTeamName(getPlayerTeam(value)) == "ForaPvP") then for index1,value1 in ipairs(getElementsByType("player")) do if(getTeamName(getPlayerTeam(value1)) == "ForaPvP") then setElementVisibleTo(playerBlips[value],value1,true) end end end end end addEventHandler("onElementModelChange",getRootElement(),oi) O recurso funciona na seguinte forma: Os Blip só são visíveis para cada time. O team "ForaPvp" são os que morreram... daí o que acontece é que quando o jogador morre o blip do time que ele estava continua visível, exemplo: o time Preto. Queria que quando o player morresse ele só conseguir ver o Blip dos cara que ta no team ForaPvP. Edit: Server-Side Edited August 7, 2019 by Ragnar Link to comment
[M]ister Posted August 7, 2019 Share Posted August 7, 2019 (edited) playerBlips = { } function oi () for index,value in ipairs(getElementsByType("player")) do if( playerBlips [ value ] ) then destroyElement( playerBlips[ value ] ) playerBlips [ value ] = nil end playerBlips[ value ] = createBlipAttachedTo ( value, 0,2,130,10,230) setElementVisibleTo(playerBlips[value],getRootElement( ),false) if (getPlayerTeam(value)) then for _, p in ipairs(getPlayersInTeam(getPlayerTeam(value))) do setElementVisibleTo(playerBlips[value],p,true) end end end end addEventHandler("onElementModelChange",getRootElement(),oi) Edited August 7, 2019 by MaligNos 1 Link to comment
Ragnar Posted August 7, 2019 Author Share Posted August 7, 2019 (edited) Quando troco de skin pelo F1 ou pelo Pickup no mapa, ele seta o blip, mas quando morre o blip continua, ele não reconhece que skin foi alterada depois de morto. Teria que ser função onClientRender só que pra server-side? edit: Quando o Jogador sai do server, o blip continua lá também. Edited August 7, 2019 by Ragnar Link to comment
Other Languages Moderators Lord Henry Posted August 7, 2019 Other Languages Moderators Share Posted August 7, 2019 onPlayerWasted onPlayerQuit 1 Link to comment
Ragnar Posted August 7, 2019 Author Share Posted August 7, 2019 Desta forma? function playerQuit() local playerBlips = playerBlips[source] destroyElement(playerBlips) playerBlips[source] = nil end addEventHandler("onPlayerQuit", root, playerQuit) function player_Wasted() local playerBlips = playerBlips[source] destroyElement(playerBlips) playerBlips[source] = nil end addEventHandler("onPlayerWasted", root, player_Wasted) Link to comment
Ragnar Posted August 7, 2019 Author Share Posted August 7, 2019 Lua:5: Bad argument @ 'destroyElement' [Expected element at argument 1] Link to comment
DNL291 Posted August 7, 2019 Share Posted August 7, 2019 function player_WastedOrQuit() if playerBlips[ source ] then destroyElement(playerBlips[ source ]) playerBlips[source] = nil end end addEventHandler("onPlayerQuit", root, player_WastedOrQuit) addEventHandler("onPlayerWasted", root, player_WastedOrQuit) 1 Link to comment
Ragnar Posted August 7, 2019 Author Share Posted August 7, 2019 Deu certo, valeu a todos Link to comment
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