~Guh.? Posted February 14, 2020 Share Posted February 14, 2020 Well, I'm setting up a shopping mall with a gym, driving school, market, etc. I'm facing a problem with the clothes shop with the SCRIPT below because the maker has a problem that I can't solve and that's why I'm asking for help in this shopping mall I'm doing his clothing store is on the 4th floor I put the maker in the place where I wanted it so that the character can pass over the maker to perform the function while it is working normal but in the same place where the maker is other floors below when I pass it ends up executing the function of changing clothes being that the maker is on the top floor it seems that the maker is extended infinitely down where you can only see him on the 4th floor I need the help of someone who can me to help -- Tables local theCategories = { [0]="Camisetas", [1]="Cabelo", [2]="Calças/bermudas", [3]="Tênis", [4]="Tattoos: Left Upper Arm", [5]="Tattoos: Left Lower Arm", [6]="Tattoos: Right Upper Arm", [7]="Tattoos: Right Lower Arm", [8]="Tattoos: Back", [9]="Tattoos: Left Chest", [10]="Tattoos: Right Chest", [11]="Tattoos: Stomach", [12]="Tattoos: Lower Back", [13]="Cordões", [14]="Relógios", [15]="Bandanas", [16]="Boné", [17]="Extras" } local theMarkers = { {1873.4399414063,-1320.1826171875,28.4921875} -- Grove street --[[ {1097.14661, -1433.43970, 15, 0, 0}, -- Dev one {2123.725, -1198.089, 23.207, 0, 0}, -- Glen Park {1467.643, -1119.731, 23.152, 0, 0}, -- Downtown]]-- } local x, y, z, int, dim = nil, nil, nil, nil, nil local pricesModel = {} local previousModel = nil -- GUI Window CJClothesWindow = guiCreateWindow(509,153,444,480,"Roupas do CJ",false) CJClothesLabel1 = guiCreateLabel(12,22,203,16,"Categorias:",false,CJClothesWindow) guiLabelSetHorizontalAlign(CJClothesLabel1,"center",false) guiSetFont(CJClothesLabel1,"default-bold-small") CJClothesCatoGrid = guiCreateGridList(9,41,214,320,false,CJClothesWindow) guiGridListSetSelectionMode(CJClothesCatoGrid,0) CJClothesItemGrid = guiCreateGridList(225,40,210,321,false,CJClothesWindow) guiGridListSetSelectionMode(CJClothesItemGrid,0) CJClothesLabel2 = guiCreateLabel(230,22,203,16,"Items:",false,CJClothesWindow) guiLabelSetHorizontalAlign(CJClothesLabel2,"center",false) guiSetFont(CJClothesLabel2,"default-bold-small") CJClothesLabel3 = guiCreateLabel(9,400,422,46,"Clique duas vezes em um item para alterar as roupas do CJ.\nSe você gostar da roupa cliquem em salvar, caso contrário clicando em guardar para voltar.\nEsta pele será salvo e definir quando usar a pele CJ.",false,CJClothesWindow) guiLabelSetHorizontalAlign(CJClothesLabel3,"center",false) CJClothesLabel4 = guiCreateLabel(15,452,414,20,"Total preço: $0",false,CJClothesWindow) guiLabelSetColor(CJClothesLabel4,48,128,20) guiLabelSetHorizontalAlign(CJClothesLabel4,"center",false) guiSetFont(CJClothesLabel4,"default-bold-small") CJClothesBuyButton = guiCreateButton(225,364,210,30,"Fechar e comprar a roupa",false,CJClothesWindow) CJClothesCancelButton = guiCreateButton(11,364,211,30,"Fechar e não salvar a roupa",false,CJClothesWindow) local column1 = guiGridListAddColumn( CJClothesCatoGrid, " Categorias:", 0.8 ) local column2 = guiGridListAddColumn( CJClothesItemGrid, " Nome:", 0.6 ) local column3 = guiGridListAddColumn( CJClothesItemGrid, " Preço:", 0.3 ) local screenW,screenH=guiGetScreenSize() local windowW,windowH=guiGetSize(CJClothesWindow,false) local x,y = (screenW-windowW)/1,(screenH-windowH)/1 guiSetPosition(CJClothesWindow,x,y,false) guiWindowSetMovable (CJClothesWindow, true) guiWindowSetSizable (CJClothesWindow, false) guiSetVisible (CJClothesWindow, false) for i=0,17 do local categorie = theCategories[i] local row = guiGridListAddRow ( CJClothesCatoGrid ) guiGridListSetItemText ( CJClothesCatoGrid, row, 1, categorie, false, true ) guiGridListSetItemData ( CJClothesCatoGrid, row, 1, i ) end function createClothesJSONString ( returnType ) local clothesTable = {} local smtn = false for i=0,17 do local texture, model = getPedClothes ( localPlayer, i ) if ( texture ) then local theType, theIndex = getTypeIndexFromClothes ( texture, model ) clothesTable[theType] = theIndex smtn = true end end if ( smtn ) then if ( returnType == "JSON" ) then return "" .. toJSON( clothesTable ):gsub( " ", "" ) .. "" else return clothesTable end else return "NULL" end end function updatePlayerCJSkin ( CJClothesTable ) if ( CJClothesTable ) then if (CJClothesTable == "NULL") then resetPlayerSkin(localPlayer) return end for i=0,17 do local texture, model = getPedClothes ( localPlayer, i ) if (texture) then removePedClothes(localPlayer, i) break else break end end for int, index in pairs( CJClothesTable ) do local texture, model = getClothesByTypeIndex ( int, index ) if ( texture ) then addPedClothes ( source, texture, model, int ) end end end triggerServerEvent( "onChangeClothesCJ", localPlayer, CJClothesTable, createClothesJSONString ( "JSON" ) ) end function resetPlayerSkin(player) if (isElement(player)) then for clothesID = 0, 17 do if ( getPedClothes(player, clotheID)) then removePedClothes(player, clotheID) end end if (getPedClothes(player, 0)) then removePedClothes(player, 0) end if (getPedClothes(player, 1)) then removePedClothes(player, 1) end if (getPedClothes(player, 2)) then removePedClothes(player, 2) end if (getPedClothes(player, 3)) then removePedClothes(player, 3) end if (getPedClothes(player, 4)) then removePedClothes(player, 4) end if (getPedClothes(player, 5)) then removePedClothes(player, 5) end if (getPedClothes(player, 6)) then removePedClothes(player, 6) end if (getPedClothes(player, 7)) then removePedClothes(player, 7) end if (getPedClothes(player, 8)) then removePedClothes(player, 8) end if (getPedClothes(player, 9)) then removePedClothes(player, 9) end if (getPedClothes(player, 10)) then removePedClothes(player, 10) end if (getPedClothes(player, 11)) then removePedClothes(player, 11) end if (getPedClothes(player, 12)) then removePedClothes(player, 12) end if (getPedClothes(player, 13)) then removePedClothes(player, 13) end if (getPedClothes(player, 14)) then removePedClothes(player, 14) end if (getPedClothes(player, 15)) then removePedClothes(player, 15) end if (getPedClothes(player, 16)) then removePedClothes(player, 16) end if (getPedClothes(player, 17)) then removePedClothes(player, 17) end end end function onClientCJMarkerHit ( hitElement, matchingDimension ) if ( matchingDimension ) then if (not isElement(hitElement)) then return end if (isPedInVehicle(hitElement)) then return end if ( hitElement == localPlayer ) then if ( getElementModel ( localPlayer ) == 0 ) then local x1, y1, z1 = getElementPosition(source) local x2, y2, z2 = getElementPosition(hitElement) local maxZ = z1 + 2 if (z2 > maxZ) then return end fadeCamera( false, 1.0, 0, 0, 0 ) setTimer( fadeCamera, 2000, 1, true, 1.0, 0, 0, 0 ) toggleAllControls ( false, true, false ) local px, py, pz = getElementPosition( localPlayer ) x, y, z, int, dim = px, py, pz, getElementInterior( localPlayer ), getElementDimension( localPlayer ) pricesModel = {} previousModel = createClothesJSONString ( "table" ) setTimer( function () --if ( getElementInterior( localPlayer ) ~= 1 ) then -- setElementInterior( localPlayer, 1, 209.78, -33.73, 1001.92 ) --else setElementPosition( localPlayer, 1466.3372802734,-1855.7869873047,26.367027282715 ) --end setElementFrozen( localPlayer, true ) setElementDimension( localPlayer, math.random( 10,6543 ) ) setCameraMatrix( 1468.0489501953,-1852.9401855469,26.367027282715, 1466.3372802734,-1855.7869873047,26.367027282715, 0, 70 ) setTimer( function () setElementRotation( localPlayer, 0, 0, 328.98315429688 ) end, 1000, 2 ) setTimer( function () guiSetVisible ( CJClothesWindow, true ) showCursor( true ) end, 1000, 1 ) end, 1200, 1 ) else exports.GTIhud:dm( "Você precisa da skin do CJ antes de poder definir a roupa", 225, 0, 0 ) end end end end function recountTotalPrice () local totalPrice = 0 for i=0,17 do if ( pricesModel[i] == nil ) then -- Nothing else totalPrice = ( tonumber(totalPrice) + tonumber(pricesModel[i]) ) end end guiSetText( CJClothesLabel4, "Preço Total: R$"..totalPrice ) return totalPrice end for i=1,#theMarkers do local x, y, z, int, dim = theMarkers[i][1], theMarkers[i][2], theMarkers[i][3], theMarkers[i][4], theMarkers[i][5] local CJMarker = createMarker( x, y, z, "cylinder", 1, 255, 0, 0, 150) --local blip = createBlip( x, y, z, 45 ) setElementInterior( CJMarker, int ) setElementDimension( CJMarker, dim ) addEventHandler( "onClientMarkerHit", CJMarker, onClientCJMarkerHit ) end addEventHandler( "onClientGUIClick", CJClothesCancelButton, function () fadeCamera( false, 1.0, 0, 0, 0 ) setTimer( fadeCamera, 2000, 1, true, 1.0, 0, 0, 0 ) toggleAllControls ( true, true, true ) guiSetVisible ( CJClothesWindow, false ) showCursor( false ) updatePlayerCJSkin ( previousModel ) setElementFrozen( localPlayer, false ) setTimer( function () --if ( getElementInterior( localPlayer ) ~= int ) then -- setElementInterior( localPlayer, int, x, y, z ) --else setElementPosition( localPlayer, 1874.0081787109,-1317.1353759766,29.4921875 ) --end setElementDimension( localPlayer, 0 ) setCameraTarget ( localPlayer ) end, 1200, 1 ) end , false ) addEventHandler( "onClientGUIClick", CJClothesBuyButton, function () if (getPlayerMoney(localPlayer) >= tonumber( recountTotalPrice () ) ) then fadeCamera( false, 1.0, 0, 0, 0 ) setTimer( fadeCamera, 2000, 1, true, 1.0, 0, 0, 0 ) toggleAllControls ( true, true, true ) guiSetVisible ( CJClothesWindow, false ) showCursor( false ) updatePlayerCJSkin ( createClothesJSONString ( "table" ) ) triggerServerEvent( "onPlayerBougtSkin", localPlayer, recountTotalPrice () ) exports.GTIhud:dm( "Você comprou as roupas do CJ com sucesso!", 225, 0, 0 ) setElementFrozen( localPlayer, false ) setTimer( function () -- if ( getElementInterior( localPlayer ) ~= int ) then -- setElementInterior( localPlayer, int, x, y, z ) --else setElementPosition( localPlayer, 1874.0081787109,-1317.1353759766,29.4921875 ) --end setElementDimension( localPlayer, 0 ) setCameraTarget ( localPlayer ) end, 1200, 1 ) else exports.GTIhud:dm( "Você não tem dinheiro suficiente para todos estes itens!", 225, 0, 0 ) end end , false ) addEventHandler( "onClientGUIClick", CJClothesCatoGrid, function () guiGridListClear( CJClothesItemGrid ) local theRow, theColumn = guiGridListGetSelectedItem ( CJClothesCatoGrid ) if ( theRow == nil ) or ( theRow == -1 ) then return else local selectedCato = guiGridListGetItemData ( CJClothesCatoGrid, theRow, theColumn ) if ( selectedCato ) then local theTable = getClothesTableByType ( selectedCato ) for i=0,#theTable do local texture, model = getClothesByTypeIndex ( selectedCato, i ) local row = guiGridListAddRow ( CJClothesItemGrid ) guiGridListSetItemText ( CJClothesItemGrid, row, 1, texture.." - "..model, false, true ) guiGridListSetItemText ( CJClothesItemGrid, row, 2, "$"..theTable[i], false, true ) guiGridListSetItemData ( CJClothesItemGrid, row, 1, texture..","..model ) end end end end , false ) addEventHandler( "onClientGUIDoubleClick", CJClothesItemGrid, function () local theRow, theColumn = guiGridListGetSelectedItem ( CJClothesItemGrid ) if ( theRow == nil ) or ( theRow == -1 ) then return false else local selectedItem = guiGridListGetItemData ( CJClothesItemGrid, theRow, theColumn ) local thePrice = guiGridListGetItemText ( CJClothesItemGrid, theRow, 2 ) if ( selectedItem ) then local CJClothesTable = stringExplode( selectedItem, "," ) local texture, model = CJClothesTable[1], CJClothesTable[2] local theType, index = getTypeIndexFromClothes ( texture, model ) local gtexture, gmodel = getPedClothes ( localPlayer, theType ) if ( gtexture == texture ) and ( gmodel == model ) then removePedClothes ( localPlayer, theType, texture, model ) else pricesModel[theType] = tonumber( string.sub(thePrice, 2) ) recountTotalPrice () addPedClothes ( localPlayer, texture, model, theType ) end end end end , false ) function stringExplode(self, separator) Check("stringExplode", "string", self, "ensemble", "string", separator, "separator") if (#self == 0) then return {} end if (#separator == 0) then return { self } end return loadstring("return {\""..self:gsub(separator, "\",\"").."\"}")() end function Check(funcname, ...) local arg = {...} if (type(funcname) ~= "string") then error("Argument type mismatch at 'Check' ('funcname'). Expected 'string', got '"..type(funcname).."'.", 2) end if (#arg % 3 > 0) then error("Argument number mismatch at 'Check'. Expected #arg % 3 to be 0, but it is "..(#arg % 3)..".", 2) end for i=1, #arg-2, 3 do if (type(arg[i]) ~= "string" and type(arg[i]) ~= "table") then error("Argument type mismatch at 'Check' (arg #"..i.."). Expected 'string' or 'table', got '"..type(arg[i]).."'.", 2) elseif (type(arg[i+2]) ~= "string") then error("Argument type mismatch at 'Check' (arg #"..(i+2).."). Expected 'string', got '"..type(arg[i+2]).."'.", 2) end if (type(arg[i]) == "table") then local aType = type(arg[i+1]) for _, pType in next, arg[i] do if (aType == pType) then aType = nil break end end if (aType) then error("Argument type mismatch at '"..funcname.."' ('"..arg[i+2].."'). Expected '"..table.concat(arg[i], "' or '").."', got '"..aType.."'.", 3) end elseif (type(arg[i+1]) ~= arg[i]) then error("Argument type mismatch at '"..funcname.."' ('"..arg[i+2].."'). Expected '"..arg[i].."', got '"..type(arg[i+1]).."'.", 3) end end end Link to comment
Z4Zy Posted February 15, 2020 Share Posted February 15, 2020 I can suggest you to create col shapes near markers with "createColCuboid" function and trigger your function when player hit that col shape with "onClientColShapeHit" event instead of triggering that function when player hit marker. Don't remove markers so that players will know where to go. Link to comment
ReZurrecti0n Posted February 15, 2020 Share Posted February 15, 2020 A quick fix can also be applied by simply checking the Z Coordinate... local x,y,z=getElementPosition(localPlayer) -- Gets the Player's Position if(z>=0 and z<=1)then -- Check the Z Position (Adjust the values to fit the location of your marker of course) -- Enter the Shop code here... end However, in the long run it is good practice to make solutions that may be used over and over, for other similar markers you may create in the future. Just as Z4Zy had suggested here because you could use that route to "cover more ground" later on in your scripts 1 Link to comment
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