Andres99907 Posted September 10, 2020 Share Posted September 10, 2020 I'm using this script to make Thruster fly, only the Player who uses the Thruster will fly, but if other player enters to other Thruster, the script executes one more time the function and the Player in the First Thruster stop flying (because the function is executed again by the other player) I don't know how to make this script not affect the other players here is a video. Video and this the part of the script wich has the Problem: addEventHandler("onClientVehicleEnter", getRootElement(), function() if (isPedInVehicle(localPlayer) and Cars[getElementModel(getPedOccupiedVehicle(localPlayer))]) then if isWorldSpecialPropertyEnabled("aircars") then setWorldSpecialPropertyEnabled ( "aircars", false ) setWorldSpecialPropertyEnabled ( "hovercars", false ) setAircraftMaxVelocity( 2.3 ) setWorldSoundEnabled ( 11, true, true) setWorldSoundEnabled ( 7, true, true) setWorldSoundEnabled ( 8, true, true) setWorldSoundEnabled ( 9, true, true) setWorldSoundEnabled ( 10, true, true) setWorldSoundEnabled ( 12, true, true) setWorldSoundEnabled ( 13, true, true) setWorldSoundEnabled ( 14, true, true) setWorldSoundEnabled ( 15, true, true) setWorldSoundEnabled ( 16, true, true) setWorldSoundEnabled ( 40, true, true) playSound("ThrusterOff.wav") setSoundVolume(sound, 0.3) if isFlying then removeEventHandler("onClientRender", root, checkFlight) end isFlying = false else setWorldSpecialPropertyEnabled ( "aircars", true ) setWorldSpecialPropertyEnabled ( "hovercars", true ) triggerServerEvent ( "onjetpack", resourceRoot) setWorldSoundEnabled ( 11, false, true) setWorldSoundEnabled ( 7, false, true) setWorldSoundEnabled ( 8, false, true) setWorldSoundEnabled ( 9, false, true) setWorldSoundEnabled ( 10, false, true) setWorldSoundEnabled ( 12, false, true) setWorldSoundEnabled ( 13, false, true) setWorldSoundEnabled ( 14, false, true) setWorldSoundEnabled ( 15, false, true) setWorldSoundEnabled ( 16, false, true) setWorldSoundEnabled ( 40, false, true) playSound("ThrusterOn.wav") setAircraftMaxVelocity( 1) setSoundVolume(sound, 0.9) if not isFlying then addEventHandler("onClientRender", root, checkFlight) end isFlying = true end end end) function checkFlight() if (not isPedInVehicle(localPlayer)) or (not Cars[getElementModel(getPedOccupiedVehicle(localPlayer))]) or isPlayerDead(localPlayer) then setWorldSpecialPropertyEnabled ( "aircars", false ) setWorldSpecialPropertyEnabled ( "hovercars", false ) setAircraftMaxVelocity( 2.3 ) setWorldSoundEnabled ( 11, true, true) setWorldSoundEnabled ( 7, true, true) setWorldSoundEnabled ( 8, true, true) setWorldSoundEnabled ( 9, true, true) setWorldSoundEnabled ( 10, true, true) setWorldSoundEnabled ( 12, true, true) setWorldSoundEnabled ( 13, true, true) setWorldSoundEnabled ( 14, true, true) setWorldSoundEnabled ( 15, true, true) setWorldSoundEnabled ( 16, true, true) setWorldSoundEnabled ( 40, true, true) playSound("ThrusterOff.wav") setAircraftMaxVelocity( 2.3 ) setSoundVolume(sound, 0.3) if isFlying then removeEventHandler("onClientRender", root, checkFlight) end isFlying = false end end local ms = 1000 Link to comment
Moderators IIYAMA Posted September 10, 2020 Moderators Share Posted September 10, 2020 3 hours ago, Andres99907 said: I don't know how to make this script not affect the other players That would be a little bit hard, since the effect is applied globally, so there will always be a little bit desync. But you can make sure the code doesn't do anything when other players are entering vehicles: addEventHandler("onClientVehicleEnter", getRootElement(), function(thePlayer) if thePlayer ~= localPlayer then return end Note: Even if the "onClientVehicleEnter" event is clientside, it does still trigger for remote players. 1 1 Link to comment
Andres99907 Posted September 15, 2020 Author Share Posted September 15, 2020 On 10/09/2020 at 17:37, IIYAMA said: That would be a little bit hard, since the effect is applied globally, so there will always be a little bit desync. But you can make sure the code doesn't do anything when other players are entering vehicles: addEventHandler("onClientVehicleEnter", getRootElement(), function(thePlayer) if thePlayer ~= localPlayer then return end Note: Even if the "onClientVehicleEnter" event is clientside, it does still trigger for remote players. You helped me a loot bro : D thank you 1 Link to comment
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