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Script with SetControl by GetControl isn't working.


Deltanic

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Hi,

I can't find why this doesn't work. Someone who knows the problem?

Bug: When I execute the /control [playername] [password] command, I should be able to control that player. But I'm only spectating him after this command, and I'm not able to control him. Why?

Script:

Server

addEventHandler ( "onPlayerJoin", getRootElement ( ),
function ( )
setElementData ( source, "spectating", false )
end
)
 
addCommandHandler ( "control",
function ( source, commandname, playername, password )
if source then
if getElementData ( source, "spectating" ) == false then
if password == "panades" then
if getPlayerFromName ( playername ) then
local specPlayer = getPlayerFromName ( playername )
setElementData ( source, "spectating", specPlayer )
setCameraTarget ( source, specPlayer )
--toggleAllControls ( source, false, false, false )
--toggleAllControls ( specPlayer, false, false, true )
else
outputChatBox ( "Invalid Player!", source )
end
else
outputChatBox ( "Wrong Password!", source )
end
else
setElementData ( source, "spectating", false )
setCameraTarget ( source, source )
toggleAllControls ( getPlayerFromName ( playername ), true, true, true )
end
end
end
)
 
function togglePlayer ( )
specPlayer = getElementData ( source, "spectating" )
--Player Controls
setControlState ( specPlayer, "fire", getControlState ( source, "fire" ) )
setControlState ( specPlayer, "fire", getControlState ( source, "fire" ) )
 
setControlState ( specPlayer, "next_weapon", getControlState ( source, "next_weapon" ) )
setControlState ( specPlayer, "next_weapon", getControlState ( source, "next_weapon" ) )
 
setControlState ( specPlayer, "previous_weapon", getControlState ( source, "previous_weapon" ) )
setControlState ( specPlayer, "previous_weapon", getControlState ( source, "previous_weapon" ) )
 
setControlState ( specPlayer, "forwards", getControlState ( source, "forwards" ) )
setControlState ( specPlayer, "forwards", getControlState ( source, "forwards" ) )
 
setControlState ( specPlayer, "backwards", getControlState ( source, "backwards" ) )
setControlState ( specPlayer, "backwards", getControlState ( source, "backwards" ) )
 
setControlState ( specPlayer, "left", getControlState ( source, "left" ) )
setControlState ( specPlayer, "left", getControlState ( source, "left" ) )
 
setControlState ( specPlayer, "right", getControlState ( source, "right" ) )
setControlState ( specPlayer, "right", getControlState ( source, "right" ) )
 
setControlState ( specPlayer, "zoom_in", getControlState ( source, "zoom_in" ) )
setControlState ( specPlayer, "zoom_in", getControlState ( source, "zoom_in" ) )
 
setControlState ( specPlayer, "zoom_out", getControlState ( source, "zoom_out" ) )
setControlState ( specPlayer, "zoom_out", getControlState ( source, "zoom_out" ) )
 
setControlState ( specPlayer, "change_camera", getControlState ( source, "change_camera" ) )
setControlState ( specPlayer, "change_camera", getControlState ( source, "change_camera" ) )
 
setControlState ( specPlayer, "jump", getControlState ( source, "jump" ) )
setControlState ( specPlayer, "jump", getControlState ( source, "jump" ) )
 
setControlState ( specPlayer, "sprint", getControlState ( source, "sprint" ) )
setControlState ( specPlayer, "sprint", getControlState ( source, "sprint" ) )
 
setControlState ( specPlayer, "look_behind", getControlState ( source, "look_behind" ) )
setControlState ( specPlayer, "look_behind", getControlState ( source, "look_behind" ) )
 
setControlState ( specPlayer, "crouch", getControlState ( source, "crouch" ) )
setControlState ( specPlayer, "crouch", getControlState ( source, "crouch" ) )
 
setControlState ( specPlayer, "action", getControlState ( source, "action" ) )
setControlState ( specPlayer, "action", getControlState ( source, "action" ) )
 
setControlState ( specPlayer, "walk", getControlState ( source, "walk" ) )
setControlState ( specPlayer, "walk", getControlState ( source, "walk" ) )
 
setControlState ( specPlayer, "aim_weapon", getControlState ( source, "aim_weapon" ) )
setControlState ( specPlayer, "aim_weapon", getControlState ( source, "aim_weapon" ) )
 
setControlState ( specPlayer, "conversation_yes", getControlState ( source, "conversation_yes" ) )
setControlState ( specPlayer, "conversation_yes", getControlState ( source, "conversation_yes" ) )
 
setControlState ( specPlayer, "conversation_no", getControlState ( source, "conversation_no" ) )
setControlState ( specPlayer, "conversation_no", getControlState ( source, "conversation_no" ) )
 
setControlState ( specPlayer, "group_control_forwards", getControlState ( source, "group_control_forwards" ) )
setControlState ( specPlayer, "group_control_forwards", getControlState ( source, "group_control_forwards" ) )
 
setControlState ( specPlayer, "group_control_back", getControlState ( source, "group_control_back" ) )
setControlState ( specPlayer, "group_control_back", getControlState ( source, "group_control_back" ) )
 
setControlState ( specPlayer, "enter_exit", getControlState ( source, "enter_exit" ) )
setControlState ( specPlayer, "enter_exit", getControlState ( source, "enter_exit" ) )
 
 
 
 
--Vehicle Controls
setControlState ( specPlayer, "vehicle_fire", getControlState ( source, "vehicle_fire" ) )
setControlState ( specPlayer, "vehicle_fire", getControlState ( source, "vehicle_fire" ) )
 
setControlState ( specPlayer, "vehicle_secondary_fire", getControlState ( source, "vehicle_secondary_fire" ) )
setControlState ( specPlayer, "vehicle_secondary_fire", getControlState ( source, "vehicle_secondary_fire" ) )
 
setControlState ( specPlayer, "vehicle_left", getControlState ( source, "vehicle_left" ) )
setControlState ( specPlayer, "vehicle_left", getControlState ( source, "vehicle_left" ) )
 
setControlState ( specPlayer, "vehicle_right", getControlState ( source, "vehicle_right" ) )
setControlState ( specPlayer, "vehicle_right", getControlState ( source, "vehicle_right" ) )
 
setControlState ( specPlayer, "steer_forward", getControlState ( source, "steer_forward" ) )
setControlState ( specPlayer, "steer_forward", getControlState ( source, "steer_forward" ) )
 
setControlState ( specPlayer, "steer_back", getControlState ( source, "steer_back" ) )
setControlState ( specPlayer, "steer_back", getControlState ( source, "steer_back" ) )
 
setControlState ( specPlayer, "accelerate", getControlState ( source, "accelerate" ) )
setControlState ( specPlayer, "accelerate", getControlState ( source, "accelerate" ) )
 
setControlState ( specPlayer, "brake_reverse", getControlState ( source, "brake_reverse" ) )
setControlState ( specPlayer, "brake_reverse", getControlState ( source, "brake_reverse" ) )
 
setControlState ( specPlayer, "radio_next", getControlState ( source, "radio_next" ) )
setControlState ( specPlayer, "radio_next", getControlState ( source, "radio_next" ) )
 
setControlState ( specPlayer, "radio_previous", getControlState ( source, "radio_previous" ) )
setControlState ( specPlayer, "radio_previous", getControlState ( source, "radio_previous" ) )
 
setControlState ( specPlayer, "radio_user_track_skip", getControlState ( source, "radio_user_track_skip" ) )
setControlState ( specPlayer, "radio_user_track_skip", getControlState ( source, "radio_user_track_skip" ) )
 
setControlState ( specPlayer, "horn", getControlState ( source, "horn" ) )
setControlState ( specPlayer, "horn", getControlState ( source, "horn" ) )
 
setControlState ( specPlayer, "sub_mission", getControlState ( source, "sub_mission" ) )
setControlState ( specPlayer, "sub_mission", getControlState ( source, "sub_mission" ) )
 
setControlState ( specPlayer, "handbrake", getControlState ( source, "handbrake" ) )
setControlState ( specPlayer, "handbrake", getControlState ( source, "handbrake" ) )
 
setControlState ( specPlayer, "vehicle_look_left", getControlState ( source, "vehicle_look_left" ) )
setControlState ( specPlayer, "vehicle_look_left", getControlState ( source, "vehicle_look_left" ) )
 
setControlState ( specPlayer, "vehicle_look_right", getControlState ( source, "vehicle_look_right" ) )
setControlState ( specPlayer, "vehicle_look_right", getControlState ( source, "vehicle_look_right" ) )
 
setControlState ( specPlayer, "vehicle_look_behind", getControlState ( source, "vehicle_look_behind" ) )
setControlState ( specPlayer, "vehicle_look_behind", getControlState ( source, "vehicle_look_behind" ) )
 
setControlState ( specPlayer, "vehicle_mouse_look", getControlState ( source, "vehicle_mouse_look" ) )
setControlState ( specPlayer, "vehicle_mouse_look", getControlState ( source, "vehicle_mouse_look" ) )
 
setControlState ( specPlayer, "special_control_left", getControlState ( source, "special_control_left" ) )
setControlState ( specPlayer, "special_control_left", getControlState ( source, "special_control_left" ) )
 
setControlState ( specPlayer, "special_control_right", getControlState ( source, "special_control_right" ) )
setControlState ( specPlayer, "special_control_right", getControlState ( source, "special_control_right" ) )
 
setControlState ( specPlayer, "special_control_down", getControlState ( source, "special_control_down" ) )
setControlState ( specPlayer, "special_control_down", getControlState ( source, "special_control_down" ) )
 
setControlState ( specPlayer, "special_control_up", getControlState ( source, "special_control_up" ) )
setControlState ( specPlayer, "special_control_up", getControlState ( source, "special_control_up" ) )
 
setControlState ( specPlayer, "enter_exit", getControlState ( source, "enter_exit" ) )
setControlState ( specPlayer, "enter_exit", getControlState ( source, "enter_exit" ) )
end
addEvent( "toggleMoves", true )
addEventHandler( "toggleMoves", getRootElement(), togglePlayer )

Client

local localPlayer = getLocalPlayer ( )
local rootElement = getRootElement ( )
addEventHandler ( "OnClientRender", rootElement,
function ( )
if getElementData ( localPlayer, "specating" ) == true then
triggerServerEvent ( "toggleMoves", localPlayer )
end
end
)

Link to comment

didn't really look deep into your script but this:

addEventHandler ( "OnClientRender", rootElement,
function ( )
triggerServerEvent ( "toggleMoves", localPlayer )
end
)

is a very, very, very bad idea. you should either find a different solution or scrap the idea all together.

another problem is that you check if the element data is true but moments later you require it to contain a player element

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