yaver123 Posted April 23, 2012 Share Posted April 23, 2012 Hola quiero saber como hacer que el comando /superman , lo tenga solo admins, que los admins pongan /superman y los users comunes no tengan ese comando server: local Superman = {} -- Static global values local rootElement = getRootElement() local thisResource = getThisResource() -- Resource events addEvent("superman:start", true) addEvent("superman:stop", true) -- -- Start/stop functions -- function Superman.Start() local self = Superman addEventHandler("superman:start", rootElement, self.clientStart) addEventHandler("superman:stop", rootElement, self.clientStop) end addEventHandler("onResourceStart", getResourceRootElement(thisResource), Superman.Start, false) function Superman.clientStart() setElementData(client, "superman:flying", true) end function Superman.clientStop() setElementData(client, "superman:flying", false) end client: -- Settings local ZERO_TOLERANCE = 0.00001 local MAX_ANGLE_SPEED = 6 -- In degrees per frame local MAX_SPEED = 1.0 local EXTRA_SPEED_FACTOR = 1.85 local LOW_SPEED_FACTOR = 0.40 local ACCELERATION = 0.025 local EXTRA_ACCELERATION_FACTOR = 1.8 local LOW_ACCELERATION_FACTOR = 0.85 local TAKEOFF_VELOCITY = 1.75 local TAKEOFF_FLIGHT_DELAY = 750 local SMOKING_SPEED = 1.25 local GROUND_ZERO_TOLERANCE = 0.18 local LANDING_DISTANCE = 3.2 local FLIGHT_ANIMLIB = "swim" local FLIGHT_ANIMATION = "Swim_Dive_Under" local FLIGHT_ANIM_LOOP = false local IDLE_ANIMLIB = "cop_ambient" local IDLE_ANIMATION = "Coplook_loop" local IDLE_ANIM_LOOP = true local MAX_Y_ROTATION = 55 local ROTATION_Y_SPEED = 3.8 -- Static global variables local thisResource = getThisResource() local rootElement = getRootElement() local localPlayer = getLocalPlayer() local serverGravity = getGravity() -- -- Utility functions -- local function isPlayerFlying(player) local data = getElementData(player, "superman:flying") if not data or data == false then return false else return true end end local function setPlayerFlying(player, state) if state == true then state = true else state = false end setElementData(player, "superman:flying", state) end local function iterateFlyingPlayers() local current = 1 local allPlayers = getElementsByType("player") return function() local player repeat player = allPlayers[current] current = current + 1 until not player or (isPlayerFlying(player) and isElementStreamedIn(player)) return player end end function Superman:restorePlayer(player) setPlayerFlying(player, false) setPedAnimation(player, false) setElementVelocity(player, 0, 0, 0) setElementRotation(player, 0, 0, 0) --setPedRotation(player, getPedRotation(player)) setElementCollisionsEnabled(player, true) self:destroySmokeGenerators(player) self.rotations[player] = nil self.previousVelocity[player] = nil end function Superman:createSmokeGenerator(player) local generator = createObject(2780, getElementPosition(player)) setElementCollisionsEnabled(generator, false) setObjectScale(generator, 0) return generator end function Superman:createSmokeGenerators(player) if not self.smokeGenerators[player] then local smokeGenerators = {} smokeGenerators[1] = self:createSmokeGenerator(player) attachElements(smokeGenerators[1], player, 0.75, -0.2, -0.4, -40, 0, 60) smokeGenerators[2] = self:createSmokeGenerator(player) attachElements(smokeGenerators[2], player, -0.75, -0.2, -0.4, -40, 0, -60) self.smokeGenerators[player] = smokeGenerators end end function Superman:destroySmokeGenerators(player) if self.smokeGenerators[player] then for k, v in ipairs(self.smokeGenerators[player]) do destroyElement(v) end self.smokeGenerators[player] = nil end end function angleDiff(angle1, angle2) angle1, angle2 = angle1 % 360, angle2 % 360 local diff = (angle1 - angle2) % 360 if diff <= 180 then return diff else return -(360 - diff) end end local function isElementInWater(ped) local pedPosition = Vector3D:new(getElementPosition(ped)) if pedPosition.z <= 0 then return true end local waterLevel = getWaterLevel(pedPosition.x, pedPosition.y, pedPosition.z) if not isElementStreamedIn(ped) or not waterLevel or waterLevel < pedPosition.z then return false else return true end end local function isnan(x) math.inf = 1/0 if x == math.inf or x == -math.inf or x ~= x then return true end return false end local function getVector2DAngle(vec) if vec.x == 0 and vec.y == 0 then return 0 end local angle = math.deg(math.atan(vec.x / vec.y)) + 90 if vec.y < 0 then angle = angle + 180 end return angle end -- -- Initialization and shutdown functions -- function Superman.Start() local self = Superman -- Register events addEventHandler("onClientResourceStop", getResourceRootElement(thisResource), Superman.Stop, false) addEventHandler("onPlayerJoin", rootElement, Superman.onJoin) addEventHandler("onPlayerQuit", rootElement, Superman.onQuit) addEventHandler("onClientRender", rootElement, Superman.processControls) addEventHandler("onClientRender", rootElement, Superman.processFlight) addEventHandler("onClientPlayerDamage", localPlayer, Superman.onDamage, false) addEventHandler("onClientElementDataChange", rootElement, Superman.onDataChange) addEventHandler("onClientElementStreamIn", rootElement, Superman.onStreamIn) addEventHandler("onClientElementStreamOut", rootElement, Superman.onStreamOut) -- Bind keys bindKey("jump", "down", Superman.onJump) -- Register commands addCommandHandler("superman", Superman.cmdSuperman) -- Initializate attributes self.smokeGenerators = {} self.rotations = {} self.previousVelocity = {} end addEventHandler("onClientResourceStart", getResourceRootElement(thisResource), Superman.Start, false) function Superman.Stop() local self = Superman setGravity(serverGravity) -- Restore all players animations, collisions, etc for player in iterateFlyingPlayers() do self:restorePlayer(player) end end -- -- Join/Quit -- function Superman.onJoin(player) local self = Superman local player = player or source setPlayerFlying(player, false) end function Superman.onQuit(reason, player) local self = Superman local player = player or source if isPlayerFlying(player) then self:restorePlayer(player) end end -- -- onDamage: superman is invulnerable -- function Superman.onDamage() local self = Superman if isPlayerFlying(localPlayer) then cancelEvent() end end -- -- onStreamIn: Reset rotation attribute for player -- function Superman.onStreamIn() local self = Superman end function Superman.onStreamOut() local self = Superman if source and isElement(source) and getElementType(source) == "player" and isPlayerFlying(source) then self.rotations[source] = nil self.previousVelocity[source] = nil end end -- -- onDataChange: Check if somebody who is out of stream stops being superman -- function Superman.onDataChange(dataName, oldValue) local self = Superman if dataName == "superman:flying" and isElement(source) and getElementType(source) == "player" and oldValue ~= getElementData(source, dataName) and oldValue == true and getElementData(source, dataName) == false then self:restorePlayer(source) end end -- -- onJump: Combo to start flight without any command -- function Superman.onJump(key, keyState) local self = Superman local task = getPedSimplestTask(localPlayer) Link to comment
Renkon Posted April 23, 2012 Share Posted April 23, 2012 if isObjectInACLGroup ("user."..accName, aclGetGroup ( "Admin" ) ) then -- Revisamos si esta en el ACL como admin isObjectInACLGroup Link to comment
Alexs Posted April 23, 2012 Share Posted April 23, 2012 if isObjectInACLGroup ("user."..accName, aclGetGroup ( "Admin" ) ) then -- Revisamos si esta en el ACL como admin isObjectInACLGroup recuerda definir el "accName" con un getPlayerAccount Link to comment
Renkon Posted April 23, 2012 Share Posted April 23, 2012 nop. solo necesita getPlayerName() Link to comment
Alexs Posted April 23, 2012 Share Posted April 23, 2012 nop.solo necesita getPlayerName() Los Objects son cuentas no nombres: local lacuenta = getAccountName ( getPlayerAccount ( thePlayer ) ) if isObjectInACLGroup ("user."..lacuenta, aclGetGroup ( "Admin" ) ) then eso se necesita... Utilizar getPlayerName No hara nada pues el nombre es distinto a la cuenta en muchos casos... Link to comment
Soren Posted April 23, 2012 Share Posted April 23, 2012 https://community.multitheftauto.com/index.php?p=resources&s=details&id=3030 Link to comment
Renkon Posted April 23, 2012 Share Posted April 23, 2012 Generalmente se crea con /register [contraseña] con otro nombre. Link to comment
Alexs Posted April 23, 2012 Share Posted April 23, 2012 Generalmente se prohibe el acceso con otro nombre. de que hablas?? usando /login nombre contraseña en vez de solo /login contraseña puedes entrar con cualquier cuenta usando cualquier nombre... Link to comment
Renkon Posted April 23, 2012 Share Posted April 23, 2012 por eso, yo lo que digo que en general por eso se debe que usan un if nombre != cuenta no te dejan conectarte Link to comment
Alexs Posted April 23, 2012 Share Posted April 23, 2012 por eso, yo lo que digo que en general por eso se debe que usan un if nombre != cuenta no te dejan conectarte Pues, por lo normal no se usa, asi que es mejor que lo haga como le mostre... Link to comment
Edikosh998 Posted April 24, 2012 Share Posted April 24, 2012 Se pone if nombre ~= cuenta then No es como C++ el simbolo Link to comment
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