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stop Car Damage


Wei

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Guest Guest4401
Posted

You can make the command "sell" server side and trigger it to everyone using triggerClientEvent so that you can create the marker for everyone.

or

You can make everything serverside, and use onMarkerHit instead of onClientMarkerHit.

Posted
givePlayerMoney(source, 1000) 

You should use hElement instead of source. source here is colshape. You want give money to colshape? xD

addEventHandler ( 'onColShapeHit', LSPDColShape, 
    function ( pElement ) 
        if  
            getElementType ( pElement ) ~= 'player' and 
            getPlayerWantedLevel ( pElement ) < 1 and 
            not getElementData ( pElement, 'Cuffed' ) and 
            not getElementData ( pElement, 'Handcuffer' ) 
        then 
            return 
        end 
         
        local nWantedLevel = getPlayerWantedLevel ( pElement ) 
        fadeCamera( pElement, false ) 
        setTimer( 
            function( pElement ) 
                setElementInterior( pElement, 6 ) 
                setElementPosition( pElement, 265.21185302734, 77.63591003418, 1001.0390625 ) 
                fadeCamera( pElement, true ) 
            end, 
        1000, 
        1, pElement )    
        setElementData( pElement, 'Arrested', true ) 
        setElementData( pElement, 'Cuffed', false ) 
        setElementData( pElement, 'Handcuffer', '' ) 
             
        if nWantedLevel == 1 then 
            givePlayerMoney( pElement, 1000 ) 
            takePlayerMoney( pElement, 5000 ) 
            setElementData( pElement, 'Timeleft', 30 ) 
            setTimer ( releasePlayer , 30000 , 1 , pElement ) 
        elseif nWantedLevel == 2 then 
            givePlayerMoney( pElement, 2000 ) 
            takePlayerMoney( pElement, 8000 ) 
            setElementData( pElement, 'Timeleft', 60 ) 
            setTimer ( releasePlayer , 60000 , 1 , pElement ) 
        elseif nWantedLevel == 3 then 
            givePlayerMoney( pElement, 3000 ) 
            takePlayerMoney( pElement, 10000 ) 
            setElementData( pElement, 'Timeleft', 120 ) 
            setTimer ( releasePlayer , 120000 , 1 , pElement ) 
        elseif nWantedLevel == 4 then 
            givePlayerMoney( pElement, 4000 ) 
            takePlayerMoney( pElement, 12000 ) 
            setElementData( pElement, 'Timeleft', 180 ) 
            setTimer ( releasePlayer , 180000 , 1 , pElement ) 
        elseif nWantedLevel == 5 then 
            givePlayerMoney( pElement, 5000 ) 
            takePlayerMoney( pElement, 15000 ) 
            setElementData( pElement, 'Timeleft', 200 ) 
            setTimer ( releasePlayer , 200000 , 1 , pElement ) 
        elseif nWantedLevel == 6 then 
            givePlayerMoney( pElement, 8000 ) 
            takePlayerMoney( pElement, 20000 ) 
            setElementData( pElement, 'Timeleft', 240 ) 
            setTimer ( releasePlayer , 240000 , 1 , pElement ) 
        end 
        setPlayerWantedLevel( pElement, 0 ) 
    end  
) 

Explain this

givePlayerMoney( pElement, 1000 ) 
takePlayerMoney( pElement, 5000 ) 

Maybe you want give money who arrest you?

Still need help with this

Yeah money gets player wich arrest

Money take from Player wich is arrested

Posted

try this:

addEventHandler ( "onColShapeHit" , LSPDColShape ,function ( hElement ) 
        if getElementType ( hElement ) ~= "player" then --returns a string 
            return 
        end 
        if getPlayerWantedLevel ( hElement ) < 1 then 
            return 
        end 
        if not getElementData ( hElement , "Cuffed" ) then 
            return 
        end 
        if not getElementData ( hElement , "Handcuffer" ) then 
            return 
        end 
        local wantedLevel = getPlayerWantedLevel ( hElement ) 
        fadeCamera(hElement, false) 
        setTimer(setElementInterior, 1000, 1, hElement, 6) 
        setTimer(setElementPosition, 1000, 1, hElement, 265.21185302734, 77.63591003418, 1001.0390625 ) 
        setTimer(fadeCamera, 1000, 1, hElement, true) 
        setElementData(hElement, "Arrested", true) 
        setElementData(hElement, "Cuffed", false) 
        setElementData(hElement, "Handcuffer", "") 
        if wantedLevel == 1 then 
            givePlayerMoney(hElement, 1000) 
            takePlayerMoney(hElement, 5000) 
            setElementData(hElement, "Timeleft", 30) 
            setTimer ( releasePlayer , 30000 , 1 , hElement ) 
        elseif wantedLevel == 2 then 
            givePlayerMoney(hElement, 2000) 
            takePlayerMoney(hElement, 8000) 
            setElementData(hElement, "Timeleft", 60) 
            setTimer ( releasePlayer , 60000 , 1 , hElement ) 
        elseif wantedLevel == 3 then 
            givePlayerMoney(hElement, 3000) 
            takePlayerMoney(hElement, 10000) 
            setElementData(hElement, "Timeleft", 120) 
            setTimer ( releasePlayer , 120000 , 1 , hElement ) 
        elseif wantedLevel == 4 then 
            givePlayerMoney(hElement, 4000) 
            takePlayerMoney(hElement, 12000) 
            setElementData(hElement, "Timeleft", 180) 
            setTimer ( releasePlayer , 180000 , 1 , hElement ) 
        elseif wantedLevel == 5 then 
            givePlayerMoney(hElement, 5000) 
            takePlayerMoney(hElement, 15000) 
            setElementData(hElement, "Timeleft", 200) 
            setTimer ( releasePlayer , 200000 , 1 , hElement ) 
        elseif wantedLevel == 6 then 
            givePlayerMoney(hElement, 8000) 
            takePlayerMoney(hElement, 20000) 
            setElementData(hElement, "Timeleft", 240) 
            setTimer ( releasePlayer , 240000 , 1 , hElement ) 
        end 
        setPlayerWantedLevel(hElement, 0) 
    end 
) 

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