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stop Car Damage


Wei

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function stopEventOnDamage(vehicle) 
    if vehicle then 
        if getElementHealth( vehicle ) >= 900 then 
        cancelEvent() 
        end 
    end 
end 
addEventHandler("onVehicleDamage", getRootElement(), stopEventOnDamage) 

Bad Argument @getElementHealth

and

Attempt to compare noumber with bolean

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function stopEventOnDamage(vehicle) 
    if vehicle then 
        if getElementHealth( vehicle ) >= 900 then 
        cancelEvent() 
        end 
    end 
end 
addEventHandler("onVehicleDamage", getRootElement(), stopEventOnDamage) 

Bad Argument @getElementHealth

and

Attempt to compare noumber with bolean

function stopEventOnDamage() 
    
        if getElementHealth( source) >= 900 then 
        cancelEvent() 
        end 
    end 
  
addEventHandler("onVehicleDamage", getRootElement(), stopEventOnDamage) 

This?

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function stopEventOnDamage(vehicle) 
    if vehicle then 
        if getElementHealth( vehicle ) >= 900 then 
        cancelEvent() 
        end 
    end 
end 
addEventHandler("onVehicleDamage", getRootElement(), stopEventOnDamage) 

Bad Argument @getElementHealth

and

Attempt to compare noumber with bolean

function stopEventOnDamage() 
    
        if getElementHealth( source) >= 900 then 
        cancelEvent() 
        end 
    end 
  
addEventHandler("onVehicleDamage", getRootElement(), stopEventOnDamage) 

This?

doesn't work

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function disableBlowVehicle( source ) 
    local health = getElementHealth( source) 
     
    if(health<=350) then 
       setElementHealth(source, 300) 
       setVehicleDamageProof(source, true) 
       setVehicleEngineState(source, false) 
   end 
end 
addEventHandler("onVehicleDamage", getRootElement(), disableBlowVehicle) 
  

Try that I tested it and it worked

Link to comment
function disableBlowVehicle( source ) 
    local health = getElementHealth( source) 
     
    if(health<=350) then 
       setElementHealth(source, 300) 
       setVehicleDamageProof(source, true) 
       setVehicleEngineState(source, false) 
   end 
end 
addEventHandler("onVehicleDamage", getRootElement(), disableBlowVehicle) 
  

Try that I tested it and it worked

It still shows the first error and when I shot it with the ak it blows-.-

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try this:

function disableBlowVehicle() --source isn't needed 
    local health = getElementHealth( source) 
    
    if(health<=350) then 
       setElementHealth(source, 300) 
       setVehicleDamageProof(source, true) 
       setVehicleEngineState(source, false) 
   end 
end 
addEventHandler("onVehicleDamage",root, disableBlowVehicle) 

@Montiz, the variable source is the vehicle, so the variable source doesn't need to be in the function brackets

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1 question more.

why it doesn't gives me money ?

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 
        local cuffer = getElementData ( hElement , "Handcuffer" ) 
        if not cuffer 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(source, 1000) 
            takePlayerMoney(hElement, 5000) 
            setElementData(hElement, "Timeleft", 30) 
            setTimer ( releasePlayer , 30000 , 1 , hElement ) 
        elseif wantedLevel == 2 then 
            givePlayerMoney(source, 2000) 
            takePlayerMoney(hElement, 8000) 
            setElementData(hElement, "Timeleft", 60) 
            setTimer ( releasePlayer , 60000 , 1 , hElement ) 
        elseif wantedLevel == 3 then 
            givePlayerMoney(source, 3000) 
            takePlayerMoney(hElement, 10000) 
            setElementData(hElement, "Timeleft", 120) 
            setTimer ( releasePlayer , 120000 , 1 , hElement ) 
        elseif wantedLevel == 4 then 
            givePlayerMoney(source, 4000) 
            takePlayerMoney(hElement, 12000) 
            setElementData(hElement, "Timeleft", 180) 
            setTimer ( releasePlayer , 180000 , 1 , hElement ) 
        elseif wantedLevel == 5 then 
            givePlayerMoney(source, 5000) 
            takePlayerMoney(hElement, 15000) 
            setElementData(hElement, "Timeleft", 200) 
            setTimer ( releasePlayer , 200000 , 1 , hElement ) 
        elseif wantedLevel == 6 then 
            givePlayerMoney(source, 8000) 
            takePlayerMoney(hElement, 20000) 
            setElementData(hElement, "Timeleft", 240) 
            setTimer ( releasePlayer , 240000 , 1 , hElement ) 
        end 
        setPlayerWantedLevel(hElement, 0) 
    end 
) 

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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?

Edited by Guest
Link to comment
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 
        local cuffer = getElementData ( hElement , "Handcuffer" ) 
        if not cuffer 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(source, 1000) 
            takePlayerMoney(hElement, 5000) 
            setElementData(hElement, "Timeleft", 30) 
            setTimer ( releasePlayer , 30000 , 1 , hElement ) 
        elseif wantedLevel == 2 then 
            givePlayerMoney(source, 2000) 
            takePlayerMoney(hElement, 8000) 
            setElementData(hElement, "Timeleft", 60) 
            setTimer ( releasePlayer , 60000 , 1 , hElement ) 
        elseif wantedLevel == 3 then 
            givePlayerMoney(source, 3000) 
            takePlayerMoney(hElement, 10000) 
            setElementData(hElement, "Timeleft", 120) 
            setTimer ( releasePlayer , 120000 , 1 , hElement ) 
        elseif wantedLevel == 4 then 
            givePlayerMoney(source, 4000) 
            takePlayerMoney(hElement, 12000) 
            setElementData(hElement, "Timeleft", 180) 
            setTimer ( releasePlayer , 180000 , 1 , hElement ) 
        elseif wantedLevel == 5 then 
            givePlayerMoney(source, 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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source is col.

whats the problem here ?

function sell() 
    local x,y,z = getElementPosition(localPlayer) 
    marker = createMarker( x,y,z-1,"cylinder", 2, 255, 255, 255, 255 ) 
    addEventHandler( "onClientMarkerHit", marker, markerhit ) 
    setElementData( marker, "owner", getPlayerName(localPlayer) ) 
end 
addCommandHandler("sell", sell) 

I wanna to be visible to all players

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source is col.

whats the problem here ?

function sell() 
    local x,y,z = getElementPosition(localPlayer) 
    marker = createMarker( x,y,z-1,"cylinder", 2, 255, 255, 255, 255 ) 
    addEventHandler( "onClientMarkerHit", marker, markerhit ) 
    setElementData( marker, "owner", getPlayerName(localPlayer) ) 
end 
addCommandHandler("sell", sell) 

I wanna to be visible to all players

the marker?

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source is col.

whats the problem here ?

function sell() 
    local x,y,z = getElementPosition(localPlayer) 
    marker = createMarker( x,y,z-1,"cylinder", 2, 255, 255, 255, 255 ) 
    addEventHandler( "onClientMarkerHit", marker, markerhit ) 
    setElementData( marker, "owner", getPlayerName(localPlayer) ) 
end 
addCommandHandler("sell", sell) 

I wanna to be visible to all players

the marker?

Yeah

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source is col.

whats the problem here ?

function sell() 
    local x,y,z = getElementPosition(localPlayer) 
    marker = createMarker( x,y,z-1,"cylinder", 2, 255, 255, 255, 255 ) 
    addEventHandler( "onClientMarkerHit", marker, markerhit ) 
    setElementData( marker, "owner", getPlayerName(localPlayer) ) 
end 
addCommandHandler("sell", sell) 

I wanna to be visible to all players

the marker?

Yeah

you should create the marker in server side your code look like client side script

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