Tete omar Posted September 6, 2012 Posted September 6, 2012 ctrlNames = { "forwards","backwards","left","right","jump","sprint","walk","crouch","enter_exit" } local function followHim(player) for _, ctrl in ipairs(ctrlNames) do setControlState(player,(ctrl),true) end end setTimer(followHim, 10*500/100*10*5-2450, 0, player) -- the result : 50 addEventHandler("onPlayerDamage", root, function( attacker, attackerweapon, bodypart, loss ) for _,player in ipairs(getElementsByType("player")) do local policeTeam = getPlayerTeam( attacker ) if ( policeTeam == Police ) and ( attacker == Police ) then if ( wantedLevel > 0 ) then -- wantedLevel is predefined .. if ( attackerweapon == 3 ) and ( loss > 2 ) then followHim(player) showCursor( true ) end end end end end) Errors: bad argument @ 'setControlState'
TAPL Posted September 6, 2012 Posted September 6, 2012 Maybe? ctrlNames = { "forwards","backwards","left","right","jump","sprint","walk","crouch","enter_exit" } local function followHim(player) for _, ctrl in ipairs(ctrlNames) do setControlState(player,(ctrl),true) end end addEventHandler("onPlayerDamage", root, function( attacker, attackerweapon, bodypart, loss ) for _,player in ipairs(getElementsByType("player")) do local policeTeam = getPlayerTeam( attacker ) if ( policeTeam == Police ) and ( attacker == Police ) then if ( wantedLevel > 0 ) then -- wantedLevel is predefined .. if ( attackerweapon == 3 ) and ( loss > 2 ) then setTimer(followHim, 10*500/100*10*5-2450, 0, player) -- the result : 50 showCursor( true ) end end end end end)
Tete omar Posted September 6, 2012 Author Posted September 6, 2012 Maybe? ctrlNames = { "forwards","backwards","left","right","jump","sprint","walk","crouch","enter_exit" } local function followHim(player) for _, ctrl in ipairs(ctrlNames) do setControlState(player,(ctrl),true) end end addEventHandler("onPlayerDamage", root, function( attacker, attackerweapon, bodypart, loss ) for _,player in ipairs(getElementsByType("player")) do local policeTeam = getPlayerTeam( attacker ) if ( policeTeam == Police ) and ( attacker == Police ) then if ( wantedLevel > 0 ) then -- wantedLevel is predefined .. if ( attackerweapon == 3 ) and ( loss > 2 ) then setTimer(followHim, 10*500/100*10*5-2450, 0, player) -- the result : 50 showCursor( true ) end end end end end) No errors but i think it doesn't make sense.
Castillo Posted September 6, 2012 Posted September 6, 2012 ctrlNames = { "forwards","backwards","left","right","jump","sprint","walk","crouch","enter_exit" } local function followHim ( player ) for _, ctrl in ipairs ( ctrlNames ) do setControlState ( player, ( ctrl ), true ) end end setTimer ( followHim, 10*500/100*10*5-2450, 0, player ) -- the result : 50 addEventHandler ( "onPlayerDamage", root, function ( attacker, attackerweapon, bodypart, loss ) if ( attacker ) then local policeTeam = getPlayerTeam ( attacker ) if ( policeTeam == Police ) and ( wantedLevel > 0 ) then if ( attackerweapon == 3 ) and ( loss > 2 ) then followHim ( source ) showCursor ( source, true ) end end end end ) That's what you mean? because your script would make every player with these controls, mine will make only the player that got hit.
Tete omar Posted September 6, 2012 Author Posted September 6, 2012 I just discovered that i just wasting my time with 'setControlState' so i made a temporary test , and here you are addEventHandler("onPlayerDamage", root, function( attacker, attackerweapon, bodypart, loss ) local policeTeam = getPlayerTeam( attacker ) if ( isElement( policeTeam ) and policeTeam == Police ) then if ( ( wantedLevel or 0 ) >= 1 ) then if ( attackerweapon == 3 ) and ( loss > 2 ) then outputChatBox( getPlayerName( source ) .. " was Jailed by " .. getPlayerName( attacker ) ) end end end end) if i damaged a person with 1 or more stars , the message won't be appear why ?.
Castillo Posted September 6, 2012 Posted September 6, 2012 "Police" variable is defined, right? Also, are you sure the health lost is higher than 2?
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