ali Posted December 21, 2012 Share Posted December 21, 2012 this was suppoesed to be spawn protection Server: addEventHandler("onPlayerSpawn",root, function () setElementData(source,"spawn_state","spawn",true ) end) addEventHandler("onPlayerDamage", root , function (thePlayer) local state = getElementData(thePlayer,"spawn_state") if tostring(state) == "spawn" then cancelEvent( ) end end ) setTimer( function (player) local state = getElementData(player,"spawn_state") if tostring(state) == "spawn" then setElementData(source,"spawn_state","finish",true) end end , 50000 , 0 ) [2012-12-21 15:17:56] WARNING: fear\logs.lua:8: Bad argument @ 'getElementData' [Expected element at argument 1, got nil] [2012-12-21 15:18:32] WARNING: fear\logs.lua:17: Bad argument @ 'getElementData' [Expected element at argument 1, got nil] Link to comment
csiguusz Posted December 21, 2012 Share Posted December 21, 2012 Use source instead of thePlayer in the "onPlayerDamage" event: local state = getElementData(source,"spawn_state") Note: cancelling onPlayerDamage event server-side won't cancel the damage, use onClientPlayerDamage on client side. And who is the player in the timer function? You should make a new function for setting "spawn_state" to "finish" and add a new line to the "onPlayerSpawn" event: setTimer(someFuntion , 50000 , 1, source ) Link to comment
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