Alen141 Posted January 3, 2013 Share Posted January 3, 2013 Hey guys...I just want to say that this is not relly big deal cuse i made spawn script,but i just can't figure out what should i put in this script to workhttps://community.multitheftauto.com/?p=resources&s=details&id=1152 [acl team restriction] Link to comment
Alen141 Posted January 3, 2013 Author Share Posted January 3, 2013 function( categoryIndex, classIndex, skinIndex, password, aclRestrict ) if skinIndex then local class = classGroups[ categoryIndex ].classes[ classIndex ]; if class.aclRestrict then local playerAccountName = getAccountName(getPlayerAccount(player)) if isObjectInACLGroup ("user." .. playerAccountName, aclGetGroup(aclRestrict)) then if not aclRestrict or aclRestrict == "" then outputChatBox( "You have no permission!", client, 200, 50, 50 ); return; elseif aclRestrict ~= class.aclRestrict then outputChatBox( "The password you typed in is incorrect! Try again or cancel to choose different class.", client, 200, 50, 50 ); end end end ERROR: WARNING: spawned\s_main.lua:12: Bad argument @ 'getPlayerAccount' [Expected element at argument 1, got nil] [time] WARNING: spawned\s_main.lua:12: Bad argument @ 'getAccountName' [Expected account at argument 1, got boolean] [time] ERROR: spawned\s_main.lua:13: attempt to concatenate local 'playerAccountName' (a boolean value) [time] WARNING: spawned\s_main.lua:12: Bad argument @ 'getPlayerAccount' [Expected element at argument 1, got nil] [time] WARNING: spawned\s_main.lua:12: Bad argument @ 'getAccountName' [Expected account at argument 1, got boolean] [time] ERROR: spawned\s_main.lua:13: attempt to concatenate local 'playerAccountName' (a boolean value) Link to comment
Alen141 Posted January 3, 2013 Author Share Posted January 3, 2013 player is not defined if i put client instead? Link to comment
Castillo Posted January 3, 2013 Share Posted January 3, 2013 Change 'player' to 'client'. Link to comment
Blaawee Posted January 4, 2013 Share Posted January 4, 2013 show me the client part . Link to comment
Alen141 Posted January 4, 2013 Author Share Posted January 4, 2013 show me the client part . Group = { }; Group.__index = { }; function Group: New( groupElement ) local group = { name = "", classes = { }, }; if getElementType( groupElement ) == "category" then setmetatable( group, self ); self.__index = self; group.name = getElementData( groupElement, "id" ); local children = getElementChildren( groupElement ); for _, child in ipairs( children ) do table.insert( group.classes, Class:New( child ) ); end return group; end return false; end --[[================================================================================]]-- --[[================================================================================]]-- Class = { }; Class.__index = Class; function Class: New( classElement ) local class = { name = "", info = "", color = { red = 255, green = 255, blue = 255 }, skinMngr = SkinManager:New( ), weaponMngr = WeaponManager:New( ), cameraMngr = CameraManager:New( ), } if getElementType( classElement ) == "class" then setmetatable( class, self ); self.__index = self; class.weaponMngr.__index = class.weaponMngr; class.name = getElementData( classElement, "name" ); local classData = getElementChildren( classElement ); for _, data in ipairs( classData ) do if getElementType( data ) == "info" then class.info = getElementData( data, "text" ); elseif getElementType( data ) == "color" then class.color.red = tonumber( 0 and getElementData( data, "red" ) or 255 ); class.color.green = tonumber( 0 and getElementData( data, "green" ) or 255 ); class.color.blue = tonumber( 0 and getElementData( data, "blue" ) or 255 ); elseif getElementType( data ) == "skin" then class.skinMngr:AddSkin( data ); elseif getElementType( data ) == "weapon" then class.weaponMngr:AddWeapon( data ); elseif getElementType( data ) == "camera" then local camChildren = getElementChildren( data ); for _, camInfo in ipairs( camChildren ) do if getElementType( camInfo ) == "position" then class.cameraMngr:Position( camInfo ); elseif getElementType( camInfo ) == "lookAt" then class.cameraMngr:LookAt( camInfo ); end end end end return class; end return false; end --[[================================================================================]]-- --[[================================================================================]]-- CameraManager = { }; CameraManager.__index = CameraManager; function CameraManager: New( ) local cameramngr = { pos = { }, lookAt = { }, }; setmetatable( cameramngr, self ); self.__index = self; return cameramngr; end function CameraManager: Position( cameraPosElement ) if cameraPosElement then self.pos.x = tonumber( getElementData( cameraPosElement, "x" ) ); self.pos.y = tonumber( getElementData( cameraPosElement, "y" ) ); self.pos.z = tonumber( getElementData( cameraPosElement, "z" ) ); else return self.pos.x, self.pos.y, self.pos.z; end end function CameraManager: LookAt( cameraLookAtElement ) if cameraLookAtElement then self.lookAt.x = tonumber( getElementData( cameraLookAtElement, "x" ) ); self.lookAt.y = tonumber( getElementData( cameraLookAtElement, "y" ) ); self.lookAt.z = tonumber( getElementData( cameraLookAtElement, "z" ) ); else return self.lookAt.x, self.lookAt.y, self.lookAt.z; end end --[[================================================================================]]-- --[[================================================================================]]-- Skin = { }; Skin.__index = Skin; function Skin: New( skinElement ) local skin = { name = "", modelId = 0, weaponMngr = WeaponManager:New( ), spawnLoc = { x, y, z }, } if getElementType( skinElement ) == "skin" then setmetatable( skin, self ); self.__index = self; --setmetatable( skin.weaponMngr, WeaponManager ); skin.weaponMngr.__index = skin.weaponMngr; skin.name = getElementData( skinElement, "name" ); skin.modelId = getElementData( skinElement, "id" ); local children = getElementChildren( skinElement ); for _, child in ipairs( children ) do if getElementType( child ) == "spawnpoint" then skin.spawnLoc.x = tonumber( getElementData( child, "x" ) ); skin.spawnLoc.y = tonumber( getElementData( child, "y" ) ); skin.spawnLoc.z = tonumber( getElementData( child, "z" ) ); skin.spawnLoc.rot = tonumber( getElementData( child, "rot" ) ); elseif getElementType( child ) == "weapon" then skin.weaponMngr:AddWeapon( child ); end end return skin; end return false; end function Skin: GetSpawnPosition( ) return self.spawnLoc.x, self.spawnLoc.y, self.spawnLoc.z; end --[[================================================================================]]-- --[[================================================================================]]-- SkinManager = { }; SkinManager.__index = SkinManager; function SkinManager: New( ) local skinmngr = { skins = { }, }; setmetatable( skinmngr, self ); self.__index = self; return skinmngr; end function SkinManager: AddSkin( skinElement ) table.insert( self.skins, Skin:New( skinElement ) ); end function SkinManager: GetSkins( ) return self.skins; end --[[================================================================================]]-- --[[================================================================================]]-- Weapon = { }; Weapon.__index = Weapon; function Weapon: New( weaponElement ) local weapon = { id = 0, ammo = 0, }; if getElementType( weaponElement ) == "weapon" then setmetatable( weapon, self ); self.__index = self; weapon.id = tonumber( getElementData( weaponElement, "id" ) ); weapon.ammo = tonumber( getElementData( weaponElement, "ammo" ) ); return weapon; end return false; end --[[================================================================================]]-- --[[================================================================================]]-- WeaponManager = { }; WeaponManager.__index = WeaponManager; function WeaponManager: New( ) local weaponmngr = { weapons = { }, }; setmetatable( weaponmngr, self ); self.__index = self; return weaponmngr; end function WeaponManager: AddWeapon( weaponElement ) table.insert( self.weapons, Weapon:New( weaponElement ) ); end function WeaponManager: GetWeapons( ) local weapons = { }; for i, weapon in ipairs( self.weapons ) do weapons[ i ] = { }; weapons[ i ].id = weapon.id; weapons[ i ].ammo = weapon.ammo; end return weapons; end function WeaponManager: WeaponCount( ) return #self.weapons; end Link to comment
Blaawee Posted January 4, 2013 Share Posted January 4, 2013 will i think you should edit this file : 'c_gui' not the 'c_spawnclasses' Link to comment
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