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Money (race)


SuleymanM

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go to race folder then go to modes folder

Path would be like this :

\mods\deathmatch\resources\[gamemodes]\[race]\race\modes

open file called :

destructionderby.lua

using any lua editor ( notepad++ or any other editor )

search for this line :

showMessage(getPlayerName(activePlayers[1]) .. ' is the final survivor!', 0, 255, 0) 

type below it :

local randomMoney = math.random(300,500) -- you can change the amount of money , i've set it random between 300 and 500 , no less than 300 and no more than 500  
givePlayerMoney(activePlayers[1],randomMoney) 
  

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Its good ?

DestructionDerby = setmetatable({}, RaceMode)

DestructionDerby.__index = DestructionDerby

DestructionDerby:register('Destruction derby')

function DestructionDerby:isApplicable()

return not RaceMode.checkpointsExist() and RaceMode.getMapOption('respawn') == 'none'

end

function DestructionDerby:getPlayerRank(player)

return #getActivePlayers()

end

-- Copy of old updateRank

function DestructionDerby:updateRanks()

for i,player in ipairs(g_Players) do

if not isPlayerFinished(player) then

local rank = self:getPlayerRank(player)

if not rank or rank > 0 then

setElementData(player, 'race rank', rank)

end

end

end

-- Make text look good at the start

if not self.running then

for i,player in ipairs(g_Players) do

setElementData(player, 'race rank', '' )

setElementData(player, 'checkpoint', '' )

end

end

end

function DestructionDerby:onPlayerWasted(player)

if isActivePlayer(player) then

self:handleFinishActivePlayer(player)

if getActivePlayerCount() <= 0 then

RaceMode.endMap()

else

TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 1, player, 'Spectate.start', 'auto')

end

end

RaceMode.setPlayerIsFinished(player)

showBlipsAttachedTo(player, false)

end

function DestructionDerby:onPlayerQuit(player)

if isActivePlayer(player) then

self:handleFinishActivePlayer(player)

if getActivePlayerCount() <= 0 then

RaceMode.endMap()

end

end

end

function DestructionDerby:handleFinishActivePlayer(player)

-- Update ranking board for player being removed

if not self.rankingBoard then

self.rankingBoard = RankingBoard:create()

self.rankingBoard:setDirection( 'up', getActivePlayerCount() )

end

local timePassed = self:getTimePassed()

self.rankingBoard:add(player, timePassed)

-- Do remove

finishActivePlayer(player)

-- Update ranking board if one player left

local activePlayers = getActivePlayers()

if #activePlayers == 1 then

self.rankingBoard:add(activePlayers[1], timePassed)

showMessage(getPlayerName(activePlayers[1]) .. ' is the final survivor!', 30, 144, 255)

local randomMoney = math.random(300,500) -- you can change the amount of money , i've set it random between 300 and 500 , no less than 300 and no more than 500

givePlayerMoney(activePlayers[1],randomMoney) end

end

------------------------------------------------------------

-- activePlayerList stuff

--

function isActivePlayer( player )

return table.find( g_CurrentRaceMode.activePlayerList, player )

end

function addActivePlayer( player )

table.insertUnique( g_CurrentRaceMode.activePlayerList, player )

end

function removeActivePlayer( player )

table.removevalue( g_CurrentRaceMode.activePlayerList, player )

end

function finishActivePlayer( player )

table.removevalue( g_CurrentRaceMode.activePlayerList, player )

table.insertUnique( g_CurrentRaceMode.finishedPlayerList, _getPlayerName(player) )

end

function getFinishedPlayerCount()

return #g_CurrentRaceMode.finishedPlayerList

end

function getActivePlayerCount()

return #g_CurrentRaceMode.activePlayerList

end

function getActivePlayers()

return g_CurrentRaceMode.activePlayerList

end

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