SuleymanM Posted January 23, 2013 Posted January 23, 2013 HI all, Today i download race-money ... (when player survivor gots 1000$) Why not function??? ... player when finish no gets 1000$ ... already exists Money on Scoreboard
Sora Posted January 24, 2013 Posted January 24, 2013 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)
SuleymanM Posted January 24, 2013 Author Posted January 24, 2013 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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