lpdc99 Posted May 2, 2013 Share Posted May 2, 2013 necesito ayuda cuando quede una persona en el mapa que siga jugando no que pasen los segundos para que votemos los mapas o sea parecido al auto b pero el jugador que queda al final siga jugando eso quiero por favor Link to comment
Arsilex Posted May 2, 2013 Share Posted May 2, 2013 eso se cambia en /models/destructionderby me parece Link to comment
lpdc99 Posted May 20, 2013 Author Share Posted May 20, 2013 y que tengo q poner en esa carpeta lua ? Link to comment
Bc# Posted May 21, 2013 Share Posted May 21, 2013 donde dice esto: if getActivePlayerCount() <=1 then poner esto if getActivePlayerCount() < 1 then Si quieres un script mas elaborado puedes reemplazar todo el lua por esto: 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() < 1 then RaceMode.endMap() return end if getActivePlayerCount() <= 1 and getElementModel(player) == 425 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() < 1 then RaceMode.endMap() return end if getActivePlayerCount() <= 1 and getElementModel(player) == 425 then RaceMode.endMap() end end end addEvent("onPlayerPickUpRacePickup",true) addEventHandler("onPlayerPickUpRacePickup",getRootElement(),someoneReachedHunter) 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 showMessage(getPlayerName(activePlayers[1]) .. ' is the Winner!', 179, 255, 71) end if #activePlayers == 0 then self.rankingBoard:add(activePlayers[1], timePassed) 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 Link to comment
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