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car alarm system


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Posted

Hello guys,

i'm looking for a vehicle alarm system if player locked vehicle it will play sound lock.mp3

if vehicle unlocked play unlock.mp3

and if player hit you're it play alarm.mp3

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Posted

how?

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Posted
bindKey -- bind key 
setVehicleLocked -- lock 
isVehicleLocked -- check lock 
triggerClientEvent -- call client 
playSound -- sound 
createMarker -- marker 
'onVehicleEnter' -- Event 
'onVehicleStartEnter' -- Event 
attachElements -- marker 
'onMarkerHit' -- trigger to client then play sound 
getElementType -- check the type of the element 
isElement -- check sound 
destroyElement -- destroy sound or marker 
'onVehicleExit' -- Event 
'onVehicleStartExit' -- Event 

  

Posted
addEventHandler("onClientVehicleStartEnter", root, 
function(thePlayer, seat) 
if seat == 0 then 
if isVehicleLocked ( source ) then 
local x,y,z = getElementPosition(source) 
audio = playSound3D("lock.mp3", x,y,z,true) 
end 
end 
end 
) 
  
function stopMySound() 
stopSound(audio) 
end 
addCommandHandler ( "stopalarm", stopMySound ) 

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Posted

yes but thats all what i understand :P

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Posted

can you fix it to me? i'm kinda lazy

srry for that work ._.

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Posted
function playLockingSound(vehicle) 
    if vehicle then 
    source = vehicle 
    end 
local x,y,z = getElementPosition(source) 
local lockSound = playSound3D("files/lock.mp3", x, y, z) 
setSoundMaxDistance(lockSound, 50) 
attachElements(lockSound, source) 
beep(source) 
end 
addEvent("onClientVehicleLock", true) 
addEventHandler("onClientVehicleLock", root, playLockingSound) 
  
function playUnlockingSound() 
stopVehicleAlarm(source) 
local x,y,z = getElementPosition(source) 
local unlockSound = playSound3D("files/unlock.mp3", x, y, z) 
setSoundMaxDistance(unlockSound, 50) 
attachElements(unlockSound, source) 
beep(source) 
setTimer(beep, 200, 1, source) 
end 
addEvent("onClientVehicleUnlock", true) 
addEventHandler("onClientVehicleUnlock", root, playUnlockingSound) 
  
function beep(vehicle) 
    if getVehicleOverrideLights(vehicle) ~= 2 then 
    setVehicleOverrideLights(vehicle, 2) 
    setTimer(setVehicleOverrideLights, 100, 1, vehicle, 1) 
    else 
    setVehicleOverrideLights(vehicle, 1) 
    setTimer(setVehicleOverrideLights, 100, 1, vehicle, 2) 
    end 
end 
  

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Posted

???

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Posted

No erros still not working

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Posted

yes i want just if player lock vehicle it play lock.mp3 sound

when unlock play unlock.mp3 sound

and if player hit the vehicle play alarm.mp3 sound

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Posted

i dont know how to make it please help me

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Posted

i have already but i have alarm like reallife alarms but i dont know how to make it

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Posted

client side

-- Car Locks ( client ) 
  
-- local player 
localPlayer = getLocalPlayer ( ) 
  
-- playSoundNearElement 
addEvent ( "onPlaySoundNearElement", true ) 
function playSoundNearElement ( theElement, sound ) 
--  local sound = 5 
    local maxdist = 15.0 
    -- valid element 
    if ( theElement ) then 
        local x,y,z = getElementPosition ( theElement ) 
        local x2,y2,z2 = getElementPosition ( localPlayer ) 
        local dist = getDistanceBetweenPoints3D ( x, y, z, x2, y2, z2 )  
        -- distance is less than parameter maxdist 
        if ( dist < maxdist ) then 
            -- play parameter sound  
            playSoundFrontEnd ( 5 ) 
        --  outputChatBox ( "sound should play" ) 
        else 
        --  outputChatBox ( "not in range" ) 
        end 
    else 
        -- outputChatBox ( "invalid element" ) 
    end 
end 
addEventHandler ( "onPlaySoundNearElement", getRootElement(), playSoundNearElement ) 
  

server side

-- ================= 
-- Car Locks ( server )
-- by vick.
-- =================
 
-- player element data --
    -- cl_ownedvehicle
-- vehicle element data --
    -- cl_vehicleowner
    -- cl_vehiclelocked
    -- cl_enginestate
 
 
-- resource starts - ends
function initCarLocks ()
    -- Initilize Player Element Data
    local players = getElementsByType ( "player" )
    for k,p in ipairs(players) do
        removeElementData ( p, "cl_ownedvehicle" )
        bindKey ( p, "l", "down", doToggleLocked )
    end
 
    -- Initilize Vehicle Element Data
    local vehicles = getElementsByType ( "vehicle" )
    for k,v in ipairs(vehicles) do
        removeElementData ( v, "cl_vehicleowner" )
        removeElementData ( v, "cl_vehiclelocked" )
        removeElementData ( v, "cl_enginestate" )
        setVehicleLocked ( v, false )
        setVehicleOverrideLights ( v, 0 )
    end
end
addEventHandler ( "onResourceStart", getResourceRootElement ( getThisResource () ), initCarLocks )
addEventHandler ( "onResourceStop", getResourceRootElement ( getThisResource () ), initCarLocks )
 
-- player joins
function cl_PlayerJoin ( )
bindKey ( source, "l", "down", doToggleLocked )
 
end
addEventHandler ( "onPlayerJoin", getRootElement(), cl_PlayerJoin )
 
-- player quits
function cl_PlayerQuit ( )
    -- check for owned car
    local ownedVehicle = getElementData ( source, "cl_ownedvehicle" )
    if (ownedVehicle ~= false) then
        cl_RemoveVehicleOwner ( ownedVehicle )
    end
end
addEventHandler ( "onPlayerQuit", getRootElement(), cl_PlayerQuit )
 
-- player dies
function cl_PlayerWasted ( )
    -- check for owned car
    local ownedVehicle = getElementData ( source, "cl_ownedvehicle" )
    if (ownedVehicle ~= false) then
        cl_RemoveVehicleOwner ( ownedVehicle )
    end
end
addEventHandler ( "onPlayerWasted", getRootElement(), cl_PlayerWasted )
 
-- player tries to enter vehicle
function cl_VehicleStartEnter ( enteringPlayer, seat, jacked )
    local theVehicle = source
    local theOwner
    -- locked and not owner entering
    if ( getElementData ( theVehicle, "cl_vehiclelocked" ) == true ) then
        theOwner = getElementData ( theVehicle, "cl_vehicleowner" )
        if theOwner ~= false and theOwner ~= enteringPlayer then
            -- make sure they dont enter
            --cancelEvent();
        end
     end
end
addEventHandler ( "onVehicleStartEnter", getRootElement(), cl_VehicleStartEnter )
 
-- player enters a vehicle
function cl_PlayerDriveVehicle ( player, seat, jacked )
    -- Driver Enter
    if ( seat == 0 ) then
        oldVehicle = getElementData ( player, "cl_ownedvehicle" )
        -- not entering player's own owned vehicle
        if ( (cl_VehicleLocked(source) == true) and (cl_VehicleOwner(source) ~= player) ) then
            removePedFromVehicle( player )
            Err_Msg("this vehicle is locked.", player)
            return false
        end
        -- set element data for vehicle and owner
        cl_SetVehicleOwner ( source, player )
    end
    return true
end
addEventHandler ( "onVehicleEnter", getRootElement(), cl_PlayerDriveVehicle )
 
-- vehicle respawns
function cl_VehicleRespawn ( exploded )
    cl_RemoveVehicleOwner ( source )
end
addEventHandler ( "OnVehicleRespawn", getRootElement(), cl_VehicleRespawn )
 
-- vehicle explosion
function cl_VehicleExplode ( )
    local theOwner = getElementData ( source, "cl_vehicleowner" )
    if ( theOwner ~= false ) then
        cl_RemoveVehicleOwner ( source )
    end
end
addEventHandler ( "onVehicleExplode", getRootElement(), cl_VehicleExplode )
 
-- set vehicle owner
function cl_SetVehicleOwner ( theVehicle, thePlayer )
    local oldVehicle = getElementData ( thePlayer, "cl_ownedvehicle" )
    if ( oldVehicle ~= false ) then
        -- unlock old car      
        removeElementData ( oldVehicle, "cl_vehicleowner" )
        removeElementData ( oldVehicle, "cl_vehiclelocked" )
        removeElementData ( oldVehicle, "cl_enginestate" )
        setVehicleLocked ( oldVehicle, false )
        -- set vars for new car
    end
    setElementData ( theVehicle, "cl_vehicleowner", thePlayer )
    setElementData ( theVehicle, "cl_vehiclelocked", false )
    setElementData ( thePlayer, "cl_ownedvehicle", theVehicle )
    setElementData( theVehicle, "cl_enginestate", true )
 
end
 
function cl_RemoveVehicleOwner ( theVehicle )
    local theOwner = getElementData ( theVehicle, "cl_vehicleowner" )
    if ( theOwner ~= false ) then
        removeElementData ( theOwner, "cl_ownedvehicle" )
        removeElementData ( theVehicle, "cl_vehicleowner" )
        removeElementData ( theVehicle, "cl_vehiclelocked" )
        removeElementData ( owned, "cl_enginestate" )
    end
    setVehicleLocked ( theVehicle, false )
 
end
 
-- flash the lights twice
function cl_FlashLights ( thePlayer )
    setTimer ( doToggleLights, 300, 4, thePlayer, true )
end
 
-- flash once
function cl_FlashOnce ( thePlayer )
    setTimer ( doToggleLights, 300, 2, thePlayer, true )
end
 
-- get vehicle owner ( according to vehicle's element data )
function cl_VehicleOwner ( theVehicle )
    return getElementData( theVehicle, "cl_vehicleowner" )
 
end
-- is vehicle locked ( according to vehicle's element data )
function cl_VehicleLocked ( theVehicle )
    return getElementData( theVehicle, "cl_vehiclelocked" )
end
-- messaging functions
-- send red error message
function Err_Msg ( strout, thePlayer )
    outputChatBox ( strout, thePlayer, 200, 0, 10 )
end
 
-- send message to all occupants of vehicle
function Car_Msg ( strout, theVehicle )
    numseats = getVehicleMaxPassengers ( theVehicle )
    for s = 0, numseats do
        local targetPlayer = getVehicleOccupant ( theVehicle, s )
        if targetPlayer ~= false then
            outputChatBox ( strout, targetPlayer, 30, 144, 255 )
        end
    end
end
-- send aquamarine message to player
function Info_Msg ( strout, thePlayer )
    outputChatBox ( strout, thePlayer, 102, 205, 170 )
end
 
-- commands
function doToggleLocked ( source )
    local theVehicle , strout
    if ( getElementType(source) == "vehicle" ) then
        theVehicle = source
    end
    if ( getElementType(source) == "player" ) then
        theVehicle = getElementData ( source, "cl_ownedvehicle" )
    end
 
    if ( theVehicle ) then
        local vehiclename = getVehicleName ( theVehicle )
        -- already locked
        if ( getElementData ( theVehicle, "cl_vehiclelocked") == true ) then
            doUnlockVehicle ( source )
        else
            doLockVehicle ( source )
        end
    else
        Err_Msg("You must have a vehicle to lock or unlock it.", source)
    end
end 
 
function doLockVehicle ( source )
    local theVehicle , strout
    if ( getElementType(source) == "vehicle" ) then
        theVehicle = source
    end
    if ( getElementType(source) == "player" ) then
        theVehicle = getElementData ( source, "cl_ownedvehicle" )
    end
 
    if ( theVehicle ) then
        local vehiclename = getVehicleName ( theVehicle )
        -- already locked
        if ( getElementData ( theVehicle, "cl_vehiclelocked") == true ) then
            strout = "Your " .. vehiclename .. " is already locked."
            Err_Msg(strout, source)
        else
            setElementData ( theVehicle, "cl_vehiclelocked", true)
            setVehicleLocked ( theVehicle, true )
            Car_Msg( "Current vehicle " .. vehiclename .. " locked.", theVehicle)
            Info_Msg ( "Locked vehicle " .. vehiclename .. ".", source )
            if ( getVehicleController ( theVehicle ) == false ) then
                cl_FlashLights ( source )
            end
        end
    else
        Err_Msg("You must have a vehicle to lock it.", source)
    end
end
 
function doUnlockVehicle ( source )
    local theVehicle, strout
    if ( getElementType(source) == "vehicle" ) then
        theVehicle = source
    end
    if ( getElementType(source) == "player" ) then
        theVehicle = getElementData ( source, "cl_ownedvehicle" )
    end
    if ( theVehicle ) then
    local vehiclename = getVehicleName ( theVehicle )
        if ( getElementData ( theVehicle, "cl_vehiclelocked") == false ) then
            strout = "Your " .. vehiclename .. " is already unlocked."
            Err_Msg(strout, source)
        else
            setElementData ( theVehicle, "cl_vehiclelocked", false)
            setVehicleLocked ( theVehicle, false )
            Car_Msg( "Current vehicle " .. vehiclename .. " unlocked.", theVehicle )
            Info_Msg ( "Unlocked vehicle " .. vehiclename .. ".", source )
            if (

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Posted

yes, i was using it already.

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Great minds discuss ideas, Average minds discuss events and small minds discuss people.

  • 1 month later...

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