WASSIm. Posted July 21, 2013 Share Posted July 21, 2013 hi guys i have problem if spawn vehicle or start resource all vehicle he make 99999999999999999999999 vehicles i want just double local vehicleBackLight = {} addEventHandler( "onClientResourceStart", getResourceRootElement( getThisResource() ), function () for k, theVehicle in ipairs ( getElementsByType( "vehicle" ) ) do if not ( vehicleBackLight[theVehicle] ) then local x,y,z = getElementPosition( theVehicle ) local id = getElementModel ( theVehicle ) vehicleBackLight[theVehicle] = createVehicle ( id, x, y, z ) attachElements ( vehicleBackLight[theVehicle], theVehicle, 0, 0, 0, 0, 0, 180 ) end end end ) addEventHandler( "onClientElementStreamIn", root, function() if ( getElementType( source ) == "vehicle" ) then if not ( vehicleBackLight[source] ) then local x,y,z = getElementPosition( source ) local id = getElementModel ( source ) vehicleBackLight[source] = createVehicle ( id, x, y, z ) attachElements ( vehicleBackLight[source], source, 0, 0, 1, 0, 0, 180 ) end end end ) Link to comment
TAPL Posted July 21, 2013 Share Posted July 21, 2013 Replace line 20 with this: if not (vehicleBackLight[source]) and not isElementAttached(source) then And don't forget to fix the offset of attachElements at line 11 to be like line 24. And you have to find a way to get them out of the table when the vehicle destroyed. Link to comment
WASSIm. Posted July 21, 2013 Author Share Posted July 21, 2013 thank you i want ask. exm if setElementCollisionsEnabled(vehicle,false) can entred vehicle ? Link to comment
TAPL Posted July 21, 2013 Share Posted July 21, 2013 If it was created client side you won't be able to enter it. If it was server side vehicle, you can enter it but not drive because probably it will lose its gravity. Link to comment
WASSIm. Posted July 21, 2013 Author Share Posted July 21, 2013 good i have other problem its not working and no error addEventHandler ( "onClientResourceStart", getResourceRootElement( getThisResource() ), function ( ) for k, theVehicle in ipairs ( getElementsByType( "vehicle" ) ) do if (getElementData(theVehicle,"BackLight")) then local texture = dxCreateTexture ( "light.png", "dxt5" ) local shader = dxCreateShader ( "texture.fx" ) dxSetShaderValue ( shader, "gTexture", texture ) --shader replaced engineApplyShaderToWorldTexture ( shader, "headlight1", theVehicle ) engineApplyShaderToWorldTexture ( shader, "headlight", theVehicle ) --shader removed engineApplyShaderToWorldTexture ( shader, "coronastar", theVehicle ) engineApplyShaderToWorldTexture ( shader, "coronaringb", theVehicle ) engineApplyShaderToWorldTexture ( shader, "coronareflect", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_bike", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_car", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_exp", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_ped", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_heli", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_rcbaron", theVehicle ) engineApplyShaderToWorldTexture ( shader, "coronaheadlightline", theVehicle ) end end end ) addEventHandler ( "onClientResourceStart", root, function ( ) if (getElementType ( source ) == "vehicle" ) then if (getElementData(source,"BackLight")) then local texture = dxCreateTexture ( "light.png", "dxt5" ) local shader = dxCreateShader ( "texture.fx" ) dxSetShaderValue ( shader, "gTexture", texture ) --shader replaced engineApplyShaderToWorldTexture ( shader, "headlight1", source ) engineApplyShaderToWorldTexture ( shader, "headlight", source ) --shader removed engineApplyShaderToWorldTexture ( shader, "coronastar", source ) engineApplyShaderToWorldTexture ( shader, "coronaringb", source ) engineApplyShaderToWorldTexture ( shader, "coronareflect", source ) engineApplyShaderToWorldTexture ( shader, "shad_bike", source ) engineApplyShaderToWorldTexture ( shader, "shad_car", source ) engineApplyShaderToWorldTexture ( shader, "shad_exp", source ) engineApplyShaderToWorldTexture ( shader, "shad_ped", source ) engineApplyShaderToWorldTexture ( shader, "shad_heli", source ) engineApplyShaderToWorldTexture ( shader, "shad_rcbaron", source ) engineApplyShaderToWorldTexture ( shader, "coronaheadlightline", source ) end end end ) Link to comment
Blaawee Posted July 21, 2013 Share Posted July 21, 2013 addEventHandler ( "onClientResourceStart", root, function ( ) if (getElementType ( source ) == "vehicle" ) then Are you kidding me ! Hows the source would be a vehicle ?! Link to comment
WASSIm. Posted July 22, 2013 Author Share Posted July 22, 2013 oh opss addEventHandler ( "onClientResourceStart", getResourceRootElement( getThisResource() ), function ( ) for k, theVehicle in ipairs ( getElementsByType( "vehicle" ) ) do if (getElementData(theVehicle,"BackLight")) then local texture = dxCreateTexture ( "light.png", "dxt5" ) local shader = dxCreateShader ( "texture.fx" ) dxSetShaderValue ( shader, "gTexture", texture ) --shader replaced engineApplyShaderToWorldTexture ( shader, "headlight1", theVehicle ) engineApplyShaderToWorldTexture ( shader, "headlight", theVehicle ) --shader removed engineApplyShaderToWorldTexture ( shader, "coronastar", theVehicle ) engineApplyShaderToWorldTexture ( shader, "coronaringb", theVehicle ) engineApplyShaderToWorldTexture ( shader, "coronareflect", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_bike", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_car", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_exp", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_ped", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_heli", theVehicle ) engineApplyShaderToWorldTexture ( shader, "shad_rcbaron", theVehicle ) engineApplyShaderToWorldTexture ( shader, "coronaheadlightline", theVehicle ) end end end ) addEventHandler ( "onClientElementStreamIn", root, function ( ) if (getElementType ( source ) == "vehicle" ) then if (getElementData(source,"BackLight")) then local texture = dxCreateTexture ( "light.png", "dxt5" ) local shader = dxCreateShader ( "texture.fx" ) dxSetShaderValue ( shader, "gTexture", texture ) --shader replaced engineApplyShaderToWorldTexture ( shader, "headlight1", source ) engineApplyShaderToWorldTexture ( shader, "headlight", source ) --shader removed engineApplyShaderToWorldTexture ( shader, "coronastar", source ) engineApplyShaderToWorldTexture ( shader, "coronaringb", source ) engineApplyShaderToWorldTexture ( shader, "coronareflect", source ) engineApplyShaderToWorldTexture ( shader, "shad_bike", source ) engineApplyShaderToWorldTexture ( shader, "shad_car", source ) engineApplyShaderToWorldTexture ( shader, "shad_exp", source ) engineApplyShaderToWorldTexture ( shader, "shad_ped", source ) engineApplyShaderToWorldTexture ( shader, "shad_heli", source ) engineApplyShaderToWorldTexture ( shader, "shad_rcbaron", source ) engineApplyShaderToWorldTexture ( shader, "coronaheadlightline", source ) end end end ) Link to comment
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