PhantomDamn Posted August 12, 2013 Share Posted August 12, 2013 Hola ... Queria saber que debo hacer con este script que me esta haciendo reiniciar mi spawn ( 50p ) aqui les dejo el script y el error WARNING: [gameplay]/Gaby/s_main.lua:105: Bad argument @ 'countPlayersInTeam' y aqui esta el s_main: g_root = getRootElement( ); classGroups = { }; addEvent( "spawn_clientRequestSpawn", true ); addEventHandler( "spawn_clientRequestSpawn", g_root, function( categoryIndex, classIndex, skinIndex ) if skinIndex then local class = classGroups[ categoryIndex ].classes[ classIndex ]; local skin = class.skinMngr.skins[ skinIndex ]; local spawn = true; local spawned; local restricted = false if ( class.gang and tostring ( class.gang ) ~= "" ) then restricted = true spawn = ( getElementData ( client, "gang" ) == class.gang ) end if spawn then if not class.team then class.team = createTeam( class.name, class.color.red, class.color.green, class.color.blue ); setTeamFriendlyFire ( class.team, false ) end spawned = spawnPlayer( client, skin.spawnLoc.x, skin.spawnLoc.y, skin.spawnLoc.z, skin.spawnLoc.rot, skin.modelId, 0, 0, class.team ); end if spawned then setElementData( client, "team", class.name ) fadeCamera( client, true ); setCameraTarget( client, client ); setTimer( setCameraTarget, 200, 1, client, client ); triggerClientEvent( client, "spawn_SpawnedSuccessfully", client ); --setPlayerMoney( client, 500 ); for _, weapon in ipairs( class.weaponMngr.weapons ) do giveWeapon( client, weapon.id, weapon.ammo, false ); end createBlipAttachedTo( client, 0, 2, class.color.red, class.color.green, class.color.blue ) else triggerClientEvent( client, "spawn_FailedToSpawn", client ); if countPlayersInTeam( class.team ) == 0 then end end end end ); addEventHandler( "onPlayerSpawn", g_root, function ( ) end ); addEventHandler( "onPlayerWasted", g_root, function( ) fadeCamera( source, false, 4 ); setTimer( requestMenu, 1000, 1, source ); deleteAllPlayerBlips( source ) end ); function requestMenu( player ) callClientFunc( player, "showSpawnMenu", true, true ); callClientFunc( player, "classSelected" ); end addCommandHandler( "kill", function( plr ) killPed( plr ); end ) function preloadClassesInfo( ) local groups = getElementsByType( "category" ); for _, group in ipairs( groups ) do table.insert( classGroups, Group:New( group ) ); end end addEventHandler( "onResourceStart", getResourceRootElement(), preloadClassesInfo ) function deleteAllPlayerBlips(player) local elements = getAttachedElements(player) if (elements) then for i, element in ipairs(elements) do if (getElementType(element) == "blip") then destroyElement(element) end end end print( "number of players in team: " .. tostring( countPlayersInTeam( getPlayerTeam( player ) ) ) ); end addEventHandler( "onPlayerQuit", g_root, function() deleteAllPlayerBlips(source) end ); ------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------ function callClientFunc( player, funcName, ... ) if #{ ... } ~= 0 then triggerClientEvent( player, "_clientCallFunction", root, funcName, ... ) else triggerClientEvent( player, "_clientCallFunction", root, funcName ) end end addEvent( "_serverCallFunction", true ) addEventHandler( "_serverCallFunction", root, function( funcName, ... ) _G[ funcName ](...) end ) de ante mano les agradezco Link to comment
MTA Team 0xCiBeR Posted August 13, 2013 MTA Team Share Posted August 13, 2013 Simplemente borra esa porcion de codigo ya que usualemente es bastante inutil..Te quedaria asi: g_root = getRootElement( ); classGroups = { }; addEvent( "spawn_clientRequestSpawn", true ); addEventHandler( "spawn_clientRequestSpawn", g_root, function( categoryIndex, classIndex, skinIndex ) if skinIndex then local class = classGroups[ categoryIndex ].classes[ classIndex ]; local skin = class.skinMngr.skins[ skinIndex ]; local spawn = true; local spawned; local restricted = false if ( class.gang and tostring ( class.gang ) ~= "" ) then restricted = true spawn = ( getElementData ( client, "gang" ) == class.gang ) end if spawn then if not class.team then class.team = createTeam( class.name, class.color.red, class.color.green, class.color.blue ); setTeamFriendlyFire ( class.team, false ) end spawned = spawnPlayer( client, skin.spawnLoc.x, skin.spawnLoc.y, skin.spawnLoc.z, skin.spawnLoc.rot, skin.modelId, 0, 0, class.team ); end if spawned then setElementData( client, "team", class.name ) fadeCamera( client, true ); setCameraTarget( client, client ); setTimer( setCameraTarget, 200, 1, client, client ); triggerClientEvent( client, "spawn_SpawnedSuccessfully", client ); --setPlayerMoney( client, 500 ); for _, weapon in ipairs( class.weaponMngr.weapons ) do giveWeapon( client, weapon.id, weapon.ammo, false ); end createBlipAttachedTo( client, 0, 2, class.color.red, class.color.green, class.color.blue ) else triggerClientEvent( client, "spawn_FailedToSpawn", client ); if countPlayersInTeam( class.team ) == 0 then end end end end ); addEventHandler( "onPlayerSpawn", g_root, function ( ) end ); addEventHandler( "onPlayerWasted", g_root, function( ) fadeCamera( source, false, 4 ); setTimer( requestMenu, 1000, 1, source ); deleteAllPlayerBlips( source ) end ); function requestMenu( player ) callClientFunc( player, "showSpawnMenu", true, true ); callClientFunc( player, "classSelected" ); end addCommandHandler( "kill", function( plr ) killPed( plr ); end ) function preloadClassesInfo( ) local groups = getElementsByType( "category" ); for _, group in ipairs( groups ) do table.insert( classGroups, Group:New( group ) ); end end addEventHandler( "onResourceStart", getResourceRootElement(), preloadClassesInfo ) function deleteAllPlayerBlips(player) local elements = getAttachedElements(player) if (elements) then for i, element in ipairs(elements) do if (getElementType(element) == "blip") then destroyElement(element) end end end end addEventHandler( "onPlayerQuit", g_root, function() deleteAllPlayerBlips(source) end ); ------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------ function callClientFunc( player, funcName, ... ) if #{ ... } ~= 0 then triggerClientEvent( player, "_clientCallFunction", root, funcName, ... ) else triggerClientEvent( player, "_clientCallFunction", root, funcName ) end end addEvent( "_serverCallFunction", true ) addEventHandler( "_serverCallFunction", root, function( funcName, ... ) _G[ funcName ](...) end ) Link to comment
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