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Help (bug), +1 Wanted when doing suicide.


Adde

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Hey guys!

I´ve got this wanted system, but there´s a bug I can´t fix. Can be something easy idk. Anyway, if a player commit suicide then he/she get one star (nothing in debug what I can see). I must add something that points "killer" on other players only right? So it wont count if the killer killed himself.

Wanted script (server)

--KILL REWARD PER STAR 
kreward = 150 
  
function policeJob ( attacker, attackerweapon, bodypart, loss ) 
 if attacker and getElementType(attacker) == "player" then 
        theTeam = getPlayerTeam ( attacker ) 
                local wlevel = getPlayerWantedLevel( source ) 
        theSkin = getElementModel ( attacker ) 
        if (attackerweapon == 3) and (loss > 2 ) and (wlevel > 0) then 
            if  getTeamName( theTeam ) == "Police Department" or getTeamName( theTeam ) == "Staff" or getTeamName( theTeam ) == "US Army" or getTeamName( theTeam ) == "US Marines" then 
                setTimer( setElementPosition, 400,1,source, 264.74, 77.69, 1001.03 ) 
                setTimer( setElementInterior, 400,1, source, 6 ) 
                setTimer( setElementDimension, 400,1, source, 3 ) 
local theTimer = setTimer( setElementPosition,240400,1,source,634.37,-567.09,16.33 ) 
                setTimer( setElementInterior,240400,1,source,0 ) 
                setTimer( setElementDimension,240400,1,source,0 ) 
                setTimer( setPlayerWantedLevel, 300400,1,source, 0) 
    setTimer( toggleControl,400,1,source, "fire", false) 
    setTimer( toggleControl,400,1,source, "next_weapon", false) 
    setTimer( toggleControl,400,1,source, "previous_weapon", false) 
    setTimer( toggleControl,400,1,source, "aim_weapon", false) 
    setTimer( toggleControl,400,1,source, "vehicle_fire", false) 
    setTimer( toggleControl,240400,1,source, "fire", true) 
    setTimer( toggleControl,240400,1,source, "next_weapon", true) 
    setTimer( toggleControl,240400,1,source, "previous_weapon", true) 
    setTimer( toggleControl,240400,1,source, "aim_weapon", true) 
    setTimer( toggleControl,240400,1,source, "vehicle_fire", true) 
                theName = getPlayerName ( source ) 
                theCop = getPlayerName ( attacker )   
                outputChatBox ( "You have been jailed by "..theCop.. " for 4 minutes.", source ) 
                outputChatBox ( "You have jailed "..theName, attacker ) 
                end 
                                local thisreward = wlevel*kreward 
                                givePlayerMoney ( attacker, thisreward ) 
                setPlayerWantedLevel (source, 0) 
      end 
      end 
      end 
  
    addEventHandler ("onPlayerDamage", getRootElement(), policeJob) 
  
--WANTED LEVEL IF A PLAYER IS MURDERED BY A NON-COP, OR IF AN INNOCENT PERSON IS MURDERED BY A COP 
  
function aplayerdied( ammo, attacker, weapon, bodypart ) 
    if ( attacker ) then 
        local wlevel = getPlayerWantedLevel( source ) 
        if wlevel > 0 then 
            local kskin = getPlayerSkin ( attacker ) 
    if kskin == 217 or kskin == 163 or kskin == 164 or kskin == 246 or kskin == 280 or kskin == 281 or kskin == 282 or kskin == 283 or kskin == 284 or kskin == 285 or kskin == 286 or kskin == 288 or kskin == 179 or kskin == 287 then 
                return 
            end 
end 
        if ( getElementType( attacker ) == "player" ) then 
            local wlevel = getPlayerWantedLevel( attacker ) 
            if wlevel < 5 then 
                setPlayerWantedLevel( attacker, wlevel+1 ) 
            elseif wlevel == 6 then 
 return end 
        elseif ( getElementType( attacker ) == "vehicle" ) then 
            thekiller = getVehicleController( attacker ) 
            if ( thekiller ) then 
                local wlevel = getPlayerWantedLevel ( thekiller ) 
                if wlevel < 4 then 
                    setPlayerWantedLevel( thekiller, wlevel+1 ) 
end 
end 
            end 
        end 
end 
addEventHandler ( "onPlayerWasted", getRootElement(), aplayerdied ) 
  
--WANTED LEVEL IF A POLICE OFFICER IS ATTACKED 
  
function assaultinganofficer ( attacker, weapon, bodypart, loss ) 
    local vskin = getPlayerSkin ( source ) 
    if vskin == 217 or kskin == 163 or kskin == 164 or kskin == 246 or kskin == 280 or kskin == 281 or kskin == 282 or kskin ==  
  
283 or kskin == 284 or kskin == 285 or kskin == 286 or kskin == 288 or kskin == 179 or kskin == 287 then 
        if ( attacker ) then 
            if ( getElementType( attacker ) == "player" ) then 
                local kskin = getPlayerSkin ( attacker ) 
    if kskin == 217 or kskin == 163 or kskin == 164 or kskin == 246 or kskin == 280 or kskin == 281 or kskin == 282 or kskin ==  
  
283 or kskin == 284 or kskin == 285 or kskin == 286 or kskin == 288 or kskin == 179 or kskin == 287 then 
                    return 
                end 
            elseif ( getElementType( attacker ) == "vehicle" ) then 
                thedriver = getVehicleController( attacker ) 
                if ( thedriver ) then 
                    local kskin = getPlayerSkin ( thedriver ) 
    if kskin == 217 or kskin == 163 or kskin == 164 or kskin == 246 or kskin == 280 or kskin == 281 or kskin == 282 or kskin ==  
  
283 or kskin == 284 or kskin == 285 or kskin == 286 or kskin == 288 or kskin == 179 or kskin == 287 then 
                        return 
                    end 
                end 
            end 
            if (getElementData ( source, "justdamaged" ) ~= "yes") and (source ~= attacker) then 
                setElementData ( source, "justdamaged", "yes" ) 
                local damagereset = setTimer ( resethurt, 20000, 1, source ) 
                if ( getElementType( attacker ) == "player" ) then 
                    local wlevel = getPlayerWantedLevel( attacker ) 
                    if wlevel < 2 then 
                        setPlayerWantedLevel( attacker, wlevel+1 ) 
                        end 
                    end 
                elseif ( getElementType( attacker ) == "vehicle" ) then 
                    local thekiller = getVehicleController( attacker ) 
                    if (thekiller) then 
                        local wlevel = getPlayerWantedLevel ( thekiller ) 
                        if wlevel < 2 then 
                            setPlayerWantedLevel( thekiller, wlevel+1 ) 
                            end 
                        end 
                    end 
                end 
            end 
        end 
  
addEventHandler ( "onPlayerDamage", getRootElement(), assaultinganofficer ) 
  
function resethurt(source) 
    if (source) then 
        setElementData ( source, "justdamaged", nil ) 
    end 
end 
  

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