nikitafloy Posted January 12, 2014 Posted January 12, 2014 Use translate (i feeling problem with translation): Hello I have not received a response to Russian topic , it is necessary to contact you . In this piece of script prisoner sits in jail . The problem is that he is not released. The aim - to record every prisoner in the table with a timer and release on the table. Debag not display errors . But after the change in teams players now do not spawn at the expiration of the timer. Yes, perhaps , is the logic ' curve ' . I 'm trying to write something a little more serious. Otherwise have to put all the prisoners , one in the chamber and release of kolsheypa as well . Will be glad to answer any . local prisoners = {} -- create a table function sitPr (thePlayer, cmd, Psource, toTime) for _, aclGr in ipairs ({'Security', 'FBI'}) do if (isObjectInACLGroup ("user." .. getAccountName (getPlayerAccount (thePlayer)), aclGetGroup (aclGr)) == true) then if (isElementWithinColShape (thePlayer, fP)) then local occup = getPedOccupiedVehicle (thePlayer) if (occup) then if (toTime) then local toTime = tonumber (toTime) local Psource = getPlayerFromName (Psource) if (pC [getElementModel (getPedOccupiedVehicle (thePlayer))]) then if (toTime < 30 ) then local rnd = math.random ( 1 , # habz) if (getVehicleOccupant (occup, 2 )) then local account = getPlayerAccount (Psource) local oldskin = setAccountData (account, 'oldskin', tostring (getElementModel (Psource))) local oldfgt = setAccountData (account, 'oldfgt', tostring (getPedFightingStyle (Psource))) takePlayerMoney (Psource, 15000) givePlayerMoney (thePlayer, 15000) setTimer (fadeCamera, 2000 , 1 , Psource, true) setTimer (function () spawnPlayer (Psource, habz [rnd] [ 1 ], habz [rnd] [ 2] , 1004, 90 , 299 , 3, 0 ) setCameraTarget (Psource) end, 2000 , 1) prisoners [# prisoners +1] = {toTime, Psource} -- gets the length of the table and add a new element in the form of { time } player's name . setTimer (function () for _, i in pairs (prisoners) do -- get a table of the same species . Psource = i [ 2] -- ' say' that the name of the player is the data of all tables at No. 2. toTimeTo = i [ 1] -- ' say' that the time before the player is the data of all tables at number 1. if toTimeTo == toTime then -- if the time is output through time toTime, when the timer expires, designated in advance to land rights. In other words, if the time limit expires , the ... elseif toTimeTo then -- Or , if you suddenly turned out that the time of the player < time appointed for advance team landed Psource, then we will produce it . (5 < 30) ( Here is my logic turns off, because this should not be ) local account = getPlayerAccount (Psource) local lodskin = getAccountData (account, 'oldskin') local ofgt = getAccountData (account, 'oldfgt') setPedFightingStyle (Psource, tostring (ofgt)) setCameraTarget (Psource) spawnPlayer (Psource, 2290.19995, 2430.5, 10.8, 180 , tostring (lodskin), 0, 0) prisoners [Psource] = nil -- table.remove () - replacement , but how is it used ? elseif toTimeTo> toTime then -- or , if the time before the release of more than the time specified for another prisoner , then we obtain from the first timer if isTimer (toTimeTo) then -- if it exists, toTime = toTimeTo -- set the time for it setTimer (function () local account = getPlayerAccount (Psource) local lodskin = getAccountData (account, 'oldskin') local ofgt = getAccountData (account, 'oldfgt') setPedFightingStyle (Psource, tostring (ofgt)) setCameraTarget (Psource) spawnPlayer (Psource, 2290.19995, 2430.5, 10.8, 180 , tostring (lodskin), 0, 0) prisoners [Psource] = nil -- table.remove () end, toTime * 60000 , 1) -- Now, after a while he gets out else outputChatBox ('No1.') end else outputChatBox ('No2.') end end end, toTime * 60000 , 1) elseif (getVehicleOccupant (occup, 3 )) then ... end end end end end end end end end addCommandHandler ('sPr', sitPr)
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