CRoW,,# Posted February 10, 2014 Share Posted February 10, 2014 Position = { [1] = { 2066.60107, 1538.43542, 10.67188 }; [2] = { 2080.86279, 1583.23364, 10.82031 }; [3] = { 2072.40479, 1596.27515, 10.67188 }; [4] = { 2064.46460, 1605.78015, 10.67188 }; [5] = { 2051.22852, 1600.26282, 10.67188 }; }; setTimer(function() local x, y, z = unpack ( Position [ math.random ( #Position ) ] ) pickup = createPickup ( x, y, z, 3, 1274, 300000 ) attachElements ( blip, pickup ) end, 1000, 1) addEventHandler ( "onPickupHit", pickup, function ( player ) givePlayerMoney( player, math.random ( 150, 300 ) ) destroyElement ( blip ) end ) addEventHandler ( "onPickupSpawn", pickup, function ( ) blip = createBlip ( 0, 0, 0, 52 ) attachElements ( blip, pickup ) end ) الحين انا ابي البيك اب الثاني ما ينزل الا اذا واحد اخذ الاول Link to comment
al-Kobra Posted February 10, 2014 Share Posted February 10, 2014 تبغي اذا لمس البيك اب الاول يطلع الثاني ؟؟ Link to comment
al-Kobra Posted February 10, 2014 Share Posted February 10, 2014 Position = { [1] = { 2066.60107, 1538.43542, 10.67188 }; [2] = { 2080.86279, 1583.23364, 10.82031 }; [3] = { 2072.40479, 1596.27515, 10.67188 }; [4] = { 2064.46460, 1605.78015, 10.67188 }; [5] = { 2051.22852, 1600.26282, 10.67188 }; }; setTimer(function() local x, y, z = unpack ( Position [ math.random ( #Position ) ] ) pickup = createPickup ( x, y, z, 3, 1274, 300000 ) blip = createBlip ( 0, 0, 0, 52 ) attachElements ( blip, pickup ) end, 1000, 1) addEventHandler ( "onPickupHit", pickup, function ( player ) givePlayerMoney( player, math.random ( 150, 300 ) ) destroyElement ( blip ) destroyElement ( pickup ) pickup1 = createPickup ( x, y, z, 3, 1254, 300000 ) blip2 = createBlip ( x, y, z, 0, 0, 23 ) attachElements ( blip2, pickup2 ) end ) غير مجرب ذذ Link to comment
CRoW,,# Posted February 10, 2014 Author Share Posted February 10, 2014 ما ضبط يالغلااا Link to comment
#DRAGON!FIRE Posted February 10, 2014 Share Posted February 10, 2014 ممكن توضح اكثر وش تبي . Link to comment
iPrestege Posted February 10, 2014 Share Posted February 10, 2014 يعني تبية يعيد نفس الوظيفة ولا وظيفة جديدة للبيك اب الثاني؟ Link to comment
CRoW,,# Posted February 10, 2014 Author Share Posted February 10, 2014 يعني تبية يعيد نفس الوظيفة ولا وظيفة جديدة للبيك اب الثاني؟ يعيد نفس الوظيفةة مثلا اذا جا بيك اب وواحد اخذه يختفي ويجي واحد ثاني وواحد ياخذ ويختفي وهكذا .. Link to comment
abu5lf Posted February 11, 2014 Share Posted February 11, 2014 addEventHandler( 'onResourceStart', resourceRoot, function( ) ceratePic( ) end ) aPos = { [1] = { 2066.60107, 1538.43542, 10.67188 }; [2] = { 2080.86279, 1583.23364, 10.82031 }; [3] = { 2072.40479, 1596.27515, 10.67188 }; [4] = { 2064.46460, 1605.78015, 10.67188 }; [5] = { 2051.22852, 1600.26282, 10.67188 }; } function ceratePic( ) -- local aX, aY, aZ = unpack( aPos[math.random( #aPos )] ) local aPickup = createPickup( aX, aY, aZ, 3, 1274 ) local aBlip = createBlipAttachedTo( aPickup, 52 ) -- addEventHandler( 'onPickupHit', aPickup, function ( aPlayer ) givePlayerMoney( aPlayer, math.random ( 150, 300 ) ) if isElement( aPickup ) then destroyElement( aPickup ) end if isElement( aBlip ) then destroyElement( aBlip ) end ceratePic( ) end ) end Link to comment
CRoW,,# Posted February 11, 2014 Author Share Posted February 11, 2014 addEventHandler( 'onResourceStart', resourceRoot, function( ) ceratePic( ) end ) aPos = { [1] = { 2066.60107, 1538.43542, 10.67188 }; [2] = { 2080.86279, 1583.23364, 10.82031 }; [3] = { 2072.40479, 1596.27515, 10.67188 }; [4] = { 2064.46460, 1605.78015, 10.67188 }; [5] = { 2051.22852, 1600.26282, 10.67188 }; } function ceratePic( ) -- local aX, aY, aZ = unpack( aPos[math.random( #aPos )] ) local aPickup = createPickup( aX, aY, aZ, 3, 1274 ) local aBlip = createBlipAttachedTo( aPickup, 52 ) -- addEventHandler( 'onPickupHit', aPickup, function ( aPlayer ) givePlayerMoney( aPlayer, math.random ( 150, 300 ) ) if isElement( aPickup ) then destroyElement( aPickup ) end if isElement( aBlip ) then destroyElement( aBlip ) end ceratePic( ) end ) end يعطيكك الف عافيةةة ,, ما قصرت يالغلاا .. Link to comment
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