Centauro Posted January 29, 2015 Share Posted January 29, 2015 Necesito qué me ayuden a conectar este Turf System A SQL por favor .. PD: El turf esta en la comunidad. --- Server local _setElementData = setElementData function setElementData ( element, group, value ) return _setElementData ( element, group, value, true ) end local turfLocs = { } function createTurf ( x, y, z, width, height, owner, forcedId ) local owner = tostring ( owner ) or "server" local r, g, b = exports.NGGroups:getGroupColor ( owner ) if not r then r = 255 end if not g then g = 255 end if not b then b = 255 end if ( owner == "server" ) then r, g, b = 255, 255, 255 end local rad = createRadarArea ( x, y, width, height, r, g, b, 170, getRootElement ( ) ) local col = createColCuboid ( x, y, z-5, width, height, 35) if ( not forcedId or turfLocs [ id ] ) then id = 0 while ( turfLocs [ id ] ) do id = id + 1 end else id = forcedId end turfLocs[id] = { } turfLocs[id].col = col turfLocs[id].radar = rad turfLocs[id].owner = owner or "server" turfLocs[id].attackers = nil turfLocs[id].attackProg = 0 turfLocs[id].prepProg = 0 setElementData ( turfLocs[id].col, "NGTurf:TurfId", id ) setElementData ( turfLocs[id].col, "NGTurf:TurffingTable", turfLocs [ id ] ) addEventHandler ( "onColShapeHit", turfLocs[id].col, onColShapeHit ) addEventHandler ( "onColShapeLeave", turfLocs[id].col, onColShapeLeave ) return turfLocs[id]; end function updateTurfGroupColor ( group ) local r, g, b = exports.nggroups:getGroupColor ( group ) for i, v in pairs ( turfLocs ) do if ( v.owner == group ) then setRadarAreaColor ( v.radar, r, g, b, 120 ) end end end function onColShapeHit ( player ) if ( player and isElement ( player ) and getElementType ( player ) == "player" and not isPedInVehicle ( player ) ) then local gang = exports.NGGroups:getPlayerGroup ( player ) triggerClientEvent ( player, "NGTurfs:onClientEnterTurfArea", player, turfLocs [ id ] ) if ( not gang ) then return exports.NGMessages:sendClientMessage ( "You're not in a gang, you cannot turf.", player, 255, 255, 0 ) end local id = tonumber ( getElementData ( source, "NGTurf:TurfId" ) ) if ( turfLocs[id].owner == gang ) then return end if ( turfLocs[id].attackers and turfLocs[id].attackers ~= gang ) then return exports.NGMessages:sendClientMessage ( "The "..tostring(turfLocs[id].attackers).." gang is already trying to take this turf. Try again later.", player, 255, 0, 0 ) end if ( not turfLocs[id].attackers ) then exports.NGMessages:sendClientMessage ( "You have started to prepare a turf war. Find cover, call backup, and wait for it to begin.", player, 255, 255, 0 ) local x, y, z = getElementPosition ( source ) exports.NGGroups:outputGroupMessage ( getPlayerName ( player ).." is preparing a turf war with "..tostring(turfLocs[id].owner).." in "..getZoneName(x,y,z)..", "..getZoneName(x,y,z,true).."! Get there to help him, the war will start in 2 minutes!", gang, 255, 255, 0 ) setRadarAreaFlashing ( turfLocs[id].radar, true ) turfLocs[id].attackers = gang turfLocs[id].attackProg = 0 turfLocs[id].prepProg = 0 setElementData ( turfLocs[id].col, "NGTurf:TurffingTable", turfLocs [ id ] ) end end end function onColShapeLeave ( player ) if ( player and getElementType ( player ) == "player" ) then triggerClientEvent ( player, "NGTurfs:onClientExitTurfArea", player, turfLocs [ getElementData ( source, "NGTurf:TurfId" ) ] ) end end setTimer ( function ( ) for id, data in pairs ( turfLocs ) do if ( data.attackers ) then local players = { attackers = { }, owners = { } } local isGangInTurf = false local isOwnerInTurf = false for i, v in pairs ( getElementsWithinColShape ( data.col, "player" ) ) do local g = exports.NGGroups:getPlayerGroup ( v ) if ( g == data.attackers ) then isGangInTurf = true table.insert ( players.attackers, v ) elseif ( g == data.owner ) then isOwnerInTurf = true table.insert ( players.owners, v ) end end local x, y, z = getElementPosition ( data.col ) if ( isOwnerInTurf and isGangInTurf ) then exports.NGGroups:outputGroupMessage ( "The turf war in "..getZoneName ( x,y,z )..", "..getZoneName ( x,y,z, true ).." is paused due to both gangs in the turf", turfLocs[id].attackers, 255, 255, 255 ) exports.NGGroups:outputGroupMessage ( "The turf war in "..getZoneName ( x,y,z )..", "..getZoneName ( x,y,z, true ).." is paused due to both gangs in the turf", turfLocs[id].owner, 255, 255, 255 ) else -- Add Points To Attackers if ( isGangInTurf ) then -- Prep the war if ( turfLocs[id].attackProg == 0 ) then turfLocs[id].prepProg = data.prepProg + 2 if ( turfLocs[id].prepProg >= 100 ) then turfLocs[id].prepProg = 0 turfLocs[id].attackProg = 1 beginTurfWarOnTurf ( id ) end -- Attack War else turfLocs[id].attackProg = turfLocs[id].attackProg + 1 if ( turfLocs[id].attackProg == 100 ) then exports.NGGroups:outputGroupMessage ( "Your gang has captured a turf in "..getZoneName ( x,y,z )..", "..getZoneName ( x,y,z, true ).." from the "..turfLocs[id].owner.." gang! Great job!", turfLocs[id].attackers, 0, 255, 0) exports.NGGroups:outputGroupMessage ( "Your gang lost a turf in "..getZoneName ( x,y,z )..", "..getZoneName ( x,y,z, true ).." to the "..turfLocs[id].attackers.." gang.", turfLocs[id].owner, 255, 0, 0) setTurfOwner ( id, turfLocs[id].attackers ) end end -- Take points from attackers else -- Prepare war if ( turfLocs[id].attackProg == 0 ) then turfLocs[id].prepProg = data.prepProg - 2 if ( turfLocs[id].prepProg <= 0 ) then exports.NGGroups:outputGroupMessage ( "Your gang lost the turf preparation war in "..getZoneName(x,y,z)..", "..getZoneName ( x,y,z, true ).." to the "..turfLocs[id].owner.." gang!", turfLocs[id].attackers, 255, 0, 0 ) exports.NGGroups:outputGroupMessage ( "Your gang has defended the turf in "..getZoneName(x,y,z)..", "..getZoneName(x,y,z,true).."!", turfLocs[id].owner..", from the "..turfLocs[id].attackers.." gang, when it was being preped for a war", 0, 255, 0 ) setTurfOwner ( id, turfLocs[id].owner ) end -- Attacking war else turfLocs[id].attackProg = data.attackProg - 1 if ( turfLocs[id].attackProg <= 0 ) then exports.NGGroups:outputGroupMessage ( "Your gang lost the turf war in "..getZoneName(x,y,z)..", "..getZoneName ( x,y,z, true ).." to the "..turfLocs[id].owner.." gang!", turfLocs[id].attackers, 255, 0, 0 ) exports.NGGroups:outputGroupMessage ( "Your gang has defended the turf in "..getZoneName(x,y,z)..", "..getZoneName(x,y,z,true).." from the "..turfLocs[id].attackers.." gang", turfLocs[id].owner, 0, 255, 0 ) setTurfOwner ( id, turfLocs[id].owner ) end end end end for i, v in pairs ( players ) do for k, p in pairs ( v ) do triggerClientEvent ( p, "NGTurfs:upadateClientInfo", p, turfLocs [ id ] ) end end end end end, 800, 0 ) addEvent ( "NGTurfs:onTurfProgressChange", true ) --[[ addCommandHandler ( "attackprog", function ( p ) local gangAttacks = { } local g = exports.NGGroups:getPlayerGroup ( p ) if ( not g ) then return exports.NGMessages:sendclientMessage ( "You're not in a gang", p, 255, 255, 0) end for i, v in pairs ( turfLocs ) do if ( v.attackers and v.attackers == g ) then gangAttacks [ i ] = true end end if ( table.len ( gangAttacks ) == 0 ) then return exports.NGMessages:sendClientMessage ( "Your gang isn't involved in any gang wars right now.", p, 255, 255, 0 ) end for id, _ in pairs ( gangAttacks ) do local x ,y, z = getElementPosition ( turfLocs[id].col ) outputChatBox ( "----Turf War Status---", p, 255, 255, 255, false ) outputChatBox ( "Current owner: "..turfLocs[id].owner, p, 255, 255, 255, false ) outputChatBox ( "Attacker: "..turfLocs[id].attackers, p, 255, 255, 255, false ) outputChatBox ( "Prep Progress: "..turfLocs[id].prepProg.."%", p, 255, 255, 255, false ) outputChatBox ( "Attack Progress: "..turfLocs[id].attackProg.."%", p, 255, 255, 255, false ) outputChatBox ( "Turf Location: "..getZoneName ( x, y, z )..", "..getZoneName ( x, y, z, true ), p, 255, 255, 255, false ) outputChatBox ( "Turf Server-ID: "..id, p, 255, 255, 255, false ) end end )]] function table.len ( tb ) local c = 0 for i, v in pairs ( tb ) do c = c + 1 end return c end function beginTurfWarOnTurf ( id ) local d = turfLocs [ id ] local x, y, z = getElementPosition ( d.col ) exports.NGGroups:outputGroupMessage ( "Your gang has begun a turf war in "..getZoneName ( x, y, z)..", "..getZoneName ( x, y, z, true ).." against the "..d.owner.." gang! Get there an help!", d.attackers, 255, 255, 0 ) exports.NGGroups:outputGroupMessage ( "One of your turfs in "..getZoneName ( x, y, z)..", "..getZoneName ( x, y, z, true ).." is being attacked by the "..d.attackers.." gang!", d.owners, 255, 0, 0 ) setRadarAreaColor ( d.radar, 255, 255, 255, 170 ) end function setTurfOwner ( id, owner ) setRadarAreaFlashing ( turfLocs[id].radar, false ) turfLocs[id].owner = owner turfLocs[id].attackers = nil turfLocs[id].attackProg = 0 local r, g, b = exports.NGGroups:getGroupColor ( owner ) setRadarAreaColor ( turfLocs[id].radar, r, g, b, 120 ) saveTurfs ( ) end function getTurfs ( ) return turfLocs end function saveTurfs ( ) for id, data in pairs ( turfLocs ) do exports.NGSQL:db_exec ( "UPDATE turfs SET owner=? WHERE id=?", data.owner, id ) end return true end addEventHandler( "onResourceStart", resourceRoot, function ( ) exports.NGSQL:db_exec ( "CREATE TABLE IF NOT EXISTS turfs ( id INT, owner VARCHAR(50), x FLOAT, y FLOAT, z FLOAT, width INT, height INT )" ) local query = exports.NGSQL:db_query ( "SELECT * FROM turfs" ) --[[local query = { } local data = { { -1867.8, -107.43, 15.1, 58, 65 }, { -1866.5, -26.36, 15.29, 49, 200 }, { -1811.33, 743.43, 20, 85, 85 }, { -1991.5, 862.62, 34, 79, 42 }, { -2799.25, -200.6, 7.19, 83, 120 }, { -2136.84, 120.12, 30, 120, 190 }, { -2516.52, 718.16, 27.97, 118, 80 }, { -2516.41, 578.19, 16.62, 117, 120 }, { -2596.49, 818.05, 49.98, 59, 80 }, { -2453.17, 947.58, 45.43, 54, 80 }, { -2740.6, 344.59, 4.41, 68, 61 }, { -2696.24, 227.35, 4.33, 39.5, 50.5 }, { -2397.31, 82.99, 35.3, 133, 160 }, Link to comment
Tomas Posted January 29, 2015 Share Posted January 29, 2015 Debes rellenar la tabla con los datos de tu SQL Server. Link to comment
Centauro Posted January 29, 2015 Author Share Posted January 29, 2015 Debes rellenar la tabla con los datos de tu SQL Server. eso lo tengo claro, pero que coloco acá local dbData = { db = "", host="", } En esas dos no se que colocar Link to comment
Tomas Posted January 29, 2015 Share Posted January 29, 2015 En 'db' el nombre de la dataBase y en 'host' la IP / Servidor donde está alojado tu servidor MySQL. Link to comment
Centauro Posted January 29, 2015 Author Share Posted January 29, 2015 En 'db' el nombre de la dataBase y en 'host' la IP / Servidor donde está alojado tu servidor MySQL. Ok, gracias entiendo, pero es que ese script no traia db y no se como hacer una para que guarde los datos del turf al reiniciar el script y no se pierda quien los tomo Link to comment
Tomas Posted January 29, 2015 Share Posted January 29, 2015 En 'db' el nombre de la dataBase y en 'host' la IP / Servidor donde está alojado tu servidor MySQL. Ok, gracias entiendo, pero es que ese script no traia db y no se como hacer una para que guarde los datos del turf al reiniciar el script y no se pierda quien los tomo Waoh, deberías leer lo que postié antes en vez de hacer posts inútiles. Debes crear una base de datos. Link to comment
Centauro Posted January 30, 2015 Author Share Posted January 30, 2015 En 'db' el nombre de la dataBase y en 'host' la IP / Servidor donde está alojado tu servidor MySQL. Ok, gracias entiendo, pero es que ese script no traia db y no se como hacer una para que guarde los datos del turf al reiniciar el script y no se pierda quien los tomo Waoh, deberías leer lo que postié antes en vez de hacer posts inútiles. Debes crear una base de datos. lo siento como dije no se hacer una db como hago una Link to comment
Tomas Posted January 30, 2015 Share Posted January 30, 2015 Estás usando SQLite, debes crear un servidor MySQL en una VPS o usar alguno gratuito. EDIT: Estás usando MySQL, debes crear un servidor MySQL en una VPS o usar alguno gratuito. Link to comment
Recommended Posts