Xabi Posted March 28, 2015 Share Posted March 28, 2015 Hi all, I've got a GameMode with some resources forming it. The problem with "onPlayerWasted" is that it gets called in 2 of these resources. [in vehicles.lua I have this] function unbindKeysVehicle() if isKeyBound(source, "num_add", "up", toggleEngine) then unbindKey(source, "LALT", "up", toggleEngine) unbindKey(source, "num_add", "up", toggleLights) end end addEventHandler("onPlayerWasted", root, unbindKeysVehicle) [in medic.lua I have this] function playerDeath() local posX, posY, posZ = getElementPosition(source) local interior = getElementInterior(source) local dimension = getElementDimension(source) local ammo = getPedTotalAmmo(source) local skin = getElementData(source, "rpPlayerSkin") local uniform = getElementData(source, "rpPlayerUniform") if getElementData(source, "rpPlayerWorking") == 1 and uniform ~= 0 and getElementData(source, "rpPlayerPoliceName") == false then skin = uniform end if ammo > 1 then local weapon = getPedWeapon(source) local model = exports.functions:getWeaponModel(weapon) local weaponObject = createObject(model, posX, posY, posZ-0.95, 90.0, 0.0, 0.0, true) local query = dbQuery(connectionHandle, "INSERT INTO weapons (posX, posY, posZ, weapon, ammo, model, interior, dimension) VALUES (?, ?, ?, ?, ?, ?, ?, ?)", posX, posY, posZ, weapon, ammo, model, interior, dimension) local result, num_affected_rows, last_insert_id = dbPoll(query, -1) takeWeapon(source, weapon) setElementInterior(weaponObject, interior) setElementDimension(weaponObject, dimension) droppedWeapon = createElement("droppedweapon") setElementData(droppedWeapon, "weapons.wId", last_insert_id) setElementData(droppedWeapon, "weapons.wType", weapon) setElementData(droppedWeapon, "weapons.wAmmo", ammo) setElementData(droppedWeapon, "weapons.wInterior", interior) setElementData(droppedWeapon, "weapons.wDimension", dimension) setElementData(droppedWeapon, "weapons.wObject", weaponObject) end setElementData(source, "rpPlayerKilled", killerWeapon) spawnPlayer(source, posX, posY, posZ, 0, skin, interior, dimension) end addEventHandler("onPlayerWasted", root, playerDeath) So the problem is that, if I write "resourceRoot" in those events the player won't spawn when it gets killed, but if I put "root" it won't unbind ALT and + keys. Any help, please? Link to comment
Addlibs Posted March 29, 2015 Share Posted March 29, 2015 vehicles.lua function unbindKeysVehicle() if isKeyBound(source, "num_add", "up", toggleEngine) then unbindKey(source, "LALT", "up", toggleEngine) unbindKey(source, "num_add", "up", toggleLights) end end addEventHandler("onPlayerWasted", root, unbindKeysVehicle) medic.lua function playerDeath() local posX, posY, posZ = getElementPosition(source) local interior = getElementInterior(source) local dimension = getElementDimension(source) local ammo = getPedTotalAmmo(source) local skin = getElementData(source, "rpPlayerSkin") local uniform = getElementData(source, "rpPlayerUniform") if getElementData(source, "rpPlayerWorking") == 1 and uniform ~= 0 and getElementData(source, "rpPlayerPoliceName") == false then skin = uniform end if ammo > 1 then local weapon = getPedWeapon(source) local model = exports.functions:getWeaponModel(weapon) local weaponObject = createObject(model, posX, posY, posZ-0.95, 90.0, 0.0, 0.0, true) local query = dbQuery(connectionHandle, "INSERT INTO weapons (posX, posY, posZ, weapon, ammo, model, interior, dimension) VALUES (?, ?, ?, ?, ?, ?, ?, ?)", posX, posY, posZ, weapon, ammo, model, interior, dimension) local result, num_affected_rows, last_insert_id = dbPoll(query, -1) takeWeapon(source, weapon) setElementInterior(weaponObject, interior) setElementDimension(weaponObject, dimension) droppedWeapon = createElement("droppedweapon") setElementData(droppedWeapon, "weapons.wId", last_insert_id) setElementData(droppedWeapon, "weapons.wType", weapon) setElementData(droppedWeapon, "weapons.wAmmo", ammo) setElementData(droppedWeapon, "weapons.wInterior", interior) setElementData(droppedWeapon, "weapons.wDimension", dimension) setElementData(droppedWeapon, "weapons.wObject", weaponObject) end setElementData(source, "rpPlayerKilled", killerWeapon) spawnPlayer(source, posX, posY, posZ, 0, skin, interior, dimension) end addEventHandler("onPlayerWasted", root, playerDeath) Code unchanged right now, just fixed formatting and indenting to make the code clearer Link to comment
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