Moderators IIYAMA Posted July 31, 2015 Moderators Posted July 31, 2015 There is no need to cancel anything. 1: trigger directly after onClientExplosion event. (no looping through the vehicles because that is what you are going to do at serverside) 2: Loop through the vehicles at serverside and check if the owners are in the same team. It is just combining and adjusting those scripts, no big deal.
Xwad Posted July 31, 2015 Author Posted July 31, 2015 Thank you! I go try to make it!but meantime thanks.
Xwad Posted August 1, 2015 Author Posted August 1, 2015 is it better? client addEventHandler ( "onClientExplosion", root, function ( x, y, z ) triggerServerEvent ( "Team", resourceRoot ) for i, v in ipairs ( getElementsByType ( "vehicle" ) ) do local vx, vy, vz = getElementPosition ( v ); if ( getDistanceBetweenPoints3D ( x, y, z, vx, vy, vz ) <= 20 and getElementModel ( v ) == 432 ) then triggerServerEvent ( "OnRhinoDamageFromExplosion", v, (20 / getDistanceBetweenPoints3D ( x, y, z, vx, vy, vz ))*13 ); end end end ) server [lua ]addEvent ( "OnRhinoDamageFromExplosion", true ); addEventHandler ( "OnRhinoDamageFromExplosion", root, function ( d ) setElementHealth ( source, getElementHealth ( source ) - d ); end ); function AntiTeamKill() local Germanteam = getTeamFromName("German") if(getPlayerTeam (localPlayer ) == Germanteam) then cancelEvent end addEvent( "Team", true ) addEventHandler( "Team", resourceRoot, AntiTeamKill ) [/lua]
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