1LoL1 Posted October 27, 2015 Share Posted October 27, 2015 Hello i created my own script but i don't know how i can when player use /job so marker and blip will be showed only to who use /job. And next is please how i can fix this when i use /job so marker and blip will be created but how i can when i'am go onMarkerHit then marker and blip will be destroyed? /job --> Will be created Marker and Blip onMarkerHit --> Marker & Blip will be destroyed function job (source) marker1 = createMarker(-2708.6142578125, 1358.259765625, 7.0769176483154, "cylinder", 1.5, 255, 255, 0, 170) blip1 = createBlip(-2708.6142578125, 1358.259765625, 7.0769176483154, 0) setElementData(source, "mission", true) end addCommandHandler("job", job) function marker (thePlayer) local money = math.random(5000,15000) givePlayerMoney(thePlayer, money) setElementData(thePlayer, "mission", false) if getElementData(thePlayer, "mission") == false then destroyElement(marker1) destroyElement(blip1) outputChatBox("#00FF00Mission complete. You get "..convertNumber(money).."$!", thePlayer, 255, 255, 255, true) end end addEventHandler("onMarkerHit", marker1, marker) Link to comment
btK__ Posted October 27, 2015 Share Posted October 27, 2015 Hello i created my own script but i don't know how i can when player use /job so marker and blip will be showed only to who use /job. And next is please how i can fix this when i use /job so marker and blip will be created but how i can when i'am go onMarkerHit then marker and blip will be destroyed? /job --> Will be created Marker and Blip onMarkerHit --> Marker & Blip will be destroyed function job (source) marker1 = createMarker(-2708.6142578125, 1358.259765625, 7.0769176483154, "cylinder", 1.5, 255, 255, 0, 170) blip1 = createBlip(-2708.6142578125, 1358.259765625, 7.0769176483154, 0) setElementData(source, "mission", true) end addCommandHandler("job", job) function markerJob (thePlayer) local money = math.random(5000,15000) givePlayerMoney(thePlayer, money) setElementData(thePlayer, "mission", false) if getElementData(thePlayer, "mission") == false then destroyElement(marker1) destroyElement(blip1) outputChatBox("#00FF00Mission complete. You get "..convertNumber(money).."$!", thePlayer, 255, 255, 255, true) end end addEventHandler("onMarkerHit", marker1, marker) if your code doesn't works i think is becouse your function have a native function name. Try to replace your function name call marker with markerJob, and tell me what about. if getElementData(thePlayer, "mission") == false then Have no sense imho, you can avoid it and left only destroy functions without If istruction. Link to comment
1LoL1 Posted October 28, 2015 Author Share Posted October 28, 2015 Hello i created my own script but i don't know how i can when player use /job so marker and blip will be showed only to who use /job. And next is please how i can fix this when i use /job so marker and blip will be created but how i can when i'am go onMarkerHit then marker and blip will be destroyed? /job --> Will be created Marker and Blip onMarkerHit --> Marker & Blip will be destroyed function job (source) marker1 = createMarker(-2708.6142578125, 1358.259765625, 7.0769176483154, "cylinder", 1.5, 255, 255, 0, 170) blip1 = createBlip(-2708.6142578125, 1358.259765625, 7.0769176483154, 0) setElementData(source, "mission", true) end addCommandHandler("job", job) function markerJob (thePlayer) local money = math.random(5000,15000) givePlayerMoney(thePlayer, money) setElementData(thePlayer, "mission", false) if getElementData(thePlayer, "mission") == false then destroyElement(marker1) destroyElement(blip1) outputChatBox("#00FF00Mission complete. You get "..convertNumber(money).."$!", thePlayer, 255, 255, 255, true) end end addEventHandler("onMarkerHit", marker1, marker) if your code doesn't works i think is becouse your function have a native function name. Try to replace your function name call marker with markerJob, and tell me what about. if getElementData(thePlayer, "mission") == false then Have no sense imho, you can avoid it and left only destroy functions without If istruction. My code works normally but when i started resource then there is marker and blip and i want only when i use /job then blip and marker will be created. and when i finish mission or onMarkerHit blip and marker will destroyed. Link to comment
1LoL1 Posted October 29, 2015 Author Share Posted October 29, 2015 Can anyone help me please? Link to comment
t3wz Posted October 29, 2015 Share Posted October 29, 2015 Both createMarker and createBlip have an argument that specifies which elements can see the marker/blip (if you don't knew see the syntax at the wiki). To destroy the elements later you have to save them at a table (or with element datas), if you don't do it, other markers will overwrite the marker1 variable for example. to do this we'll create a table at the top of the code. myTable = {} Then, when the player type /job, we've to define his table: myTable[source] = {} -- create a new table for the player myTable[source]["marker"] = createMarker ( ......... ) -- define the marker index at the player's table as the marker element. myTable[source]["blip"] = createBlip ( ......... ) -- define the blip index at the player's table as the blip element. Now we're going to have the elements stored in the player table, so they're 'safe'. When the player hit any marker we check if the marker is the same that is in the player's table, if it is we give the money to him. function onHitAnyMarker ( thePlayer ) -- Check if the player have a table (and is doing a job). if myTable[thePlayer] then -- Check if the hited marker is the that is in his table if source == myTable[thePlayer]["marker"] then givePlayerMoney( thePlayer, math.random( 5000, 15000 ) ) destroyElement(marker1) destroyElement(blip1) outputChatBox("#00FF00Mission complete. You get "..convertNumber(money).."$!", thePlayer, 255, 255, 255, true) end end end addEventHandler("onMarkerHit", root, onHitAnyMarker) Hope you've understood my explanation . Link to comment
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