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Ujeelka

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  1. Ujeelka

    Animation

    ok... i make this for stop animation...i think its good (i want to stop animation when i type /stop) function makePlayerSitDown(player,cmdname) setPedAnimation(player,"ped","SEAT_idle",-1,true,false,true) end addCommandHandler("sit",makePlayerSitDown) function stopAnimation(player,cmdname) addCommandHandler("stop",stopAnimation)
  2. Ujeelka

    Animation

    Whats the code for head rotation ?
  3. Ujeelka

    Animation

    Thank you very much for help ! Now i try to add a command to stopAnimation...i think...
  4. Ujeelka

    Animation

    Hello! I cant find on wiki how can i add a player animation. I do not know where to start. I want to sit down on a bench when i type /sit ( which is the animation to sit on bench ?). function ?????? setPlayerAnimation -- This code is for animation ?? setPlayerAnimation( player, "player", "WOMAN_idle") end addCommandHandler("sit", ??????)
  5. oh! It was from meta.xml ... it was type="client" ... it shoul be server... Subject locked
  6. Who knows the answer ?
  7. I replaced but... still dont work function pedLoad ( name ) createPed ( 120, 328, -1793, 5 ) end addEventHandler ( "onResourceStart", getResourceRootElement( getThisResource() ), pedLoad )
  8. I tried this function pedLoad ( name ) createPed ( 120, 328, -1793, 5 ) end addEventHandler ( "onResourceStart", getRootElement(), pedLoad ) but dont work... it should to create a ped...
  9. Ujeelka

    Bind keys

    let's see...(adding bind key to engine) function doToggleEngine ( source ) local theVehicle if ( getElementType(source) == "vehicle" ) then theVehicle = source [color=#0000FF]bindKey[/color] ( p, "1", "down", doToggleEngine ) end its good ?
  10. Ujeelka

    Bind keys

    Man... i understand this bindkey . Need help . for example: (syntax) bindKey ( player thePlayer, string key, string keyState, function handlerFunction, [ var arguments, ... ] ) i dont know what is this shit !
  11. Ujeelka

    Bind keys

    Here is "car_locks" script. Car Locks version 1.1 by vick. Commands: affect last vehicle driven/lock - lock vehicle /unlock - unlock vehicle /lights - toggle lights /engine - toggle engine Binds: always on"l" - lock/unlock toggle ...here is only one bind... i want to make this: Keys: 1 for engine , 2 for lights , 3 for lock... -- ================= -- Car Locks ( server ) -- by vick. -- ================= -- player element data -- -- cl_ownedvehicle -- vehicle element data -- -- cl_vehicleowner -- cl_vehiclelocked -- cl_enginestate -- resource starts - ends function initCarLocks () -- Initilize Player Element Data local players = getElementsByType ( "player" ) for k,p in ipairs(players) do removeElementData ( p, "cl_ownedvehicle" ) bindKey ( p, "l", "down", doToggleLocked ) end -- Initilize Vehicle Element Data local vehicles = getElementsByType ( "vehicle" ) for k,v in ipairs(vehicles) do removeElementData ( v, "cl_vehicleowner" ) removeElementData ( v, "cl_vehiclelocked" ) removeElementData ( v, "cl_enginestate" ) setVehicleLocked ( v, false ) setVehicleOverrideLights ( v, 0 ) end end addEventHandler ( "onResourceStart", getResourceRootElement ( getThisResource () ), initCarLocks ) addEventHandler ( "onResourceStop", getResourceRootElement ( getThisResource () ), initCarLocks ) -- player joins function cl_PlayerJoin ( ) bindKey ( source, "l", "down", doToggleLocked ) end addEventHandler ( "onPlayerJoin", getRootElement(), cl_PlayerJoin ) -- player quits function cl_PlayerQuit ( ) -- check for owned car local ownedVehicle = getElementData ( source, "cl_ownedvehicle" ) if (ownedVehicle ~= false) then cl_RemoveVehicleOwner ( ownedVehicle ) end end addEventHandler ( "onPlayerQuit", getRootElement(), cl_PlayerQuit ) -- player dies function cl_PlayerWasted ( ) -- check for owned car local ownedVehicle = getElementData ( source, "cl_ownedvehicle" ) if (ownedVehicle ~= false) then cl_RemoveVehicleOwner ( ownedVehicle ) end end addEventHandler ( "onPlayerWasted", getRootElement(), cl_PlayerWasted ) -- player tries to enter vehicle function cl_VehicleStartEnter ( enteringPlayer, seat, jacked ) local theVehicle = source local theOwner -- locked and not owner entering if ( getElementData ( theVehicle, "cl_vehiclelocked" ) == true ) then theOwner = getElementData ( theVehicle, "cl_vehicleowner" ) if theOwner ~= false and theOwner ~= enteringPlayer then -- make sure they dont enter --cancelEvent(); end end end addEventHandler ( "onVehicleStartEnter", getRootElement(), cl_VehicleStartEnter ) -- player enters a vehicle function cl_PlayerDriveVehicle ( player, seat, jacked ) -- Driver Enter if ( seat == 0 ) then oldVehicle = getElementData ( player, "cl_ownedvehicle" ) -- not entering player's own owned vehicle if ( (cl_VehicleLocked(source) == true) and (cl_VehicleOwner(source) ~= player) ) then removePlayerFromVehicle( player ) Err_Msg("this vehicle is locked.", player) return false end -- set element data for vehicle and owner cl_SetVehicleOwner ( source, player ) end return true end addEventHandler ( "onVehicleEnter", getRootElement(), cl_PlayerDriveVehicle ) -- vehicle respawns function cl_VehicleRespawn ( exploded ) cl_RemoveVehicleOwner ( source ) end addEventHandler ( "OnVehicleRespawn", getRootElement(), cl_VehicleRespawn ) -- vehicle explosion function cl_VehicleExplode ( ) local theOwner = getElementData ( source, "cl_vehicleowner" ) if ( theOwner ~= false ) then cl_RemoveVehicleOwner ( source ) end end addEventHandler ( "onVehicleExplode", getRootElement(), cl_VehicleExplode ) -- set vehicle owner function cl_SetVehicleOwner ( theVehicle, thePlayer ) local oldVehicle = getElementData ( thePlayer, "cl_ownedvehicle" ) if ( oldVehicle ~= false ) then -- unlock old car removeElementData ( oldVehicle, "cl_vehicleowner" ) removeElementData ( oldVehicle, "cl_vehiclelocked" ) removeElementData ( oldVehicle, "cl_enginestate" ) setVehicleLocked ( oldVehicle, false ) -- set vars for new car end setElementData ( theVehicle, "cl_vehicleowner", thePlayer ) setElementData ( theVehicle, "cl_vehiclelocked", false ) setElementData ( thePlayer, "cl_ownedvehicle", theVehicle ) setElementData( theVehicle, "cl_enginestate", true ) end function cl_RemoveVehicleOwner ( theVehicle ) local theOwner = getElementData ( theVehicle, "cl_vehicleowner" ) if ( theOwner ~= false ) then removeElementData ( theOwner, "cl_ownedvehicle" ) removeElementData ( theVehicle, "cl_vehicleowner" ) removeElementData ( theVehicle, "cl_vehiclelocked" ) removeElementData ( owned, "cl_enginestate" ) end setVehicleLocked ( theVehicle, false ) end -- flash the lights twice function cl_FlashLights ( thePlayer ) setTimer ( doToggleLights, 300, 4, thePlayer, true ) end -- flash once function cl_FlashOnce ( thePlayer ) setTimer ( doToggleLights, 300, 2, thePlayer, true ) end -- get vehicle owner ( according to vehicle's element data ) function cl_VehicleOwner ( theVehicle ) return getElementData( theVehicle, "cl_vehicleowner" ) end -- is vehicle locked ( according to vehicle's element data ) function cl_VehicleLocked ( theVehicle ) return getElementData( theVehicle, "cl_vehiclelocked" ) end -- messaging functions -- send red error message function Err_Msg ( strout, thePlayer ) outputChatBox ( strout, thePlayer, 200, 0, 10 ) end -- send message to all occupants of vehicle function Car_Msg ( strout, theVehicle ) numseats = getVehicleMaxPassengers ( theVehicle ) for s = 0, numseats do local targetPlayer = getVehicleOccupant ( theVehicle, s ) if targetPlayer ~= false then outputChatBox ( strout, targetPlayer, 30, 144, 255 ) end end end -- send aquamarine message to player function Info_Msg ( strout, thePlayer ) outputChatBox ( strout, thePlayer, 102, 205, 170 ) end -- commands function doToggleLocked ( source ) local theVehicle , strout if ( getElementType(source) == "vehicle" ) then theVehicle = source end if ( getElementType(source) == "player" ) then theVehicle = getElementData ( source, "cl_ownedvehicle" ) end if ( theVehicle ) then local vehiclename = getVehicleName ( theVehicle ) -- already locked if ( getElementData ( theVehicle, "cl_vehiclelocked") == true ) then doUnlockVehicle ( source ) else doLockVehicle ( source ) end else Err_Msg("You must have a vehicle to lock or unlock it.", source) end end function doLockVehicle ( source ) local theVehicle , strout if ( getElementType(source) == "vehicle" ) then theVehicle = source end if ( getElementType(source) == "player" ) then theVehicle = getElementData ( source, "cl_ownedvehicle" ) end if ( theVehicle ) then local vehiclename = getVehicleName ( theVehicle ) -- already locked if ( getElementData ( theVehicle, "cl_vehiclelocked") == true ) then strout = "Your " .. vehiclename .. " is already locked." Err_Msg(strout, source) else setElementData ( theVehicle, "cl_vehiclelocked", true) setVehicleLocked ( theVehicle, true ) Car_Msg( "current vehicle " .. vehiclename .. " locked.", theVehicle) Info_Msg ( "locked vehicle " .. vehiclename .. ".", source ) if ( getVehicleController ( theVehicle ) == false ) then cl_FlashLights ( source ) end end else Err_Msg("You must have a vehicle to lock it.", source) end end function doUnlockVehicle ( source ) local theVehicle, strout if ( getElementType(source) == "vehicle" ) then theVehicle = source end if ( getElementType(source) == "player" ) then theVehicle = getElementData ( source, "cl_ownedvehicle" ) end if ( theVehicle ) then local vehiclename = getVehicleName ( theVehicle ) if ( getElementData ( theVehicle, "cl_vehiclelocked") == false ) then strout = "Your " .. vehiclename .. " is already unlocked." Err_Msg(strout, source) else setElementData ( theVehicle, "cl_vehiclelocked", false) setVehicleLocked ( theVehicle, false ) Car_Msg( "current vehicle " .. vehiclename .. " unlocked.", theVehicle ) Info_Msg ( "unlocked vehicle " .. vehiclename .. ".", source ) if ( getVehicleController ( theVehicle ) == false ) then
  12. Ujeelka

    Houses

    Nobody can help me ?
  13. Ujeelka

    Houses

    Ok... i make it, but now i want to enter in this house only 2 person with specific names... ( ex: only Paul and Tony) only who have this name can enter in this house... please help me... i dont know how to make this... thanks !
  14. Ujeelka

    Houses

    Ok, i placed the marker...and now ?
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