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bartje01

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Everything posted by bartje01

  1. We do not like the stealing other codes . You clearly do not understand the meaning of stealing. It's not stealing if the author uploaded it..
  2. Just asking me if this code is mine?/... Jheez.
  3. Nope it isn't. And if you need the server sided part: local running = false -- if race is running addEvent("onClientRequestRespawn", true) addEventHandler("onClientRequestRespawn", getRootElement(), function(vehicleData) -- source is the player that requested respawn. -- spawn at the position where last saved. triggerClientEvent(source, 'onClientCall_race', source, "Spectate.stop", 'manual') triggerEvent('onClientRequestSpectate', source, false) spawnPlayer(source, vehicleData.posX, vehicleData.posY, vehicleData.posZ) local vehicle = exports.race:getPlayerVehicle(source) triggerClientEvent(source, 'onClientCall_race', source, "Spectate.stop", 'manual') setElementData(source, "race.spectating", true) setElementData(source, "status1", "dead") setElementData(source, "status2", "") --setElementData(source, "state", "training") setElementData(source, "race.finished", true) setCameraTarget(source, source) setElementData(vehicle, "race.collideworld", 1) setElementData(vehicle, "race.collideothers", 0) setElementData(source, "race.alpha", 255) setElementData(vehicle, "race.alpha", 255) setElementHealth(vehicle, vehicleData.health) setElementModel(vehicle, 481) -- fix motor sound. setElementModel(vehicle, tonumber(vehicleData.model)) setElementPosition(vehicle, vehicleData.posX, vehicleData.posY, vehicleData.posZ) setElementRotation(vehicle, vehicleData.rotX, vehicleData.rotY, vehicleData.rotZ) if(vehicleData.nitro ~= nil)then addVehicleUpgrade(vehicle, tonumber(vehicleData.nitro)) end setElementFrozen(vehicle, true) toggleAllControls(source, true) setVehicleLandingGearDown(vehicle, true) setTimer(delayedRespawn, 2000, 1, source, vehicle, vehicleData) end) function delayedRespawn(player, vehicle, vehicleData) triggerClientEvent(player, "clientUnfreezeOnReady", player, vehicle, vehicleData) end addEvent("onRaceStateChanging", true) addEventHandler("onRaceStateChanging", getRootElement(), function(newState, oldState) triggerClientEvent("onClientRaceStateChanging", getRootElement(), newState, oldState) if(newState == "Running")then running = true end if(newState == "PostFinish" or newState == "NoMap")then running = false local player = getElementsByType("player") for i = 1, #player do local replaying = getElementData(player[i], "respawn.playing") if(replaying)then setElementData(source, "race.spectating", false) setElementData(source, "status1", "dead") setElementData(source, "status2", "") setElementData(source, "race.finished", false) end end end end) -- Add training mode before player has played once addEventHandler("onElementDataChange", getRootElement(), function(theName, oldValue) if(getElementType(source) == "player")then if(tostring(getElementData(source, "state")) == "waiting" and running)then --triggerClientEvent(source, "onClientRaceStateChanging", source, "Running", "GridCountdown") end end end) -- Kill when respawned and gets hunter. addEvent("onPlayerPickUpRacePickup", true) addEventHandler("onPlayerPickUpRacePickup", getRootElement(), function(pickupID, pickupType, vehicleModel) if(pickupType == "vehiclechange" and vehicleModel == 425)then local state = getElementData(source, "state") or "dead" if(state == "dead")then setElementHealth(source, 0) end end end) addEventHandler("onClientRender", getRootElement(), function() local player = getElementsByType("player") for i = 1, #player do if(getElementData(player[i], "respawn.playing"))then local alpha = 0 if(player[i] == getLocalPlayer())then alpha = getElementData(player[i], "race.alpha") or 255 end setElementAlpha(player[i], alpha) local vehicle = getPedOccupiedVehicle(player[i]) if(vehicle ~= false)then end end end end)
  4. anyone able to help me before sleeping time?
  5. Hey all. How can I make this respawn script respawning people without a vehicle? local screen_width, screen_height = guiGetScreenSize() local RESPAWN_KEY = "F" local showRespawn = false local text = "#FF5500Press #FFFFFF"..RESPAWN_KEY.." #FF5500to enter to training mode" local scale = 1.5 local font = "bankgothic" local textWidth = dxGetTextWidth(text:gsub("#%x%x%x%x%x%x", ""), scale, font) local fontHeight = dxGetFontHeight(scale, font) local color = tocolor(255, 128, 0, 255) setElementData(getLocalPlayer(), "respawn.playing", false, true) local running = false local vehicleData = {} local SAVE_INTER = 22500 local saveTimer = nil local reset = true -- reset timer local lastSaved = 0 -- When element data for the player changes, bind or unbind key. addEventHandler("onClientElementDataChange", getLocalPlayer(), function(dataName, oldValue) if(getElementType(source) ~= "player" or dataName ~= "state")then return end local newValue = getElementData(source, dataName) if(newValue == "dead")then reset =true setTimer(function() if(#vehicleData > 0 and running)then showRespawn = true setElementData(getLocalPlayer(), "respawn.playing", false, true) bindKey(RESPAWN_KEY, "up", respawn) end end, 3000, 1) else unbindKey(RESPAWN_KEY, "up", respawn) showRespawn = false setElementData(getLocalPlayer(), "respawn.playing", false, true) end if(newValue == "alive" and oldValue ~= "alive")then reset = false end end) -- respawn player, later add "checkpoints" function respawn() reset = false unbindKey(RESPAWN_KEY, "up", respawn) showRespawn = false setElementData(getLocalPlayer(), "respawn.playing", true, true) local index = #vehicleData local index2 = #vehicleData -- Save memory and go back to later saved positions if dying too fast. local timeWasted = math.floor((getTickCount() - lastSaved)/1000) if(timeWasted <= 7 and index > 1)then table.remove(vehicleData, index) index = #vehicleData outputDebugString("Vehicle data num: "..index.." removed respawn.") end outputDebugString("Respawning with vehicle data index: "..index) triggerServerEvent("onClientRequestRespawn", getLocalPlayer(), vehicleData[index]) if(index2 > 1 and index == index2)then table.remove(vehicleData, index) outputDebugString("Vehicle data num: "..index.." removed.") end end addEventHandler("onClientRender", getRootElement(), function() if(reset)then resetTimer(saveTimer) end -- Dont show text if player is not allowed to respawn. if not showRespawn then return end local x, y = screen_width/2 - textWidth/2, screen_height * 0.75 - fontHeight/2 dxDrawColoredText(text, x, y, screen_width, screen_height, color, scale, font) end) -- Save vehicle data, to later spawn with that data. function saveVehicleData() local vehicle = getPedOccupiedVehicle(getLocalPlayer()) if(not running or showRespawn or (not vehicle) or reset)then return end local mode = getElementModel(vehicle) if(mode == 425)then return end local lastSaved = getTickCount() local index = #vehicleData + 1 vehicleData[index] = {} local posX, posY, posZ = getElementPosition(vehicle) local rotX, rotY, rotZ = getElementRotation(vehicle) local velX, velY, velZ = getElementVelocity(vehicle) local turnVelX, turnVelY, turnVelZ = getVehicleTurnVelocity(vehicle) local health = getElementHealth(vehicle) local model = getElementModel(vehicle) -- Later add worldSpecialProperty too. vehicleData[index].posX = posX vehicleData[index].posY = posY vehicleData[index].posZ = posZ vehicleData[index].rotX = rotX vehicleData[index].rotY = rotY vehicleData[index].rotZ = rotZ vehicleData[index].velX = velX vehicleData[index].velY = velY vehicleData[index].velZ = velZ vehicleData[index].turnVelX = turnVelX vehicleData[index].turnVelY = turnVelY vehicleData[index].turnVelZ = turnVelZ vehicleData[index].health = health vehicleData[index].model = model vehicleData[index].dimension = getElementDimension(vehicle) vehicleData[index].nitro = nil local upgrades = getVehicleUpgrades(vehicle) for upgradeKey, upgradeValue in ipairs(upgrades) do if(tonumber(upgradeValue) >= 1008 and tonumber(upgradeValue) <= 1010)then vehicleData[index].nitro = tonumber(upgradeValue) end end outputDebugString("Vehicle data num: "..index.." saved.") end saveTimer = setTimer(saveVehicleData, SAVE_INTER, 0) function saveRespawnToSpawnpoint(player) local vehicle = getPedOccupiedVehicle(player) local index = #vehicleData + 1 vehicleData[index] = {} local spawn = getElementsByType("spawnpoint") local posX, posY, posZ = getElementData(spawn[1], "posX"), getElementData(spawn[1], "posY"), getElementData(spawn[1], "posZ") local rotX, rotY, rotZ = getElementData(spawn[1], "rotX"), getElementData(spawn[1], "rotY"), getElementData(spawn[1], "rotZ") local velX, velY, velZ = 0, 0, 0 local turnVelX, turnVelY, turnVelZ = 0, 0, 0 local health = getElementHealth(vehicle) local model = getElementData(spawn[1], "vehicle") -- Later add worldSpecialProperty too. vehicleData[index].posX = posX vehicleData[index].posY = posY vehicleData[index].posZ = posZ vehicleData[index].rotX = rotX vehicleData[index].rotY = rotY vehicleData[index].rotZ = rotZ vehicleData[index].velX = velX vehicleData[index].velY = velY vehicleData[index].velZ = velZ vehicleData[index].turnVelX = turnVelX vehicleData[index].turnVelY = turnVelY vehicleData[index].turnVelZ = turnVelZ vehicleData[index].health = health vehicleData[index].model = model vehicleData[index].dimension = getElementDimension(vehicle) end addEvent("onClientRaceStateChanging", true) addEventHandler("onClientRaceStateChanging", getRootElement(), function(newState, oldState) if(newState == "Running")then local state = tostring(getElementData(getLocalPlayer(), "state")) if(state == "waiting")then --[[ reset = false running = true vehicleData = {} saveRespawnToSpawnpoint(getLocalPlayer()) showRespawn = true setElementData(getLocalPlayer(), "respawn.playing", false, true) bindKey(RESPAWN_KEY, "up", respawn) --]] elseif(state == "alive" or state == "not ready")then reset = false running = true for i = 1, #vehicleData do table.remove(vehicleData, i) end vehicleData = {} saveVehicleData() end end if(newState == "PostFinish" or newState == "NoMap")then reset = true running = false unbindKey(RESPAWN_KEY, "up", respawn) showRespawn = false setElementData(getLocalPlayer(), "respawn.playing", false, true) end end) addEventHandler("onClientPlayerWasted", getLocalPlayer(), function() if(source ~= getLocalPlayer())then return end reset = true setElementData(getLocalPlayer(), "respawn.playing", false, true) setTimer(function() --local state = getElementData(getLocalPlayer(), "respawn.playing") or true if(#vehicleData > 0 and running)then showRespawn = true setElementData(getLocalPlayer(), "respawn.playing", false, true) bindKey(RESPAWN_KEY, "up", respawn) end end, 3000, 1) end) local unfreeze = {} addEvent("clientUnfreezeOnReady", true) addEventHandler("clientUnfreezeOnReady", getRootElement(), function(vehicle, vehData) -- source is the vehicle to unfreeze unfreeze.vehicle = vehicle unfreeze.health = vehData.health unfreeze.dim = vehData.dimension unfreeze.x, unfreeze.y, unfreeze.z = vehData.posX, vehData.posY, vehData.posZ unfreeze.vx, unfreeze.vy, unfreeze.vz = vehData.velX, vehData.velY, vehData.velZ unfreeze.tx, unfreeze.ty, unfreeze.tz = vehData.turnVelX, vehData.turnVelY, vehData.turnVelZ setElementFrozen(vehicle, false) addEventHandler("onClientRender", getRootElement(), unfreezeOnReady) end) function unfreezeOnReady() setElementHealth(unfreeze.vehicle, unfreeze.health) setElementPosition(unfreeze.vehicle, unfreeze.x, unfreeze.y, unfreeze.z) if(not isElementFrozen(unfreeze.vehicle))then setElementDimension(unfreeze.vehicle, unfreeze.dim) setElementVelocity(unfreeze.vehicle, unfreeze.vx, unfreeze.vy, unfreeze.vz) setVehicleTurnVelocity(unfreeze.vehicle, unfreeze.tx, unfreeze.ty, unfreeze.tz) removeEventHandler("onClientRender", getRootElement(), unfreezeOnReady) end end function dxDrawColoredText(text, left, top, right, bottom, color, scale, font, alignX, alignY, clip, wordBreak, postGUI) -- Making them optional. right = right or screen_width bottom = bottom or screen_height while(left < 0) do left = screen_width - math.abs(left) end while(top < 0) do top = screen_height - math.abs(top) end while(right < 0) do right = screen_width - math.abs(right) end
  6. Hmm I did it with the map related things. Didn't help. Just as I thought since they do show up with the admin panel
  7. What should I replace? I can't just replace everything. That'll fuck up my server.
  8. They do show in the admin panel. Mapmanager is running. It doesn't say anything about it in the debug. Still they don't show up.
  9. Hey all. I've got a race server but I want to make a rest/afk cornor. How can I change the gamemode to play for just one person?
  10. God dammit he did it again. How can I block this?
  11. Alright, thanks. But now this certain person tells me my server is illegal because it has custom maps. I have a DM/DD race server. Is that true?
  12. Hey everyone. I wanted to know if MTA is legal. I'm home hosting a server and I'm getting DDoS attacks from a certain person lately. I'm not sure if I can do anything against it since I don't know if having a home host MTA server is legal.
  13. Hey all. How can I instantly remove respawns from every map? Just disable the respawn script. How to do it? Using a racing script btw.
  14. Hey all. How can I make that I can drive trough any object?
  15. Using this one: https://community.multitheftauto.com/ind ... ls&id=5801 I also tried another one, same problem. maybe my path is wrong?
  16. Hey everyone. I've got another problem. My mapshop doesn't show any maps. I save my maps in here: J:\MTA\server\mods\deathmatch\resources\[gamemodes]\[race]\[maps] What could be the problem?
  17. Awesome, thanks anderl. It has a great effect.
  18. Thanks, but now my buttons are behind the img. how can I get them infront of it?
  19. So instead of the width and height I just put the .img name?
  20. I thought I had to use that but. How will I use it here? mainWindow = guiCreateWindow(screenWidth/2-mainWidth/2,screenHeight/2-mainHeight/2,mainWidth,mainHeight,"Login panel",false)
  21. Hey everyone, just one question. How can I implend an image to a gui window?
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