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itoko

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About itoko

  • Birthday 22/07/1997

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  1. Ah yes, my bad, i didn't check the whole code at all, which is a big mistake ^^'. I guess the event should be onZombieWasted. (from what i know you're working on)
  2. function cbinds() bindKey("vehicle_fire", "down", cdoshoot) bindKey("vehicle_secondary_fire", "down", cdoshoot) bindKey("lctrl", "down", cdoshoot) bindKey("rctrl", "down", cdoshoot) allowShoots() end addEventHandler("onClientResourceStart", getRootElement(), cbinds) function cdoshoot(theVehicle) local theVehicle = getPedOccupiedVehicle(localPlayer) if bindTrigger == 1 then if not isPlayerDead(localPlayer) then bindTrigger = 0 local x,y,z = getElementPosition(theVehicle) local rX,rY,rZ = getElementRotation(theVehicle) local x = x+4*math.cos(math.rad(rZ+90)) local y = y+4*math.sin(math.rad(rZ+90)) createProjectile(theVehicle, 19, x, y, z, 1.0, nil) setTimer(allowShoots, 4000, 1) end end end function allowShoots() bindTrigger = 1 end
  3. The conditions were kinda weird, try this: addEventHandler( "onZombieWasted", root, function ( killer, weapon, bodypart ) if killer and killer ~= source then if bodypart == 9 and weapon == 22 then setPedStat( killer, 69, getPedStat( killer, 69 ) + 1 ) elseif bodypart == 8 and weapon == 22 then setPedStat( killer, 69, getPedStat( killer, 69 ) + 0.5 ) elseif bodypart == 7 and weapon == 22 then setPedStat( killer, 69, getPedStat( killer, 69 ) + 0.5 ) elseif bodypart == 6 and weapon == 22 then setPedStat( killer, 69, getPedStat( killer, 69 ) + 0.5 ) elseif bodypart == 5 and weapon == 22 then setPedStat( killer, 69, getPedStat( killer, 69 ) + 0.5 ) elseif bodypart == 4 and weapon == 22 then setPedStat( killer, 69, getPedStat( killer, 69 ) + 0.5 ) elseif bodypart == 3 and weapon == 22 then setPedStat( killer, 69, getPedStat( killer, 69 ) + 0.5 ) end end end )
  4. Try this: function WeaponLevels (player, weapon) local Weapon = guiGetText(GUIEditor.label[2]) if Weapon then local Point = tonumber(Weapon) if Point >= 100 and weapon == 22 then guiSetText (GUIEditor.label[3],"Level: 1") end end end addEventHandler( "onClientRender",getRootElement(), WeaponLevels) because you maybe haven't 100 points, but more
  5. itoko

    Auto B

    i edited it try again
  6. yes, the level of water when it's raising is using untilW, but untilW never change, so the water level doesn't change.
  7. Sorry i forgot to edit it, i changed the target of the setPlayerMoney to the source.
  8. addEvent("buyGodMode", true) addEventHandler("buyGodMode", getRootElement(), function() if ( getPlayerMoney (source) >= 70000 ) then if isObjectInACLGroup("user."..getAccountName(getPlayerAccount(source)), aclGetGroup("Admin")) then takePlayerMoney(source, 70000) outputChatBox("Godmode Successfully activated", source, 255, 255, 0, true) setVehicleDamageProof(getPedOccupiedVehicle(source),true) setTimer( setVehicleDamageProof, 60000, 1, getPedOccupiedVehicle(source), false) else takePlayerMoney(source, 70000) outputChatBox("Only for Admins, but you loose money for trying to buy", source, 255, 0, 0, true) end else outputChatBox("You haven't got enough money.", source, 255, 0, 0, true) end end )
  9. Maybe there is something above the serverside event, that stop the addEvent, try to put the serverside event and function you showed us, in another server file (create a new one)
  10. itoko

    Auto B

    Try this: DestructionDerby = setmetatable({}, RaceMode) DestructionDerby.__index = DestructionDerby DestructionDerby:register('Destruction derby') function DestructionDerby:isApplicable() return not RaceMode.checkpointsExist() and RaceMode.getMapOption('respawn') == 'none' end function DestructionDerby:getPlayerRank(player) return #getActivePlayers() end -- Copy of old updateRank function DestructionDerby:updateRanks() for i,player in ipairs(g_Players) do if not isPlayerFinished(player) then local rank = self:getPlayerRank(player) if not rank or rank > 0 then setElementData(player, 'race rank', rank) end end end -- Make text look good at the start if not self.running then for i,player in ipairs(g_Players) do setElementData(player, 'race rank', '' ) setElementData(player, 'checkpoint', '' ) end end end function DestructionDerby:onPlayerWasted(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) local map = exports.mapmanager:getRunningGamemodeMap() local name = getResourceInfo(map,'name') if not name:find('[DD]',1,true) then if getActivePlayerCount() <= 0 then RaceMode.endMap() else TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 1, player, 'Spectate.start', 'auto') end else if getActivePlayerCount() <= 1 then RaceMode.endMap() else TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 1, player, 'Spectate.start', 'auto') end end end RaceMode.setPlayerIsFinished(player) showBlipsAttachedTo(player, false) end function DestructionDerby:onPlayerQuit(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() <= 1 then RaceMode.endMap() end end end function DestructionDerby:handleFinishActivePlayer(player) -- Update ranking board for player being removed if not self.rankingBoard then self.rankingBoard = RankingBoard:create() self.rankingBoard:setDirection( 'up', getActivePlayerCount() ) end local timePassed = self:getTimePassed() self.rankingBoard:add(player, timePassed) -- Do remove finishActivePlayer(player) -- Update ranking board if one player left local activePlayers = getActivePlayers() local map = exports.mapmanager:getRunningGamemodeMap() local name = getResourceInfo(map,'name') if not name:find('[DD]',1,true) then if #activePlayers == 0 then self.rankingBoard:add(activePlayers[1], timePassed) showMessage(getPlayerName(activePlayers[1]) .. ' Won This Round !!!', 30, 144, 255) end else if #activePlayers == 1 then self.rankingBoard:add(activePlayers[1], timePassed) showMessage(getPlayerName(activePlayers[1]) .. ' Won This Round !!!', 30, 144, 255) end end end ------------------------------------------------------------ -- activePlayerList stuff -- function isActivePlayer( player ) return table.find( g_CurrentRaceMode.activePlayerList, player ) end function addActivePlayer( player ) table.insertUnique( g_CurrentRaceMode.activePlayerList, player ) end function removeActivePlayer( player ) table.removevalue( g_CurrentRaceMode.activePlayerList, player ) end function finishActivePlayer( player ) table.removevalue( g_CurrentRaceMode.activePlayerList, player ) table.insertUnique( g_CurrentRaceMode.finishedPlayerList, _getPlayerName(player) ) end function getFinishedPlayerCount() return #g_CurrentRaceMode.finishedPlayerList end function getActivePlayerCount() return #g_CurrentRaceMode.activePlayerList end function getActivePlayers() return g_CurrentRaceMode.activePlayerList end
  11. function money() setPlayerMoney( source, 0 ) end addEventHandler("onPlayerLogout",getRootElement(),money) Well, that depend of your script that save the money, normally yes.
  12. I guess this is what you're looking for: dxSetAspectRatioAdjustmentEnabled() https://wiki.multitheftauto.com/wiki/Dx ... entEnabled
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