ksTakor
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Everything posted by ksTakor
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Thanks man, that will help a lot
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thanks Necktrox wow, this table is different from what i have seen, I only see tables more like that local VehiclesID = { {417}, {593}, {493}, {509}, {487}, {497} } how can i check for the id's in this type of table? I wish to learn this way too
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Hi, i am trying to learn tables but so far no success kk I wish to learn then I tried to pass this id's and the check if is one of then but i had no success if not getElementModel(veh) == 417 or getElementModel(veh) == 593 or getElementModel(veh) == 493 or getElementModel(veh) == 509 or getElementModel(veh) == 487 or getElementModel(veh) == 497 then Thanks in advanced and sorry for the english
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Today I used the setVehicleWheelStates and If I set my wheels to fallen off, then set then to inflated again, after that if I fix my vehicle the wheels will be invisible, anyone knows a workaround for this? It only happens in my script (tested with the wiki script and don't happen) my script is this: --server-- local tireOff = getElementData(getElementData(veh,"parent"),"Tire_inVehicle") -- check if there is tires in the vehicle (gamemode element) if tireOff == 0 then setVehicleWheelStates(veh, 2, 2, 2, 2) elseif tireOff == 3 then local wheel = math.random(1, 4) if wheel == 1 then setVehicleWheelStates(veh, 0, 0, 2, 0) elseif wheel == 2 then setVehicleWheelStates(veh, 2, 0, 0, 0) elseif wheel == 3 then setVehicleWheelStates(veh, 0, 0, 0, 2) elseif wheel == 4 then setVehicleWheelStates(veh, 0, 2, 0, 0) end elseif tireOff == 2 then local wheel = math.random(1, 4) if wheel == 1 then setVehicleWheelStates(veh, 2, 0, 2, 0) elseif wheel == 2 then setVehicleWheelStates(veh, 2, 0, 0, 2) elseif wheel == 3 then setVehicleWheelStates(veh, 0, 2, 0, 2) elseif wheel == 4 then setVehicleWheelStates(veh, 0, 2, 2, 0) end elseif tireOff == 1 then local wheel = math.random(1, 4) if wheel == 1 then setVehicleWheelStates(veh, 2, 2, 2, 0) elseif wheel == 2 then setVehicleWheelStates(veh, 2, 0, 2, 2) elseif wheel == 3 then setVehicleWheelStates(veh, 2, 2, 0, 2) elseif wheel == 4 then setVehicleWheelStates(veh, 0, 2, 2, 2) end end Then when the player add the tires I call an trigger event in the server to put back the wheels: --client-- triggerServerEvent("putwheels", resourceRoot, veh) This is the function that put back the wheels --server-- function putwheels (veh) local frontLeft, rearLeft, frontRight, rearRight = getVehicleWheelStates ( veh ) -- testing the wheels which are missing if frontLeft == 2 then setVehicleWheelStates (veh, 0) elseif rearLeft == 2 then setVehicleWheelStates (veh, 0, 0) elseif frontRight == 2 then setVehicleWheelStates (veh, 0, 0, 0) elseif rearRight == 2 then setVehicleWheelStates (veh, 0, 0, 0, 0) end end addEvent("putwheels", true) addEventHandler("putwheels", resourceRoot, putwheels) if I fix the vehicle after it put back the wheels, makes the wheels invisible:
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Oh, then that was the problem. haha Thanks
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I tried to use the code from the wiki: dxDrawEmptyRec( 350, 350, 100, 100, tocolor(255,0,255), 1, false ) then give me an error: mta attempt to call a global dxDrawRectangle the script is client side what is the problem? Thanks in advance
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Strange I tried in some script and only when player is swimming return true.
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this just return true if the player is swimming in water I want a way of detecting if the water is in his legs.
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How can I check if the ped is near or touching water?
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He is looking for the textures in the zombies/skins folder and your textures are on the zombies folder this way he can't find the textures, just create a folder called skins in the zombies folder and put the skins there.
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is in wrong folder he is looking for the texture in the folder Dayz/skins and your skin are in a another folder. That's the problem, and sorry for the english
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ok, thanks guys
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@myonlake Can you give me a exemple, I try it but I can't make work.
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its possible to mask a HUD component like the radar?
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try this: https://community.multitheftauto.com/ind ... ls&id=5376
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Solved, I just separated the secondary weapon from the primary.
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I have a problem with my inventory when a player drop a primary weapon ex: M4 but left the ammo in the inventory. Then he equip a secondary weapon like a pistol, it equips again the m4. I think the script is checking the ammo in the inventory then giving the weapon, but I like that it check if the weapon is there. function rearmPlayerWeapon(weaponName, slot) takeAllWeapons(source) local ammoData, weapID = getWeaponAmmoType(weaponName) if getElementData(source, ammoData) <= 0 then triggerClientEvent(source, "displayClientInfo", source, "Rearm", shownInfos.nomag, 255, 22, 0) return end setElementData(source, "currentweapon_" .. slot, weaponName) local weapon = getElementData(source, "currentweapon_1") if weapon then local ammoData, weapID = getWeaponAmmoType(weapon) giveWeapon(source, weapID, getElementData(source, ammoData), true) end local weapon = getElementData(source, "currentweapon_2") if weapon then local ammoData, weapID = getWeaponAmmoType(weapon) giveWeapon(source, weapID, getElementData(source, ammoData), false) end local weapon = getElementData(source, "currentweapon_3") if weapon then local ammoData, weapID = getWeaponAmmoType(weapon) giveWeapon(source, weapID, getElementData(source, ammoData), false) end if elementWeaponBack[source] then detachElementFromBone(elementWeaponBack[source]) destroyElement(elementWeaponBack[source]) elementWeaponBack[source] = false end setElementModel(source, getElementData(source, "skin")) end addEvent("onPlayerRearmWeapon", true) addEventHandler("onPlayerRearmWeapon", getRootElement(), rearmPlayerWeapon) Thanks in Advance
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The ped i managed to destroy, the problem is I can't destroy the collision, give this error: Bad argument @ 'destroyElement' [Expected element at argument 1, got boolean].
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I want when I click a gui button destroy the body of the dead player, but when I execute the function only destroy the ped and not the colision. debugscript: Bad argument @ 'destroyElement' [Expected element at argument 1, got boolean] spawn.lua: where is the function that create the ped and the colision when the players die. Server Side function kilLDayZPlayer(killer, headshot, weapon) pedCol = false local account = getPlayerAccount(source) if not account then return end killPed(source) triggerClientEvent(source, "hideInventoryManual", source) if getElementData(source, "alivetime") > 0 and not isElementInWater(source) then local x, y, z = getElementPosition(source) if getDistanceBetweenPoints3D(x, y, z, 6000, 6000, 0) > 200 then local x, y, z = getElementPosition(source) local rotX, rotY, rotZ = getElementRotation(source) local skin = getElementModel(source) local ped = createPed(skin, x, y, z, rotZ) pedCol = createColSphere(x, y, z, 1.5) killPed(ped) setTimer(destroyDeadPlayer, 2700000, 1, ped, pedCol) attachElements(pedCol, ped, 0, 0, 0) setElementData(pedCol, "parent", ped) setElementData(pedCol, "playername", getPlayerName(source)) setElementData(pedCol, "deadman", true) setElementData(pedCol, "MAX_Slots", getElementData(source, "MAX_Slots")) local time = getRealTime() local hours = time.hour local minutes = time.minute setElementData(pedCol, "deadreason", getPlayerName(source) .. " is dead. Cause of death: " .. (weapon or "Unknown") .. ". Time of death: " .. hours .. ":" .. minutes .. " o'clock.") end end menu_client.lua: where the gui is. ClientSide if itemName == "hide" then local col = getElementData(getLocalPlayer(), "currentCol") local gearName = "Hide Body" triggerServerEvent("removeBody", getLocalPlayer(), getElementData(col, "parent")) disableMenu() return end survivorSystem.lua: where the function that removes the body is. ServerSide function removeBody(object) setPedAnimation(source, "BOMBER", "BOM_Plant", nil, false, false, nil, false) destroyElement(getElementData(object, "parent")) destroyElement(object) end addEvent("removeBody", true) addEventHandler("removeBody", getRootElement(), removeBody) Thanks in Advance
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sorry, do not wish to offend. is just for nobody copy my idea. Sorry again for being rude and for the english
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I manage to solve. Thanks
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The option is the same as the other in size and font. if I put the third option in the place of the second option work. is just the third option that don't work