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maffius97

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Everything posted by maffius97

  1. Thank you GTX, works very good
  2. franMark1 = createMarker(1762.6, -1813.4, 12.6, "cylinder", 5, 255, 0, 0, 35) franMark2 = createMarker(1805, -1748.6, 51.5, "cylinder", 5, 255, 0, 0, 115) function teleport(player) if (source == franMark1) then if is_group(player) or is_admin(player) then setElementPosition(player, 1791, -1780, 53) setElementFrozen(player, true) setTimer(setElementFrozen, 300, 1, player, false) elseif isPedInVehicle(player) then local vehicle = getPedOccupiedVehicle(player) setElementPosition(vehicle, 1791, -1780, 53) setElementFrozen(vehicle, true) setTimer(setElementFrozen, 300, 1, vehicle, false) end elseif (source == franMark2) then if is_group(player) or is_admin(player) then setElementPosition(player, 1775.8, -1821.3, 14.5) setElementFrozen(player, true) setTimer(setElementFrozen, 300, 1, player, false) end end end addEventHandler("onMarkerHit", root, teleport) It teleport player without car but dont want to teleport player and vehicle when he is in vehicle. What is wrong?
  3. I have spike stripe script below. All vehicles have sphere (vehCol) attached to vehicle. I want to break all tires in the vehicle when vehCol hit blow or blow2 or blow3 or blow4. How can I do it? addCommandHandler("sting", function(player) if (player) then local x,y,z = getElementPosition(player) local xr,yr,zr = getElementRotation(player) px, py, pz = getElementPosition(player) prot = getPedRotation(player) local offsetRot = math.rad(prot+90) local vx = px + 5 * math.cos(offsetRot) local vy = py + 5 * math.sin(offsetRot) local vx2 = px + 2 * math.cos(offsetRot) local vy2 = py + 2 * math.sin(offsetRot) local vx3 = px + 3 * math.cos(offsetRot) local vy3 = py + 3 * math.sin(offsetRot) local vx4 = px + 4 * math.cos(offsetRot) local vy4 = py + 4 * math.sin(offsetRot) local vz = pz + 2 local vrot = prot+180 spike = createObject(2892,vx,vy,z-0.95,0,0,vrot) setObjectScale(spike,0.7) local x2, y2, z2 = getElementPosition(spike) local blow = createColTube (x2, y2, z2-0.25, 0.75,1) local blow2 = createColTube (vx2, vy2, z2-0.25, 0.75,1) local blow3 = createColTube (vx3, vy3, z2-0.25, 0.75,1) local blow4 = createColTube (vx4, vy4, z2-0.25, 0.75,1) addEventHandler("onColShapeHit",blow, wylaczKola) addEventHandler("onColShapeHit",blow2,wylaczKola) addEventHandler("onColShapeHit",blow3,wylaczKola) addEventHandler("onColShapeHit",blow4,wylaczKola) end end) function wylaczKola (player) if player and getElementType(player) == "player" then if isPedInVehicle(player) then local pveh = getPedOccupiedVehicle(player) setVehicleWheelStates(pveh,1,1,1,1) end end end
  4. Can you help me to move this 2 functions to clientside? addCommandHandler("sting", function(player) if (player) then local x,y,z = getElementPosition(player) local xr,yr,zr = getElementRotation(player) px, py, pz = getElementPosition(player) prot = getPedRotation(player) local offsetRot = math.rad(prot+90) local vx = px + 5 * math.cos(offsetRot) local vy = py + 5 * math.sin(offsetRot) local vx2 = px + 2 * math.cos(offsetRot) local vy2 = py + 2 * math.sin(offsetRot) local vx3 = px + 3 * math.cos(offsetRot) local vy3 = py + 3 * math.sin(offsetRot) local vx4 = px + 4 * math.cos(offsetRot) local vy4 = py + 4 * math.sin(offsetRot) local vz = pz + 2 local vrot = prot+180 spike = createObject(2892,vx,vy,z-0.95,0,0,vrot) setObjectScale(spike,0.7) local x2, y2, z2 = getElementPosition(spike) local blow = createColTube (x2, y2, z2-0.25, 0.9,2) local blow2 = createColTube (vx2, vy2, z2-0.25, 0.9,2) local blow3 = createColTube (vx3, vy3, z2-0.25, 0.9,2) local blow4 = createColTube (vx4, vy4, z2-0.25, 0.9,2) addEventHandler("onColShapeHit",blow, wylaczKola) addEventHandler("onColShapeHit",blow2,wylaczKola) addEventHandler("onColShapeHit",blow3,wylaczKola) addEventHandler("onColShapeHit",blow4,wylaczKola) end end) function wylaczKola (player) if player and getElementType(player) == "player" then if isPedInVehicle(player) then local pveh = getPedOccupiedVehicle(player) setVehicleWheelStates(pveh,1,1,1,1) end end end
  5. I have few "addEventHandler" inside function which I can trigger by command. Is it safe or will it cause server overload or something?
  6. My question is the same as subject. Is it possible?
  7. I just solved my problem. Thanks for help.
  8. Yes. I changed time in function setVehiclesFuelPerMinute setTimer from 20000 to 1000 and then I can drive just one second, so here's the problem.
  9. 15-20 seconds function setVehiclesFuelPerMinute () for i,veh in ipairs(getElementsByType("vehicle")) do if getVehicleEngineState(veh) == true then if getElementData(getElementData(veh,"parent"),"fuel") >= 0 then setElementData(getElementData(veh,"parent"),"fuel",getElementData(getElementData(veh,"parent"),"fuel")-getVehicleFuelRemove(getElementModel(veh),getElementData(veh,"parent"))) else setVehicleEngineState ( veh, false ) end end end end setTimer(setVehiclesFuelPerMinute,20000,0) function isVehicleReadyToStart2 (veh) if getElementData(getElementData(veh,"parent"),"fuel") >= 1 then local tires,engine,parts = getVehicleAddonInfos (getElementModel(veh)) if (getElementData(getElementData(veh,"parent"),"Tire_inVehicle") or 0) > tonumber(tires) and (getElementData(getElementData(veh,"parent"),"Engine_inVehicle") or 0) > tonumber(engine) then setVehicleEngineState ( veh, true ) end end setTimer(isVehicleReadyToStart2,1000,1,veh) end
  10. Works, but now when I leave car and get in again I can still drive for a while
  11. function setEngineStateByPlayer (playersource) local veh = getPedOccupiedVehicle (playersource) if (getPedOccupiedVehicleSeat (playersource) == 0) then setVehicleEngineState (veh, not getVehicleEngineState(veh)) if getElementData(getElementData(veh,"parent"),"fuel") <1 then return end if getVehicleEngineState(veh) == true then triggerClientEvent (playersource, "displayClientInfo", playersource,"Vehicle","Engine started!",22,255,0) else triggerClientEvent (playersource, "displayClientInfo", playersource,"Vehicle","Engine stopped!",255,22,0) end end end
  12. Hey, you know that bug when you drive a car and it ends of fuel, but you can press K to turn on engine, and continue drive on -1 fuel. How can I solve it? Here's the code: function onPlayerEnterDayzVehicle(veh,seat) local col = getElementData(veh,"parent") local id = getElementModel(veh) if not seat == 1 then return end local tires,engine,parts = getVehicleAddonInfos (id) setVehicleEngineState ( veh, false ) setElementData(veh,"maxfuel",getVehicleMaxFuel(col)) setElementData(veh,"needtires",tires) setElementData(veh,"needengines",engine) setElementData(veh,"needparts",parts) if ((getElementData(col,"Tire_inVehicle") or 0) < tonumber(tires)) then setVehicleEngineState ( veh, false ) return end if ((getElementData(col,"Engine_inVehicle") or 0) < tonumber(engine)) then setVehicleEngineState ( veh, false ) return end if not getElementData(col,"Parts_inVehicle") then setElementData(col,"Parts_inVehicle",math.random(0,parts)) end if (getElementData(col,"fuel") or 0) <= 1 then if not getElementModel(veh) == 509 then triggerClientEvent (source, "displayClientInfo", source,"Vehicle","No tank left in this vehicle!",22,255,0) setVehicleEngineState ( veh, false ) return end end setVehicleEngineState ( veh, true ) bindKey(source,"k","down",setEngineStateByPlayer) outputChatBox("Press 'K' to turn the engine on/off!",source) end addEventHandler ( "onPlayerVehicleEnter", getRootElement(), onPlayerEnterDayzVehicle ) function onPlayerExitDayzVehicle(veh,seat) if seat == 0 then setVehicleEngineState ( veh, false ) unbindKey(source,"k","down",setEngineStateByPlayer) end end addEventHandler ( "onPlayerVehicleExit", getRootElement(), onPlayerExitDayzVehicle )
  13. I'm getting warnings when I arm weapon from inventory: [2015-01-06 17:51:57] WARNING: [DayZ-MTA]/DayZ/survivorSystem.lua:353: Bad argument @ 'destroyElement' [Expected element at argument 1, got nil] [2015-01-06 17:52:02] WARNING: [DayZ-MTA]/DayZ/survivorSystem.lua:353: Bad argument @ 'destroyElement' [Expected element at argument 1, got boolean] survivorSystem: CODE REMOVED
  14. I get error on every spawn in DayZ with death screen, what is wrong? --[[ #---------------------------------------------------------------# ----* DayZ MTA Script survivor_system.lua *---- ----* This Script is owned by Marwin, you are not allowed to use or own it. ----* Owner: Marwin W., Germany, Lower Saxony, Otterndorf ----* Skype: xxmavxx96 ----* *---- #---------------------------------------------------------------# ]] --version drawing addEventHandler("onClientResourceStart", getResourceRootElement(), function() dayzVersion = "MTA:DayZ 0.6 r294" versionLabel = guiCreateLabel(1,1,0.3,0.3,dayzVersion,true) guiSetSize ( versionLabel, guiLabelGetTextExtent ( versionLabel ), guiLabelGetFontHeight ( versionLabel ), false ) x,y = guiGetSize(versionLabel,true) guiSetPosition( versionLabel, 1-x, 1-y*1.8, true ) guiSetAlpha(versionLabel,0.5) end ) --disable ped targeting markers setPedTargetingMarkerEnabled(false) --Survivor Skins --Sniper snipertxd = engineLoadTXD ("mods/sniper.txd"); engineImportTXD (snipertxd, 285); sniperdff = engineLoadDFF ("mods/sniper.dff", 285); engineReplaceModel (sniperdff, 285); --Civilian snipertxd = engineLoadTXD ("mods/civilian.txd"); engineImportTXD (snipertxd, 179); sniperdff = engineLoadDFF ("mods/civilian.dff", 179); engineReplaceModel (sniperdff, 179); --Bandit1 snipertxd = engineLoadTXD ("mods/bandit3.txd"); engineImportTXD (snipertxd, 180); sniperdff = engineLoadDFF ("mods/bandit3.dff", 180); engineReplaceModel (sniperdff, 180); --Bandit2 snipertxd = engineLoadTXD ("mods/bandit2.txd"); engineImportTXD (snipertxd, 288); sniperdff = engineLoadDFF ("mods/bandit2.dff", 288); engineReplaceModel (sniperdff, 288); --Standard snipertxd = engineLoadTXD ("mods/standart.txd"); engineImportTXD (snipertxd, 73); sniperdff = engineLoadDFF ("mods/standart.dff", 73); engineReplaceModel (sniperdff, 73); -- Standard (Female) snipertxd = engineLoadTXD ("mods/femalestandard.txd"); engineImportTXD (snipertxd, 191); sniperdff = engineLoadDFF ("mods/femalestandard.dff", 191); engineReplaceModel (sniperdff, 191); --Hero snipertxd = engineLoadTXD ("mods/hero.txd"); engineImportTXD (snipertxd, 210); sniperdff = engineLoadDFF ("mods/hero.dff", 210); engineReplaceModel (sniperdff, 210); --Items itemTXD = engineLoadTXD ("items/army_clothes.txd"); engineImportTXD (itemTXD, 1247); itemDFF = engineLoadDFF ("items/army_clothes.dff", 1247); engineReplaceModel (itemDFF, 1247); itemTXD = engineLoadTXD ("items/sniper_clothes.txd"); engineImportTXD (itemTXD, 1213); itemDFF = engineLoadDFF ("items/sniper_clothes.dff", 1213); engineReplaceModel (itemDFF, 1213); itemTXD = engineLoadTXD ("items/civilian_clothes.txd"); engineImportTXD (itemTXD, 1241); itemDFF = engineLoadDFF ("items/civilian_clothes.dff", 1241); engineReplaceModel (itemDFF, 1241); itemTXD = engineLoadTXD ("items/standard_clothes.txd"); engineImportTXD (itemTXD, 1577); itemDFF = engineLoadDFF ("items/standard_clothes.dff", 1577); engineReplaceModel (itemDFF, 1577); itemTXD = engineLoadTXD ("items/beans_can.txd"); engineImportTXD (itemTXD, 2601); itemDFF = engineLoadDFF ("items/beans_can.dff", 2601); engineReplaceModel (itemDFF, 2601); itemTXD = engineLoadTXD ("items/first_aid_kit.txd"); engineImportTXD (itemTXD, 2891); itemDFF = engineLoadDFF ("items/first_aid_kit.dff", 2891); engineReplaceModel (itemDFF, 2891); itemTXD = engineLoadTXD ("items/heat_pack.txd"); engineImportTXD (itemTXD, 1576); itemDFF = engineLoadDFF ("items/heat_pack.dff", 1576); engineReplaceModel (itemDFF, 1576); itemTXD = engineLoadTXD ("items/pain_killers.txd"); engineImportTXD (itemTXD, 2709); itemDFF = engineLoadDFF ("items/pain_killers.dff", 2709); engineReplaceModel (itemDFF, 2709); itemTXD = engineLoadTXD ("items/pasta_can.txd"); engineImportTXD (itemTXD, 2770); itemDFF = engineLoadDFF ("items/pasta_can.dff", 2770); engineReplaceModel (itemDFF, 2770); itemTXD = engineLoadTXD ("items/pistol_ammo.txd"); engineImportTXD (itemTXD, 3013); itemDFF = engineLoadDFF ("items/pistol_ammo.dff", 3013); engineReplaceModel (itemDFF, 3013); itemTXD = engineLoadTXD ("items/shotgun_ammo.txd"); engineImportTXD (itemTXD, 2358); itemDFF = engineLoadDFF ("items/shotgun_ammo.dff", 2358); engineReplaceModel (itemDFF, 2358); itemTXD = engineLoadTXD ("items/backpack_small.txd"); engineImportTXD (itemTXD, 3026); itemDFF = engineLoadDFF ("items/backpack_small.dff", 3026); engineReplaceModel (itemDFF, 3026); itemTXD = engineLoadTXD ("items/smg_ammo.txd"); engineImportTXD (itemTXD, 2041); itemDFF = engineLoadDFF ("items/smg_ammo.dff", 2041); engineReplaceModel (itemDFF, 2041); itemTXD = engineLoadTXD ("items/sniper_ammo.txd"); engineImportTXD (itemTXD, 2358); itemDFF = engineLoadDFF ("items/sniper_ammo.dff", 2358); engineReplaceModel (itemDFF, 2358); itemTXD = engineLoadTXD ("items/soda_can.txd"); engineImportTXD (itemTXD, 2647); itemDFF = engineLoadDFF ("items/soda_can.dff", 2647); engineReplaceModel (itemDFF, 2647); itemTXD = engineLoadTXD ("items/water_bottle.txd"); engineImportTXD (itemTXD, 2683); itemDFF = engineLoadDFF ("items/water_bottle.dff", 2683); engineReplaceModel (itemDFF, 2683); itemTXD = engineLoadTXD ("items/assault_ammo.txd"); engineImportTXD (itemTXD, 1271); itemDFF = engineLoadDFF ("items/assault_ammo.dff", 1271); engineReplaceModel (itemDFF, 1271); itemTXD = engineLoadTXD ("items/backpack_alice.txd"); engineImportTXD (itemTXD, 1248); itemDFF = engineLoadDFF ("items/backpack_alice.dff", 1248); engineReplaceModel (itemDFF, 1248); itemTXD = engineLoadTXD ("items/backpack_coyote.txd"); engineImportTXD (itemTXD, 1252); itemDFF = engineLoadDFF ("items/backpack_coyote.dff", 1252); engineReplaceModel (itemDFF, 1252); itemTXD = engineLoadTXD ("items/backpack_czech.txd"); engineImportTXD (itemTXD, 1575); itemDFF = engineLoadDFF ("items/backpack_czech.dff", 1575); engineReplaceModel (itemDFF, 1575); itemTXD = engineLoadTXD ("items/tent.txd"); engineImportTXD (itemTXD, 3243); itemDFF = engineLoadDFF ("items/tent.dff", 3243); engineReplaceModel (itemDFF, 3243); itemTXD = engineLoadTXD ("items/wirefence.txd"); engineImportTXD (itemTXD, 983); itemDFF = engineLoadDFF ("items/wirefence.dff", 983); engineReplaceModel (itemDFF, 983); --Weapons -- Camera -> Binoculars weaponTXD = engineLoadTXD ("items/camera.txd"); engineImportTXD (weaponTXD, 367); weaponDFF = engineLoadDFF ("items/camera.dff", 367); engineReplaceModel (weaponDFF, 367); -- Katana -> Machete weaponTXD = engineLoadTXD ("items/katana.txd"); engineImportTXD (weaponTXD, 339); weaponDFF = engineLoadDFF ("items/katana.dff", 339); engineReplaceModel (weaponDFF, 339); function playerStatsClientSite() if getElementData(getLocalPlayer(),"logedin") then toggleControl ("radar",false) showPlayerHudComponent ("clock",false) showPlayerHudComponent ("radar",false) showPlayerHudComponent ("money",false) showPlayerHudComponent ("health",false) --showPlayerHudComponent ("weapon",false) --showPlayerHudComponent ("ammo",false) showPlayerHudComponent ("breath",false) if getElementData(getLocalPlayer(),"Map") >= 1 then toggleControl ("radar",true) end if getElementData(getLocalPlayer(),"GPS") >= 1 then showPlayerHudComponent ("radar",true) end if getElementData(getLocalPlayer(),"Watch") >= 1 then showPlayerHudComponent ("clock",true) end end end setTimer(playerStatsClientSite,1000,0) function playerZoom (key,keyState) if key == "n" then if getElementData(getLocalPlayer(),"Night Vision Goggles") > 0 then if nightvision then nightvision = false setCameraGoggleEffect("normal") local hour, minutes = getTime() if gameplayVariables["enablenight"] then setClientNight (hour,minutes) end else nightvision = true setCameraGoggleEffect("nightvision") setFarClipDistance(1000) end end elseif key == "i" then if getElementData(getLocalPlayer(),"Infrared Goggles") > 0 then if infaredvision then infaredvision = false setCameraGoggleEffect("normal") if gameplayVariables["enablenight"] then setClientNight (hour,minutes) end else infaredvision = true setCameraGoggleEffect("thermalvision") if gameplayVariables["enablenight"] then setClientNight (hour,minutes) end end end end end bindKey("n","down",playerZoom) bindKey("i","up",playerZoom) function setClientNight (hour,minutes) if hour == 21 then
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