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Tox

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Everything posted by Tox

  1. did you INSERT INTO first
  2. you have to set setElementData function's last argument to true to sync with client setElementData (vehicle, "Cleaned", true, true) though i support using triggerClientEvent, i guess you can solve your problem with that
  3. Tox

    [MAP] Normandy 1944

    good job. everything looks perfect
  4. you can either save the nickname with setAccountData or use SQL, if you want to get account name you can use getAccountName(acc)
  5. depends on the which one you want to use but i'll just leave the both here; --1st way-- local jobtypes = {"Criminals", "Air Force", "Military", "Police"} local id = 0 local peds = { [createPed(0,2616.33, -1298.55, 14.23, 120)] = {0, 0}, [createPed(0,725.57, -1240.45, 13.53, 90)] = {0, 0}, } for ped, v in pairs(peds) do if ped then id = id + 1 if id >= #jobtypes then id = 1 end setElementData(ped,"jobPed",true) setElementData(ped,"jobnames",jobtypes[id]) setElementFrozen(ped, true) end end --2nd way-- local jobtypes = {"Criminals", "Air Force", "Military", "Police"} local int, old = 1, 1 local peds = { [createPed(0,2616.33, -1298.55, 14.23, 120)] = {0, 0}, [createPed(0,725.57, -1240.45, 13.53, 90)] = {0, 0}, } for ped, v in pairs(peds) do if ped then repeat int = math.random(#jobtypes) until int ~= old old = int setElementData(ped,"jobPed",true) setElementData(ped,"jobnames",jobtypes[int]) setElementFrozen(ped, true) end end
  6. setElementData(source, "TEST1", searchForAPlayer[1]["TEST1"])
  7. you can either set an id variable out of the chunk that increments when peds get jobs like --outside chunk local id = 0 --inside chunk id = id +1 if id >= #jobtypes then id = 1 end or you can repeat math.random until it gives another result and it's like this; --outside chunk local oldID = 0 --inside chunk local id = 1 repeat id = math.random (#jobtypes) until id ~= oldID oldID = id
  8. because you define the marker variable every loop, i solved a similiar problem with storing markers in another table and create a loop to destroy local marker = {} for i = 1, #marker do if isElement (marker[i]) then destroyElement (marker[i]) end end for index, v in ipairs (robmarkers) do marker[index] = crea...
  9. are you sure event "removePlayerAnim" triggers correctly? you can output a message to make sure it works
  10. i am not sure but you should check isGuestAccount (account) before saving, that might prevent such an error
  11. well, let's say i tried to make code smaller. but uh i thought it was synced, thanks
  12. i guess i found the solution, weird tho. client side element vehicle doesn't pass to server
  13. hello everyone, i am trying to make a garbage collector job i'm having some problems that i don't understand why. so my event "garbage.warpPedIntoVehicle" won't work and i don't know why, if i get it out of the chunk it works ok but with this it just returns false client local Garbage = {} local x, y, z = getMarkerPosition () localPlayer:setModel(309) Garbage.vehicle = createVehicle (408, x-2, y, z+2) inMission = true if isElement (Garbage.vehicle) then if triggerServerEvent("garbage.warpPedIntoVehicle", localPlayer, Garbage.vehicle) then outputChatBox ("aye") else outputChatBox ("nay2") end else outputChatBox ("nay") end server addEvent ("garbage.warpPedIntoVehicle", true) addEventHandler ("garbage.warpPedIntoVehicle", root, function (vehicle) outputChatBox ("aye2") warpPedIntoVehicle (client, vehicle) end )
  14. Tox

    onpedClick

    you should create a loop to use if (element == peds[i]) then in your onPedClick function, because there is no i in that function
  15. Tox

    onPlayerWasted

    well, tried your way desperately but it didn't work
  16. Tox

    onPlayerWasted

    by my reckoning player's weapon data is deleted after dying and how do you think you're going to add onPlayerWasted event and check if player is not dead if isPedDead(source) then return end
  17. Tox

    onPlayerWasted

    --quit addEventHandler ("onPlayerQuit",root, function() if isPedDead(source) then return end local id = getPlayerData (source,"userinfo","userid") local x,y,z = getElementPosition(source) local r,g,b = source:getNametagColor() local int,dim = getElementInterior(source),getElementDimension(source) local money,bank = source:getMoney(), getPlayerData (source,"userinfo","userbank") local skin = getElementModel(source) sql.Exec ("UPDATE userinfo SET userX = ?, userY = ?, userZ = ?, userR = ?, userG = ?, userB = ?,userskin= ?, userdim = ?, userint = ?, usermoney = ?, userbank =?, userfirstjoin = ? WHERE userid = ? ",x,y,z,r,g,b,skin,int,dim,money,bank,0,id) for i = 1 , 12 do setPlayerData (source, "userinfo","userweapon_"..i,getPedWeapon(source,i) ) setPlayerData(source,"userinfo","userammo_"..i,getPedTotalAmmo(source,i)) end end ) --spawn addEventHandler ("onPlayerSpawn",root, function() local weapon = {} local wep,ammo = {},{} local data_weapon,data_ammo = {},{} for i = 1, 12 do data_weapon[i], data_ammo[i] = tonumber (getPlayerData (source,"userinfo","userweapon_"..i)),tonumber(getPlayerData (source,"userinfo","userammo_"..i)) wep[i],ammo[i] = data_weapon[i], data_ammo[i] giveWeapon (source,wep[i],ammo[i]) end end ) P.S setPlayerData and getPlayerData are custom functions of mine
  18. Tox

    onPlayerWasted

    hi, i am trying to save an SQL weapon data onPlayerQuit. it seems fine if you don't get killed, gives weapons when spawning etc. once you die and after spawn, it gives weapons again but when player quits and connects again data gets lost for some reason. do you know why it could be?
  19. Tox

    gridlist problem

    btw, i couldn't find a way to insert row 0 now this is a new problem //edit:fixed
  20. Tox

    gridlist problem

    much appreciated, thanks a lot. guess the problem was defining rows
  21. Tox

    gridlist problem

    so you mean, i should do it without a loop? e.g rowHandgun = ... rowShotgun = ...
  22. Tox

    gridlist problem

    hi there, i'm having a problem with gridlist. hope you can help. i want to order lists by column but it starts on the next row every different column and it shows something like this; here's my part of code; local wepsTbl = { --wep name, wep id [1] = {{"Deagle", 24}, {"Pistol",22},{"Silenced",23}}, [2] = {{"Shotgun",25}, {"Spaz-12",27}, {"Sawed-off",26}}, [3] = {{"Uzi",28},{"Tec-9",32},{"MP5",29}}, [4] = {{"M4",31},{"AK47",30}}, [5] = {{"Country Rifle",33}, {"Sniper Rifle",34}}, [6] = {{"RPG",35},{"Heat-Seaking RPG",36},{"Flamethrower",37},{"Minigun",38},{"Purple Dildo",10},{"Short Dildo",11}, {"Vibrator",12}, {"Flowers",14}, {"Cane",15}}, [7] = {{"Golf Club",2},{"Nightstick",3},{"Knife",4},{"Baseball Bat",5},{"Shovel",6},{"Pool Cue",7},{"Katana",8},{"Chainsaw",9}} } for k,_ in ipairs (wepsTbl) do for __,val in ipairs (wepsTbl[k]) do local wepRow = guiGridListAddRow (wepGrid) guiGridListSetItemText (wepGrid,wepRow,k,val[1],false,false) guiGridListSetItemData (wepGrid,wepRow,k,val[2]) outputChatBox(wepRow) end end
  23. Tox

    TagTeam

    is the main chat you want names to appear or just teamchat?
  24. Tox

    ammo limit

    you can make a demo video for me to see?, it may be useful to me. oh, limited internet sorry. but i can send you the script through PM if you want
  25. Tox

    ammo limit

    thank you both, @#RooTs i don't really see what's going on in that video @IIYAMA i thought about local weapon = getPedWeapon(player,index)-- index = slot but i needed to state certain slots so i insert them in table, thank you for suggestion though. isWeaponLimited is good idea thank you for that. i've set timer 500 ms and so far we have no problem, sir. thank you
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