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error403 ツ

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Posts posted by error403 ツ

  1. function playerGetDamageDayZ(attacker, weapon, bodypart, loss)
    		 cancelEvent()
    
    		 local occupiedvehicle = getPedOccupiedVehicle(localPlayer);
    		 if occupiedvehicle and getElementModel(occupiedvehicle) == 528 then return; end
    		 showPlayerDamageScreen(0,"up");
    		 local headshot = false;
     
    		 if weapon == 37 then
    		 setElementData(localPlayer,"blood",getElementData(localPlayer,"blood")-10000)	
    		 return
             elseif weapon == 51 or weapon == 59 or weapon == 63 or weapon == 16 then
             setElementData(localPlayer,"blood",getElementData(localPlayer,"blood")-12001)
    		 end
    
    		 if attacker and getElementType(attacker) == "player" then
    		 setElementData(localPlayer,"lastattacker",attacker)
    		 end
    		 damage = 100
    		 headshot = false		 
    		 
    		 if attacker then	 	 	  		 	  	 	   
    		 if isElement(sleepText) then					  
    		 setElementData(localPlayer,"isSleeping",false)     
    		 destroyElement(sleepText)						 
    		 triggerServerEvent("getDamageSleep", localPlayer) 
    		 end		 
    
    		 if attacker and getElementType(attacker) and getElementType(attacker) == "vehicle" and not getElementData(getLocalPlayer(), "godmode") and not getElementData(getLocalPlayer(), "greenzone") then
          
          		if loss >= 30 then
    				setElementData(getLocalPlayer(),"blood",12001)
    			end
          
    		 speedx, speedy, speedz = getElementVelocity(attacker)
    		 actualspeed = (speedx^2 + speedy^2 + speedz^2)^(0.5) 
    		 kmh = actualspeed * 180
    		 if kmh >= 100 then
    		 setElementData(getLocalPlayer(),"blood",-10)	 
    		 else
    		 setElementData(getLocalPlayer(), "blood", getElementData(getLocalPlayer(), "blood") - 500)	 
    		 end
    		 setElementData(localPlayer,"lastattacker",getVehicleOccupant(attacker))			 
    		 end	
    	 
    		 if attacker then
    		 if getElementData(attacker, "zombie") then		 
    		 setElementData(getLocalPlayer(),"blood",getElementData(getLocalPlayer(),"blood")-gameplayVariables["zombiedamage"])    
    		 sendClientMessage ( '-'..gameplayVariables["zombiedamage"], 1, 'left' )
    		 local number = math.random(1, 9)
    		 playSound("Sonidos/Ataque-Zombies/attack_"..number..".mp3") 
    
    		 if number == 4 then
    		 setElementData(getLocalPlayer(),"infection",true) 
    		 setElementData(getLocalPlayer(), "bleeding", getElementData(getLocalPlayer(), "bleeding") + math.floor(loss*10))
    					 end
    				 end
    			 end 			 
    		 end
    		 
    		 -- DAÑO DE LOS PUÑOS	 
    		 if attacker then
    		 if weapon == 0 and getElementType(attacker) == "player" then
    		 setElementData(localPlayer,"blood",getElementData(localPlayer,"blood")-150) 		 
    			 end
    		 end		 
    		 --
    		 if (weapon == 16) then
    		 local aX,aY,aZ = getElementPosition(attacker)
    		 local tX,tY,tZ = getElementPosition(localPlayer)
    		 if isLineOfSightClear(aX,aY,aZ,tX,tY,tZ,true,false,false,true) then
    		 setElementData(localPlayer, "blood", getElementData(localPlayer, "blood") - math.random(20000*0.8, 20000*1.2));
    			 end	
    		 end
    		 --
    		 if weapon == 49 then
    		 if loss > 30 then
    		 setElementData(getLocalPlayer(),"brokenbone",true)
    		 setPedControlState ("jump",true)
    		 
    		 setElementData(getLocalPlayer(),"blood",getElementData(getLocalPlayer(),"blood")-math.floor(loss*10))
    		 sendClientMessage ( '-'..math.floor(loss*10), 1, 'left' )
    		 
    		 setElementData(getLocalPlayer(),"blood",getElementData(getLocalPlayer(),"blood")-math.floor(loss*5))
    		 sendClientMessage ( '-'..math.floor(loss*5), 1, 'left' )
    		 end
    		 end
    
    		 if weapon == 63 or weapon == 51 or weapon == 19 or weapon == 50 then
    		 
    		 local aX,aY,aZ = getElementPosition (localPlayer) 
    		 local tX,tY,tZ = getElementPosition (localPlayer)
    		 if isLineOfSightClear(aX, aY, aZ, tX, tY, tZ, true, false, false, true) then
    		 
    		 setElementData(getLocalPlayer(), "blood", -300)
    		 if getElementData(getLocalPlayer(), "blood") <= 1 then
    		 if not getElementData(getLocalPlayer(), "isDead") == true then			 
    		 triggerServerEvent("kilLDayZPlayer",getLocalPlayer(), attacker, headshot)
    				 end
    			 end
    		 end
    
    		 if weapon and weapon > 1 and attacker and getElementType(attacker) == "player" then
    		 setElementData(localPlayer,"lastAttacker",attacker)
    		 damage = getWeaponDamage(weapon,attacker)
    		 local x1,y1,z1 = getElementPosition(localPlayer)
    		 local x2,y2,z2 = getElementPosition(attacker)
    		 local distancia = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)
    		 local damage = math.random(distancia*5, distancia*6) 
    		 if bodypart == 9 then
    		 damage = damage*gameplayVariables["headshotdamage_player"]	
    		 sendClientMessage ( '-'..gameplayVariables["headshotdamage_player"], 1, 'left' )		 
    		 headshot = true
    		 end
    		  
    		 if attacker then
    		 if weapon == 17 and getElementType(attacker) == "player" then
    		 setElementData(localPlayer,"blood",getElementData(localPlayer,"blood")-10)
    		 end
    		 end
    
    		 if bodypart == 7 or bodypart == 8 then
    		 setElementData(localPlayer,"brokenbone",true)	 
    		 end
    		 
    		 if getElementData(localPlayer,"humanity") >= 5000 then
    		 if damage <= 1000 then
    		 damage = 0
    		 else
    		 damage = damage
    		 end
    		 end
    		 
    
    		 setElementData(localPlayer,"blood",getElementData(localPlayer,"blood")-math.floor(damage))		 
    		 if damage >= 6000 then
    		 end
    		 local number = math.random(1,8)
    		 if number >= 6 and number <= 8 then
    		 if damage > 0 then
    		 setElementData(localPlayer,"bleeding",getElementData(localPlayer,"bleeding") + math.floor(loss*10))	 
    		 end
    		 end
    		 local number = math.random(1,7)
    		 if number == 2 then
    		 setElementData(localPlayer,"pain",true)
    		 end
    		 -----------------------------------------	
    		 playRandomHitSound()	 
    
    		 local myKills = 200 - ((getElementData(localPlayer,"murders") / 3) * 150)
    		 local rawDamage = math.floor(math.sqrt((damage/55.55)))
    		 local humanityHit = -(myKills * rawDamage)
    		 if humanityHit > -800 then
    		 humanityHit = -800
    		 end
    		 
    		 if not getElementData(localPlayer,"bandit") then
    		 triggerServerEvent("onPlayerChangeStatus",attacker,"humanity",math.floor(humanityHit))
    		 if getElementData(attacker,"humanity") < 0 then
    		 setElementData(attacker,"bandit",true)
    		 end
    		 else
    		
    		 triggerServerEvent("onPlayerChangeStatus",attacker,"humanity",math.floor(humanityHit))
    		 if getElementData(attacker,"humanity") > 5000 then
    		 setElementData(attacker,"humanity",5000)
    		 end
    		 
    		 if getElementData(attacker,"humanity") > 2000 then
    		 setElementData(attacker,"bandit",false)
    			end
    		 end	
    		 
    		 if getElementData(localPlayer,"blood") <= 0 then
    		 if not getElementData(localPlayer,"isDead") then
    		 triggerServerEvent("kilLDayZPlayer",localPlayer,attacker,headshot,getWeaponNameFromID(weapon))
    		 setElementData(localPlayer,"isDead",true)
    			end
    		 end	 
    		
    
    	     if weapon == 54 or weapon == 63 or weapon == 49 or weapon == 51 then
    		 local sangre = math.random( 100, 1000 )
    		 setElementData(getLocalPlayer(),"blood",getElementData( getLocalPlayer(),"blood") - sangre )
    		 sendClientMessage ( '-'..sangre, 1, 'left' )
    		 local number = math.random(1,5) 
    		 
    		 if loss > 30 then
    		 setElementData(localPlayer,"brokenbone",true)
    		 setPedControlState("jump",true)
    		 end
    		
    		 if loss >= 100 then
    		 setElementData(localPlayer,"blood",49)
    		 setElementData(localPlayer,"bleeding",50)
    		 end
    		
    		 local number = math.random(1,11)
    		 if number == 3 then
    		 setElementData(localPlayer,"pain",true)
    			end
    		 end 
    		 
    		 if getElementData(getLocalPlayer(),"blood")<= 0 and not getElementData(getLocalPlayer(),"isDead")== true then
    	     triggerServerEvent("kilLDayZPlayer",getLocalPlayer(),(getElementData(localPlayer, "lastattacker") or attacker),headshot,getWeaponNameFromID (weapon))
    		 setElementData(getLocalPlayer(),"isDead",true)
    		 end
    	 end
    end
    addEventHandler("onClientPlayerDamage", getLocalPlayer(), playerGetDamageDayZ)

    prueba esto. Y dime si te resulta.

  2. siguimientos = {}
    
    function dogFollow( theprisoner)
    	if siguimientos[theprisoner] == nil then
    	else
    		if not theprisoner then return end
    		policia = siguimientos[theprisoner]
    		local copx, copy, copz = getElementPosition ( siguimientos[theprisoner] )
    		local prisonerx, prisonery, prisonerz = getElementPosition ( theprisoner )
    		copangle = ( 360 - math.deg ( math.atan2 ( ( copx - prisonerx ), ( copy - prisonery ) ) ) ) % 360
    		setPedRotation ( theprisoner, copangle )
    		local dist = getDistanceBetweenPoints2D ( copx, copy, prisonerx, prisonery )	
    		if getElementInterior(siguimientos[theprisoner]) ~= getElementInterior(theprisoner) then setElementInterior(theprisoner, getElementInterior(siguimientos[theprisoner])) end
    		if getElementDimension(siguimientos[theprisoner]) ~= getElementDimension(theprisoner) then setElementDimension(theprisoner, getElementDimension(siguimientos[theprisoner])) end
    		if dist >= 200 then
    			local x,y,z = getElementPosition(siguimientos[theprisoner])
    			setElementPosition(theprisoner, x, y, z)
    		elseif dist >= 9 then
    			setPedAnimation(theprisoner, "ped", "sprint_civi")
    		elseif dist >= 6 then
    			setPedAnimation(theprisoner, "ped", "run_player")
    		elseif dist >= 3 then
    			setPedAnimation(theprisoner, "ped", "WALK_player")
    		else
    			setPedAnimation(theprisoner, false)
    		end
    		if isPedInVehicle ( policia ) then
    			car = getPedOccupiedVehicle ( policia )
    			for i = 0, getVehicleMaxPassengers( car ) do
    			local p = getVehicleOccupant( car, i )
    				if not p and not isVehicleLocked(car) then
    					warpPedIntoVehicle ( theprisoner, car, i )
    				end
    			end
    		else
    			if isPedInVehicle ( theprisoner ) then
    				removePedFromVehicle ( theprisoner )
    			end
    		end
    
    		local zombify = setTimer ( dogFollow, 750, 1, theprisoner )
    	end
    end
    
    addCommandHandler("esposar",
    function(player, cmd, other)
    	if not player or isPedDead(player) then return end 
    	if exports.factions:isPlayerInFaction(player, 1) then 
    		if exports.items:has(player, 35,4) then	
    			if other then
    				target, targetName = exports.players:getFromName( player, other )
    				if not target or isPedDead(target) then return end
    				x1, y1, z1 = getElementPosition ( player )
    				x2, y2, z2 = getElementPosition ( target )
    				distance = getDistanceBetweenPoints3D ( x1, y1, z1, x2, y2, z2 )
    				if ( distance < 2) then
    					if siguimientos[target] == nil then
    						siguimientos[target] = player
    						dogFollow(target)
    						exports.chat:me(player, "pone las esposas a ".. targetName)
    						showCursor(target, true)
    						toggleControl ( target, "chatbox ", true )
    						setElementData(target, "esposado", true)
    					else
    						siguimientos[target] = nil
    						exports.chat:me (player, "quita las esposas a ".. targetName)
    						showCursor(target, false)
    						toggleAllControls ( target, true )  
    						setElementData(target, "esposado", false)
    					end
    				else
    					outputChatBox("Estas demasiado lejos del fugetivo para esposarlo", player, 255, 0,0)
    				end
    			end	
    		else
    		outputChatBox("(( No llevas las esposas en tu cinturón tactico ))", player, 255, 0, 0)
    	    end
    	end
    end
    )

    Hola aqui tienes una base, espero que te sirva

  3. function msg(source,cmd,...)
        local cuenta = getAccountName(getPlayerAccount(source))
        local nombre = getPlayerName ( source ):gsub ( '#%x%x%x%x%x%x', '' )
         mensaje = table.concat ( { ... }, " " )
        if not ... end not mensaje then
    		return outputChatBox ( "Syntax: /"..cmd.." [Texto]", source, 255, 255, 0 )
    	end
        if isObjectInACLGroup("user."..cuenta,aclGetGroup("Admin")) then
            outputChatBox("#00FF00"..nombre.." #00FF00dice: #FDFEFE"..""..mensaje..".",root,255,255,0,true)
        else
            outputChatBox("No eres Admin")
        end
    end
    addCommandHandler("d",msg)

     

  4. local sx, sy = guiGetScreenSize()
    local mostrando = true
    
    -- Configuration
    
    local settings = {
        disableGTASAhealthbar = true,   -- disable GTASA's HUD health display
        disableGTASAarmorbar = true,    -- disable GTASA's HUD armour display
        disableGTASAoxygenbar = true,   -- disable GTASA's HUD oxygen display
        
        displayScale = 0.3*sy, -- width of radar (30% of screen width)
        aspectRatio = 3/2, -- 3:2 ratio, height is displayScale divided by this
        safeX = 0.025*sx, -- offset from left edge of screen
        safeY = 0.025*sy, -- offset from bottom edge of screen
    
        map = {
            image = "assets/world.jpg",
            alwaysRender = false, -- false = render only in interior world 0
            backgroundColor = tocolor(124, 167, 209), -- rendered behind map (water color)
        },
        bar = { -- generic health/armor/oxygen bar settings
            backgroundAlpha = 100,
            valueAlpha = 190,
        },
        healthbar = {
            colorOk = {102, 204, 102},
            colorLow = {200, 200, 0},
            colorCritical = {200, 0, 0},
        },
        armorbar = {
            color = {0, 102, 255},
        },
        oxygenbar = {
            alwaysRender = false, -- false = only when oxygen not full or player is in water
            color = {255, 255, 0},
        },
        blips = {
            enabled = true,
            sizeFactor = 12,
            northBlip = true,
            drawProjectiles = true,
            projectilesAll = false,
            projectileColor = tocolor(255, 0, 0)
        },
    }
    
    ---------------------------------------------------------------------------
    -- Do not modify anything below unless you're sure of what you're doing. --
    ---------------------------------------------------------------------------
    
    -- Prepare rendertarget
    local rt = dxCreateRenderTarget(290, 290/settings.aspectRatio)
    local rtW, rtH = dxGetMaterialSize(rt)
    
    -- Prepare map image
    local map = dxCreateTexture(settings.map.image, "dxt5", true, "wrap")
    local mW, mH = dxGetMaterialSize(map)
    
    -- Precompute constants
    local mapScaleFactor = 6000/mW
    local mapDisplayWidth = settings.displayScale
    local mapDisplayHeight = settings.displayScale / settings.aspectRatio
    
    local armorBg = tocolor(settings.armorbar.color[1], settings.armorbar.color[2], settings.armorbar.color[3], settings.bar.backgroundAlpha)
    local armorVal = tocolor(settings.armorbar.color[1], settings.armorbar.color[2], settings.armorbar.color[3], settings.bar.valueAlpha)
    local oxygenBg = tocolor(settings.oxygenbar.color[1], settings.oxygenbar.color[2], settings.oxygenbar.color[3], settings.bar.backgroundAlpha)
    local oxygenVal = tocolor(settings.oxygenbar.color[1], settings.oxygenbar.color[2], settings.oxygenbar.color[3], settings.bar.valueAlpha)
    
    local function init()
    	showPlayerHudComponent("radar", false)
    	if settings.disableGTASAhealthbar then showPlayerHudComponent("health", false) end
    	if settings.disableGTASAarmorbar  then showPlayerHudComponent("armour", false) end
    	if settings.disableGTASAoxygenbar then showPlayerHudComponent("breath", false) end
    end
    addEventHandler("onClientResourceStart", resourceRoot, init)
    
    local function getMaxHealth(p)
        return 100 + (getPedStat(p, 24) - 569) / 4.31
    end
    
    local function getMaxOxygen(p)
        return 1000 + getPedStat(p, 225) * 1.5
    end
    
    local minVel = 0.3
    local minDist = 1
    local maxVel = 1
    local maxDist = 1/2
    local ratio = (maxDist-minDist)/(maxVel-minVel)
    local function getRadarRadius()
    	if not localPlayer.vehicle then
    		return minDist
    	else
    		if localPlayer.vehicle.vehicleType == "Plane" then
    			return maxDist
    		end
    		local speed = localPlayer.vehicle.velocity.length
    		if speed <= minVel then
    			return minDist
    		elseif speed >= maxVel then
    			return maxDist
    		end
    		local streamDistance = speed - minVel
    		streamDistance = streamDistance * ratio
    		streamDistance = streamDistance + minDist
    		return math.ceil(streamDistance)
    	end
    end
    
    -- Draws map to render target
    local function updateRT()
        dxSetRenderTarget(rt, true)
    
        if settings.map.alwaysRender or Camera.interior == 0 then
            local pos = Vector2(localPlayer.position)
            local X, Y = rtW/2 - (pos.x/mapZoomScale), rtH*(3/5) + (pos.y/mapZoomScale)
            dxDrawRectangle(0, 0, rtW, rtH, settings.map.backgroundColor) --render background
            local zmW, zmH = mW * getRadarRadius(), mH * getRadarRadius()
            dxDrawImage(X - (zmW)/2, Y - (zmH)/2, zmW, zmH, map, Camera.rotation.z, pos.x/mapZoomScale, -(pos.y/mapZoomScale), 0xFFFFFFFF)
        end
    
        dxSetRenderTarget()
    end
    
    -- Triggered on every frame
    function render()
      if not mostrando then return end
        mapZoomScale = mapScaleFactor / getRadarRadius()
        if (not isPlayerMapVisible()) then
            updateRT()
    
            local offset = 5
    
            -- Calculations
            local barsHeight = 10
            local barsWidth = mapDisplayWidth
    
            local radarWidth = mapDisplayWidth + offset + offset
            local radarHeight = mapDisplayHeight + offset + barsHeight + offset + offset
            local radarLeft = settings.safeX
            local radarTop = sy - settings.safeY - radarHeight
            
            local mapWidth = mapDisplayWidth
            local mapHeight = mapDisplayHeight
            local mapLeft = radarLeft + offset
            local mapTop = radarTop + offset
    
            local barsLeft = radarLeft + offset
            local barsTop = radarTop + offset + mapHeight + offset
            local barsOffset = 5
    
            -- Draw radar
            dxDrawRectangle(radarLeft, radarTop, radarWidth, radarHeight, tocolor(0, 0, 0, 175))
            dxSetBlendMode("add")
            dxDrawImage(mapLeft, mapTop, mapWidth, mapHeight, rt, 0, 0, 0, tocolor(255, 255, 255, 150))
            dxSetBlendMode("blend")
    
            -- Calculate percentage values
            local health = getElementHealth(localPlayer) / getMaxHealth(localPlayer)
            local armor = getPedArmor(localPlayer) / 100
            local oxygen = getPedOxygenLevel(localPlayer) / getMaxOxygen(localPlayer)
    
            -- Compute healthbar color
            local r, g, b = settings.healthbar.colorOk[1], settings.healthbar.colorOk[2], settings.healthbar.colorOk[3]
            if health >= 0.25 then
                interpolateBetween(
                    settings.healthbar.colorOk[1], settings.healthbar.colorOk[2], settings.healthbar.colorOk[3],
                    settings.healthbar.colorLow[1], settings.healthbar.colorLow[2], settings.healthbar.colorLow[3],
                    math.floor(health*20)/10, "InOutQuad"
                )
            else
                r, g, b = interpolateBetween(
                    settings.healthbar.colorCritical[1], settings.healthbar.colorCritical[2], settings.healthbar.colorCritical[3],
                    settings.healthbar.colorLow[1], settings.healthbar.colorLow[2], settings.healthbar.colorLow[3],
                    math.floor(health*20)/10, "InOutQuad"
                )
            end
            local healthBg = tocolor(r, g, b, 100)
            local healthVal = tocolor(r, g, b, 190)
    
            -- Draw health bar
            local healthbarLeft = barsLeft
            local healthbarWidth = barsWidth/2 - barsOffset/2
    
            dxDrawRectangle(healthbarLeft, barsTop, healthbarWidth,        barsHeight, healthBg)
            dxDrawRectangle(healthbarLeft, barsTop, healthbarWidth*health, barsHeight, healthVal)
    
            if settings.oxygenbar.alwaysRender or (oxygen < 1 or isPedInWater(localPlayer)) then
                -- draw armor bar
                local armorLeft = barsLeft + barsWidth/2 + barsOffset/2
                local armorWidth = barsWidth/4 - barsOffset
    
                dxDrawRectangle(armorLeft, barsTop, armorWidth,       barsHeight, armorBg)
                dxDrawRectangle(armorLeft, barsTop, armorWidth*armor, barsHeight, armorVal)
                
                -- draw oxygen bar
                local oxygenLeft = barsLeft + barsWidth/2 + barsWidth/4 + barsOffset/2
                local oxygenWidth = barsWidth/4 - barsOffset/2
    
                dxDrawRectangle(oxygenLeft, barsTop, oxygenWidth,        barsHeight, oxygenBg)
                dxDrawRectangle(oxygenLeft, barsTop, oxygenWidth*oxygen, barsHeight, oxygenVal)
            else
                -- draw armor bar (extended length)
                local armorLeft = barsLeft + barsWidth/2 + barsOffset/2
                local armorWidth = barsWidth/2 - barsOffset/2
    
                dxDrawRectangle(armorLeft, barsTop, armorWidth,       barsHeight, armorBg)
                dxDrawRectangle(armorLeft, barsTop, armorWidth*armor, barsHeight, armorVal)
            end
    
            local rx, ry, rz = getElementRotation(localPlayer)
            local centerX, centerY = mapWidth/2, mapHeight*(3/5)
    
            -- Draw heat-seeking rockets targeting the local player
            if settings.blips.drawProjectiles then
                for k, v in ipairs(getElementsByType("projectile")) do
                    local blipPos = v.position
                    local dist = (localPlayer.position - v.position).length
                    if v.dimension == localPlayer.dimension and v.interior == Camera.interior and (settings.blips.projectilesAll or v.target == localPlayer or (localPlayer.vehicle and v.target == localPlayer.vehicle)) then
                        local radius = dist/mapZoomScale
                        local direction = math.atan2(v.position.x - localPlayer.position.x, v.position.y - localPlayer.position.y) + math.rad(Camera.rotation.z)
                        local blipX, blipY = centerX + math.sin(direction) * radius, centerY - math.cos(direction) * radius
                        if blipX >= 0 and blipX <= mapWidth and blipY >= 0 and blipY <= mapHeight then
                            local path = "assets/blips/0.png"
                            local blipColor = settings.blips.projectileColor
                            local blipSize = settings.blips.sizeFactor
                            dxDrawImage(mapLeft + blipX - blipSize/2, mapTop + blipY - blipSize/2, blipSize, blipSize, path, 0, 0, 0, blipColor)
                        end
                    end
                end
            end
    
            -- Draw blips
            for k, v in ipairs(getElementsByType("blip")) do
                local blipPos = v.position
                local dist = (localPlayer.position - v.position).length
                local maxdist = v.visibleDistance
    
                if dist <= maxdist and v.dimension == localPlayer.dimension and v.interior == Camera.interior then
                    local radius = dist/mapZoomScale
    
                    local direction = math.atan2(v.position.x - localPlayer.position.x, v.position.y - localPlayer.position.y) + math.rad(Camera.rotation.z)
    
                    local blipX, blipY = centerX + math.sin(direction) * radius, centerY - math.cos(direction) * radius
    
                    local blipX = math.max(0, math.min(blipX, mapWidth)) -- clamp position between 0 and mapWidth
                    local blipY = math.max(0, math.min(blipY, mapHeight)) -- clamp position between 0 and mapHeight
    
                    local blipRot = getElementData(v, "blipRotation") or 0
                    if type(blipRot) ~= "number" then
                        blipRot = 0
                    end
                    
                    local path = "assets/blips/"..v.icon..".png"
                    do
                        local custom = getElementData(v, "customIcon")
                        if custom and custom:sub(1, 1) == ":" then
                            path = custom
                        elseif custom then
                            path = "assets/blips/"..custom..".png"
                        end
                    end
                    local blipColor = (type(v.icon) == "number" and v.icon >= 1 and v.icon <= 63) and 0xFFFFFFFF or tocolor(getBlipColor(v))
                    local blipSize = v.size * settings.blips.sizeFactor
                    dxDrawImage(mapLeft + blipX - blipSize/2, mapTop + blipY - blipSize/2, blipSize, blipSize, path, blipRot, 0, 0, blipColor)
                end
            end
    
            -- Draw north blip
            if settings.blips.northBlip then
                local direction = math.rad(-Camera.rotation.z + 180)
                local radius = math.sqrt((mapWidth/2)^2 + (mapHeight*(3/5))^2)
                local blipX, blipY = centerX + math.sin(direction) * radius, centerY + math.cos(direction) * radius
                local blipX = math.max(0, math.min(blipX, mapWidth)) -- clamp position between 0 and mapWidth
                local blipY = math.max(0, math.min(blipY, mapHeight)) -- clamp position between 0 and mapHeight
                
                local path = "assets/blips/4.png"
                local blipColor = 0xFFFFFFFF
                local blipSize = 2 * settings.blips.sizeFactor
                dxDrawImage(mapLeft + blipX - blipSize/2, mapTop + blipY - blipSize/2, blipSize, blipSize, path, 0, 0, 0, blipColor)
            end
    
            -- Draw local player blip
            local blipSize = 2 * settings.blips.sizeFactor
            dxDrawImage(mapLeft + centerX - blipSize/2, mapTop + centerY - blipSize/2, blipSize, blipSize, "assets/player.png", Camera.rotation.z-localPlayer.rotation.z, 0, 0)
        end
    end
    addEventHandler("onClientRender", root, render, false)
    
    function show()
      mostrando = not mostrando
    
      if mostrando then
        outputChatBox("On", 0, 255, 0)
      else
        outputChatBox("Off", 255, 0, 0)
      end
    end
    addCommandHandler("openHud", show)
    addCommandHandler("closeHud", show)

     

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    spacer.png
     
  6. addEventHandler( "onResourceStart", resourceRoot,
    	function( )
    		-- load all vehicles
    		local result = exports.sql:query_assoc( "SELECT * FROM vehicles ORDER BY vehicleID ASC" )
    		if result then
    			for key, data in ipairs( result ) do
    				if data.inactivo == 0 and data.cepo == 0 then
    				local vehicle = createVehicle( data.model, data.posX, data.posY, data.posZ, data.rotX, data.rotY, data.rotZ )
    				setElementFrozen(vehicle, true)
    				setElementAlpha(vehicle, 127)
    				setElementCollisionsEnabled(vehicle, false)
    				setTimer(setElementCollisionsEnabled, 2000, 1, vehicle, true)
    				setTimer(setElementAlpha, 2000, 1, vehicle, 255)
    				-- tables for ID -> vehicle and vehicle -> data
    				vehicleIDs[ data.vehicleID ] = vehicle
    				vehicles[ vehicle ] = { vehicleID = data.vehicleID, respawnInterior = data.respawnInterior, respawnDimension = data.respawnDimension, characterID = data.characterID, engineState = not doesVehicleHaveEngine( vehicle ) or data.engineState == 1, tintedWindows = data.tintedWindows == 1, fuel = data.fuel, km = data.km, pinturas = data.pinturas, motor = data.motor, mejoramotor = data.mejoramotor, frenos = data.frenos, mejorafrenos = data.mejorafrenos, model = data.model }
    
    				setElementHealth( vehicle, data.health )
    				if data.health <= 300 then
    					vehicles[ vehicle ].engineState = false
    				end
    				if data.color1 and data.color2 then
    					r, g, b = HEX2RGB(data.color1)
    					r2, g2, b2 = HEX2RGB(data.color2)
    					setVehicleColor( vehicle, r, g, b, r2, g2, b2 )
    				end
    				if data.color3 then
    					r, g, b = HEX2RGB(data.color3)
    					setVehicleHeadLightColor ( vehicle, r, g, b )
    				end
    				setVehiclePlateText(vehicle, tostring(addZero( data.vehicleID, 4 )))
    				setVehicleRespawnPosition( vehicle, data.respawnPosX, data.respawnPosY, data.respawnPosZ, data.respawnRotX, data.respawnRotY, data.respawnRotZ )
    				setElementInterior( vehicle, data.interior )
    				setElementDimension( vehicle, data.dimension )
    				if data.alarma == 1 then
    					setElementData(vehicle, "havealarm", true)
    				end
    				setVehicleLocked( vehicle, true )
    				setVehicleEngineState( vehicle, false )
    				setVehicleOverrideLights( vehicle, data.lightsState + 1 )
    				setElementData( vehicle, "fuel", data.fuel )
    				if data.cepo == 1 then setVehicleEngineState( vehicle, false ) setElementData( vehicle, "cepo", 1 ) end
    				setVehiclePaintjob ( vehicle, data.pinturas )
    				setElementData(vehicle, "km", data.km)
    				setElementData(vehicle, "idowner", data.characterID)
    				setElementData(vehicle, "idveh", data.vehicleID)
    				exports.vehicles_auxiliar:applyTunning(vehicle)
    				setElementData(vehicle, "model", data.model)
    				setElementData(vehicle, "fasemotor", data.fasemotor)
    				setElementData(vehicle, "fasefrenos", data.fasefrenos)
    				if data.diasLimpio > 0 then
    					-- Solicitamos limpiarlo a todos los conectados y además lo guardamos.
    					-- Preparado para una reforma futura
    					setElementData(vehicle, "limpio", true)
    				end
    				if data.marchas == 1 then
    					setElementData(vehicle, "marchas", 1)
    				end
    				if data.marchas == 0 then
    					setElementData(vehicle, "marchas", 0)
    				end
    				if data.fasemotor > 0 then
    					exports.vehicles_auxiliar:solicitarMejora(vehicle, 1, data.fasemotor)
    				end
    				if data.fasefrenos > 0 then
    					exports.vehicles_auxiliar:solicitarMejora(vehicle, 2, data.fasefrenos)
    				end
    				end
    			end
    		end
    		
    		-- bind a key for everyone
    		for key, value in ipairs( getElementsByType( "player" ) ) do
    			bindKey( value, "num_3", "down", "lockvehicle" )
    			bindKey( value, "num_1", "down", "toggleengine" )
    			bindKey( value, "num_2", "down", "togglelights" )
    			bindKey( value, "num_0", "down", toggleFreezeStatus )
    			bindKey( value, "n", "down", toggleFreezeStatus )
    			bindKey( value, "k", "down", "lockvehicle" )
    			bindKey( value, "j", "down", "toggleengine" )
    			bindKey( value, "l", "down", "togglelights" )
    			bindKey( value, "c", "down", "cinturon" )
    		end
    		
    		--
    		
    		-- Fuel update
    		setTimer(
    			function( )
    				for vehicle, data in pairs( vehicles ) do
    					if not isElement( vehicle ) or getElementType( vehicle ) ~= "vehicle" then
    						vehicles[ vehicle ] = nil
    					elseif data.engineState and data.fuel and not isVehicleEmpty( vehicle ) and doesVehicleHaveEngine( vehicle ) and doesVehicleHaveFuel( vehicle ) and not ( models [ getElementModel ( vehicle ) ] ) then
    						local vx, vy, vz = getElementVelocity( vehicle )
    						local speed = math.sqrt( vx * vx + vy * vy )
    						local loss = ( speed > 0.65 and 2 * speed or speed ) * 0.5 + 0.005
    						
    						data.fuel = math.max( data.fuel - loss, 0 )
    						if math.floor( data.fuel + 0.5 ) ~= getElementData( vehicle, "fuel" ) then
    							setElementData( vehicle, "fuel", math.floor( data.fuel + 0.5 ) )
    						end
    						
    						if data.fuel == 0 then
    							setVehicleEngineState( vehicle, false )
    							setElementData (vehicle, "sinGasolina", true)
    							for seat = 0, getVehicleMaxPassengers( vehicle ) do
    								local player = getVehicleOccupant( vehicle, seat )
    								if player then
    									triggerClientEvent( player, "gui:hint", player, "Sin gasolina", "Tu " .. getVehicleName( vehicle ) .. " No arranca sin gasolina!\nPara que no te vuelva a pasar esto recarga cada un tiempo.", 3 )
    									setVehicleEngineState( vehicle, false )
    								end
    							end
    						end
    					end
    				end
    			end,
    			10000,
    			0
    		)
    		-- KM update
    		setTimer(
    			function( )
    				for vehicle, data in pairs( vehicles ) do
    					if not isElement( vehicle ) or getElementType( vehicle ) ~= "vehicle" then
    						vehicles[ vehicle ] = nil
    					elseif data.engineState and not isVehicleEmpty( vehicle ) and doesVehicleHaveEngine( vehicle ) then
    						local vx, vy, vz = getElementVelocity( vehicle )
    						local speed = math.sqrt( vx * vx + vy * vy )
    						local loss = (( speed > 0.65 and 2 * speed or speed ) * 0.8 + 0.005)*15
    						if data.km and data.km > 0 then
    							data.km = math.max( data.km + loss, 0 )
    						else
    							data.km = math.max( loss, 0 )
    						end
    						if math.floor( data.km ) ~= getElementData( vehicle, "km" ) then
    							setElementData( vehicle, "km", math.floor( data.km ) )
    						end
    						
    					end
    				end
    			end,
    			10000,
    			0
    		)
    	end
    )
    function reloadVehicle(vehicleID)
    	if vehicleID then
    		if getVehicle(tonumber(vehicleID)) then destroyElement(getVehicle(tonumber(vehicleID))) end
    		local data = exports.sql:query_assoc_single("SELECT * FROM vehicles WHERE vehicleID = "..vehicleID)
    		if not data then return false end
    		if data.inactivo == 0 then
    			local vehicle = createVehicle( data.model, data.posX, data.posY, data.posZ, data.rotX, data.rotY, data.rotZ )
    			setElementFrozen(vehicle, true)
    			setElementAlpha(vehicle, 127)
    			setElementCollisionsEnabled(vehicle, false)
    			setTimer(setElementCollisionsEnabled, 2000, 1, vehicle, true)
    			setTimer(setElementAlpha, 2000, 1, vehicle, 255)
    			-- tables for ID -> vehicle and vehicle -> data
    			vehicleIDs[ data.vehicleID ] = vehicle
    			vehicles[ vehicle ] = { vehicleID = data.vehicleID, respawnInterior = data.respawnInterior, respawnDimension = data.respawnDimension, characterID = data.characterID, engineState = not doesVehicleHaveEngine( vehicle ) or data.engineState == 1, tintedWindows = data.tintedWindows == 1, fuel = data.fuel, km = data.km, pinturas = data.pinturas, motor = data.motor, mejoramotor = data.mejoramotor, frenos = data.frenos, mejorafrenos = data.mejorafrenos, model = data.model }
    
    			setElementHealth( vehicle, data.health )
    			if data.health <= 300 then
    				vehicles[ vehicle ].engineState = false
    			end
    			if data.color1 and data.color2 then
    				r, g, b = HEX2RGB(data.color1)
    				r2, g2, b2 = HEX2RGB(data.color2)
    				setVehicleColor( vehicle, r, g, b, r2, g2, b2 )
    			end
    			if data.color3 then
    				r, g, b = HEX2RGB(data.color3)
    				setVehicleHeadLightColor ( vehicle, r, g, b )
    			end
    			setVehiclePlateText(vehicle, tostring(addZero( data.vehicleID, 4 )))
    			setVehicleRespawnPosition( vehicle, data.respawnPosX, data.respawnPosY, data.respawnPosZ, data.respawnRotX, data.respawnRotY, data.respawnRotZ )
    			setElementInterior( vehicle, data.interior )
    			setElementDimension( vehicle, data.dimension )
    			if data.alarma == 1 then
    				setElementData(vehicle, "havealarm", true)
    			end
    			setVehicleLocked( vehicle, true )
    			setVehicleEngineState( vehicle, false )
    			setVehicleOverrideLights( vehicle, data.lightsState + 1 )
    			setElementData( vehicle, "fuel", data.fuel )
    			if data.cepo == 1 then setVehicleEngineState( vehicle, false ) setElementData( vehicle, "cepo", 1 ) end
    			setVehiclePaintjob ( vehicle, data.pinturas )
    			setElementData(vehicle, "km", data.km)
    			setElementData(vehicle, "idowner", data.characterID)
    			setElementData(vehicle, "idveh", data.vehicleID)
    			exports.vehicles_auxiliar:applyTunning(vehicle)
    			setElementData(vehicle, "model", data.model)
    			setElementData(vehicle, "fasemotor", data.fasemotor)
    			setElementData(vehicle, "fasefrenos", data.fasefrenos)
    			if data.marchas == 1 then
    				setElementData(vehicle, "marchas", 1)
    			end
    			if data.marchas == 0 then
    				setElementData(vehicle, "marchas", 0)
    			end
    			if data.fasemotor > 0 then
    				exports.vehicles_auxiliar:solicitarMejora(vehicle, 1, data.fasemotor)
    			end
    			if data.fasefrenos > 0 then
    				exports.vehicles_auxiliar:solicitarMejora(vehicle, 2, data.fasefrenos)
    			end
    			return true
    		end
    	end
    end
    
    addCommandHandler( { "createvehicle", "makevehicle" },
    	function( player, commandName, ... )
    		model = table.concat( { ... }, " " )
    		model = getVehicleModelFromName( model ) or tonumber( model )
    		if model then
    			local x, y, z, rz = getPositionInFrontOf( player )
    			local vehicle = createVehicle( model, x, y, z, 0, 0, rz )
    			if vehicle then
    				local r,g,b,r2,g2,b2 = getVehicleColor( vehicle )
    				local luz1, luz2, luz3 = getVehicleHeadLightColor ( vehicle )
    				local c1 = RGB2HEX (r or 255, g or 255, b or 255)
    				local c2 = RGB2HEX (r2 or 255, g2 or 255, b2 or 255)
    				local c3 = RGB2HEX (luz1 or 255, luz2 or 255, luz3 or 255)			
    				local vehicleID, error = exports.sql:query_insertid("INSERT INTO vehicles (model, posX, posY, posZ, rotX, rotY, rotZ, color1, color2, color3, respawnPosX, respawnPosY, respawnPosZ, respawnRotX, respawnRotY, respawnRotZ, interior, dimension, respawnInterior, respawnDimension, numberplate) VALUES (" .. table.concat( { model, x, y, z, 0, 0, rz,"'".. c1 .."'", "'".. c2 .."'", "'".. c3 .."'", x, y, z, 0, 0, rz, getElementInterior( player ), getElementDimension( player ), getElementInterior( player ), getElementDimension( player ), "'".. getVehiclePlateText( vehicle ) .."'" }, ", " ) .. ")" )
    				if vehicleID then
    					-- tables for ID -> vehicle and vehicle -> data
    					vehicleIDs[ vehicleID ] = vehicle
    					vehicles[ vehicle ] = { vehicleID = vehicleID, respawnInterior = getElementInterior( player ), respawnDimension = getElementDimension( player ), characterID = 0, engineState = false, tintedWindows = false, fuel = 100 }				
    					-- some properties
    					setElementInterior( vehicle, getElementInterior( player ) )
    					setElementDimension( vehicle, getElementDimension( player ) )
    					setVehicleEngineState( vehicle, false )
    					setVehicleOverrideLights( vehicle, 1 )
    				    setElementData(vehicle, "idveh", vehicleID)						
    					setElementData( vehicle, "fuel", 100 )
    					setElementData( vehicle, "km", 0 )
    					setElementData( vehicle, "marchas", 0 )
    					setVehiclePlateText(vehicle, vehicleID)
    					
    					exports.vehicles_auxiliar:saveColors(vehicle)
    					-- success message
    					outputChatBox( "Has creado un " .. getVehicleName( vehicle ) .. " con el ID " .. vehicleID .. ".", player, 0, 255, 0 )
    				else
    					destroyElement( vehicle )
    					outputChatBox( "MySQL-Query failed.", player, 255, 0, 0 )
    				end
    			else
    				outputChatBox( "El nombre del vehículo es incorrecto. Vuelve a intentarlo.", player, 255, 0, 0 )
    			end
    		else
    			outputChatBox( "Syntax: /" .. commandName .. " [modelo]", player, 255, 255, 255 )
    		end
    	end,
    	true
    )
    
    addCommandHandler( { "deletevehicle", "delvehicle" },
    	function( player, commandName, vehicleID )
    		if hasObjectPermissionTo( player, "command.createvehicle", false ) or hasObjectPermissionTo( player, "command.temporaryvehicle", false ) then
    			vehicleID = tonumber( vehicleID )
    			if vehicleID and vehicleID ~= 0 then
    				if ( vehicleID >= 0 and not hasObjectPermissionTo( player, "command.createvehicle", false ) ) or ( vehicleID < 0 and not hasObjectPermissionTo( player, "command.temporaryvehicle", false ) ) then
    					outputChatBox( "No puedes borrar este vehículo.", player, 255, 0, 0 )
    				else
    					local vehicle = vehicleIDs[ vehicleID ]
    					if vehicle then
    						if vehicleID < 0 or exports.sql:query_free( "DELETE FROM vehicles WHERE vehicleID = " .. vehicleID ) then
    							outputChatBox( "Has borrado el vehículo con ID " .. vehicleID .. " (" .. getVehicleName( vehicle ) .. ").", player, 0, 255, 153 )
    							if vehicleID > 0 then
    								exports.logs:addLogMessage("delveh", "Vehículo ID "..vehicleID.. ", borrado por "..getPlayerName(player)..".\n")
    							end
    							-- remove from vehicles list
    							vehicleIDs[ vehicleID ] = nil
    							vehicles[ vehicle ] = nil
    							
    							destroyElement( vehicle )
    						else
    							outputChatBox( "MySQL-Query failed.", player, 255, 0, 0 )
    						end
    					else
    						outputChatBox( "Vehículo no encontrado.", player, 255, 0, 0 )
    					end
    				end
    			else
    				outputChatBox( "Syntax: /" .. commandName .. " [id]", player, 255, 255, 255 )
    			end
    		end
    	end
    )
    
    function deleteVehicle ( vehicle )
    	if not vehicle then return end
    	local data = vehicles[ vehicle ]
    	vehicleID = tonumber( data.vehicleID )
    	if vehicleID then
    		if vehicleID < 0 or exports.sql:query_free( "DELETE FROM vehicles WHERE vehicleID = " .. vehicleID ) then
    			vehicleIDs[ vehicleID ] = nil
    			vehicles[ vehicle ] = nil	
    			destroyElement( vehicle )
    			return true
    		else
    			return false
    		end
    	else
    		return false
    	end
    end
    
    function saveVehicle( vehicle, force )
    	if vehicle then
    		if models [getElementModel(vehicle)] and not force then return false end
    		if getOwner(vehicle) and getOwner(vehicle) <= -1 and not force then return end
    		local data = vehicles[ vehicle ]
    		if data and data.vehicleID > 0 then
    			local x, y, z = getElementPosition( vehicle )
    			local rx, ry, rz = getVehicleRotation( vehicle )
    			local km = getElementData(vehicle, "km")
    			local success, error = exports.sql:query_free( "UPDATE vehicles SET respawnPosX = " .. x .. ", respawnPosY = " .. y .. ", respawnPosZ = " .. z .. ", respawnRotX = " .. rx .. ", respawnRotY = " .. ry .. ", respawnRotZ = " .. rz .. ", respawnInterior = " .. getElementInterior( vehicle ) .. ", respawnDimension = " .. getElementDimension( vehicle ) .. ", posX = " .. x .. ", km = " .. km .. ", posY = " .. y .. ", posZ = " .. z .. ", rotX = " .. rx .. ", rotY = " .. ry .. ", rotZ = " .. rz .. ", health = " .. math.min( 1000, math.ceil( getElementHealth( vehicle ) ) ) .. ", interior = " .. getElementInterior( vehicle ) .. ", dimension = " .. getElementDimension( vehicle ) .. ", fuel = " .. data.fuel .. " WHERE vehicleID = " .. data.vehicleID )	
    		end  
    	end
    end
    
    addEventHandler( "onResourceStop", resourceRoot,
    	function( )	
    		for k, v in pairs( getElementsByType("vehicle") ) do
    			saveVehicle( v )
    		end
    		vehicles = { }
    		vehicleIDs = { }
    	end
    )
    
    addEventHandler( "onVehicleRespawn", resourceRoot,
    	function( )
    		local data = vehicles[ source ]
    		if data and data.vehicleID > 0 then
    			setElementInterior( source, data.respawnInterior )
    			setElementDimension( source, data.respawnDimension )
    			saveVehicle( source )
    		end
    	end
    )

    Aqui tienes una ayuda, para que puedas ver el link completo del codigo (aqui)

  7. 20 hours ago, jaredmedina said:

    1 02:35:57] WARNING: [INFINITY]Assalto/AirNew_s.lua:56: Bad argument @ 'createBlipAttachedTo' [Expected element at argument 1, got nil]
    [20-12-01 02:35:57] WARNING: [INFINITY]Assalto/AirNew_s.lua:57: Bad argument @ 'setElementVisibleTo' [Expected element at argument 1, got boolean]
    [20-12-01 02:35:57] startResource: Resource '[INFINITY]Assalto' started
    [20-12-01 02:35:57] WARNING: [INFINITY]Mercados/client.lua [Client] is encoded in ANSI instead of UTF-8.  Please convert your file to UTF-8.
    [20-12-01 02:35:57] Some files in '[INFINITY]Mercados' use deprecated functions.
    [20-12-01 02:35:57] Use the 'upgrade' command to perform a basic upgrade of resources.
    [20-12-01 02:35:57] startResource: Resource '[INFINITY]Mercados' started
    [20-12-01 02:35:57] startResource: Resource '[INFINITY]Textos' started
    [20-12-01 02:35:57] startResource: Resource '[SC]Maske' started
    [20-12-01 02:35:57] startResource: Resource 'admin' started
    [20-12-01 02:35:57] startResource: Resource 'ajax' started
    [20-12-01 02:35:57] startResource: Resource 'ammunation' started
    [20-12-01 02:35:57] startResource: Resource 'anims' started
    [20-12-01 02:35:57] startResource: Resource 'anti-lag' started
    [20-12-01 02:35:57] startResource: Resource 'armas' started
    [20-12-01 02:35:57] startResource: Resource 'armasespalda' started
    [20-12-01 02:35:57] startResource: Resource 'artificiales' started
    [20-12-01 02:35:57] startResource: Resource 'asistencia' started
    [20-12-01 02:35:58] WARNING: File 'carros/buffalo.dff' in resource 'autos' contains errors.
    [20-12-01 02:35:58] WARNING: File 'carros/regina.dff' in resource 'autos' contains errors.
    [20-12-01 02:35:58] startResource: Resource 'autos' started
    [20-12-01 02:35:58] ERROR: bank/bank.lua:93: exports: Call to non-running server resource (sql) [string "?"]        ME AYUDAN CON ESTO?
    [20-12-01 02:35:58] startResource: Resource 'bank' started
    [20-12-01 02:35:58] startResource: Resource 'barreras' started
    [20-12-01 02:35:58] startResource: Resource 'basket' started

    Significa que el recurso sql no ha iniciado, ya que el recurso bank exporta una función de ese recurso.

    • Thanks 1
  8. Prueba asi...
     

    addCommandHandler( "taximetro",
        function( player, commandName )
            local vehiculo = getPedOccupiedVehicle ( player )
            local vehiculos =  getVehicleName ( vehiculo ) 
            if vehiculos == "Taxi" then
               if exports.factions:IsPlayerInFaction(player,10) then
                      setElementData( vehiculo, "distancia", type( getElementData( vehiculo, "distancia" ) ) ~= "number" and 0 or false )
               end
            end
        end
      )

    o tambien puedes probar asi:
     

    addCommandHandler( "taximetro",
        function( theVehicle , commandName )
            local vehiculo = getPedOccupiedVehicle( source ) 
            local vehiculos = getElementModel ( theVehicle ) 
            if vehiculos == 420 then
               if exports.factions:IsPlayerInFaction(player,10) then
                  if vehiculo then
                     setElementData( vehiculo, "distancia", type( getElementData( vehiculo, "distancia" ) ) ~= "number" and 0 or false )
                  end
               end
            end
        end
    )
    

    Puedes mostrar exactamente el codigo en donde te dice el error?

    taxidemetro\client.lua: Linea 3

    Ejemplo de como deberia de ir la sintaxis del codigo: local theVehicle = getPedOccupiedVehicle ( thePlayer )--- Si el usuario o ped esta dentro de un vehiculo.

    taxidemetro\client.lua: Linea 4

    Ejemplo:  Deberias de usar esto: local id = getElementModel ( theVehicle ) ---Obtiene la id del vehiculo.

  9. if msgType == 0 then
       -- Se obtiene la posicion del jugador
       local X, Y, Z = getElementPosition(source)
            
       for i, Jugador in ipairs(getElementsByType("player")) do
          -- Se chequea si el jugador está a una distancia de 15
          if getDistanceBetweenPoints3D(X, Y, Z, getElementPosition(Jugador)) <= 15 then
             -- Se muestra el mensaje
             outputChatBox("#FF0000[#FF7D00Say#FF0000] #FFFFFF"..getAccountName(getPlayerAccount(source)) or getPlayerName(source)..":#FFFFFF"..msg, Jugador, 211, 211, 211, true)
           end
       end
    end

    Espero que esto te sirva de guia.

  10. 15 hours ago, trux_yt said:

    hola. Tardaron mucho en responderme y tube que buscar yo solo, si tiene sistema VIP con skins beneficios en la concecionaria y mas. Pero pague un host y me apaga el servidor por que no encuentra los modulos ya estando puestos. "MYSQL Modules Missing"

    Revisaste en  el mtaserver.conf deberás especificar qué módulo necesitas (mta_mysql.dll para Windows; mta_mysql.so para Linux)

        <module src="mta_mysql.dll"/> <!-- Windows -->
        <module src="mta_mysql.so"/> <!-- Linux -->
    
    
  11. On 07/09/2020 at 15:07, trux_yt said:

    y como doy VIP a un usuario?

     

    En una gm roleplay no esiste beneficios, y si no me equivoco esta gm no posee sistema vip.

    On 07/09/2020 at 15:29, trux_yt said:

    y tambien como creo un spawn de vehiculos de job?

    crea el vehiculo de dicho trabajo en donde tu quieras usando este comando /createvehicle
    Un spawn como tal no existe en esta gm.

  12. Pensándolo bien a mi también me pasa, creo un market en el interior 3 dimensión 2000, y estando en el mismo interior pero diferente dimensión se abre el panel que coloque en ese market. Ojo el market no se ve, pero abre el panel. Teniendo en cuenta lo siguiente

    if getElementDimension =~ 2000 end getElementInterior =~ 3 then

    muestra el panel.

  13. On 12/12/2018 at 21:44, alex17" said:
    
    function DarExp(Jugador, cmd,Usuario,Cantidad)
    	local CuentaJugador = getAccountName (getPlayerAccount(Jugador))
        if isObjectInACLGroup ( "user." .. CuentaJugador, aclGetGroup ( "Admin" ) ) then
          local Nombrejugador = getPlayerFromName(Usuario)
          local lvl = getElementData(Nombrejugador,"Nivel")
          local Exp = getElementData(Nombrejugador,"Experiencia")
    	  local progresoMaximo = getElementData(Nombrejugador, "ProgresoMaximo")
          local newexp = Exp + Cantidad
    	  setElementData(Nombrejugador,"Experiencia",newex)
          if newex >= progresoMaximo then
             setElementData(Nombrejugador, "Nivel", lvl + 1)
          end
       end
    end
    addCommandHandler("exp", DarExp)
    

     

    no me funciono
     

    function Exp(user, cmd, Player, Quantity)
    	local AccountPlayer = getAccountName(getPlayerAccount(user))
    	if isObjectInACLGroup("user."..AccountPlayer, aclGetGroup("Admin")) then
    		if Player and Quantity then
    			local Playername = getPlayerFromName(Player)
    			if Playername then
    				if Quantity:match("^%d+$") then
    					
    					local lvl = getElementData(Playername, "Level") or 1
    			        local exp = getElementData(Playername, "Exp") or 0
    			        local Maximumprogress = getElementData(Playername, "maximumprogress")
    
    			        if tonumber(exp) + tonumber(Quantity) >= Maximumprogress then
    				        setElementData(Playername, "Level", tonumber(lvl) + 1)			        	
    				        setElementData(Playername, "Exp", 0)
    			        else
    				        setElementData(Playername, "Exp", tonumber(exp) + tonumber(Quantity))
    			        end
    			    else
    					outputChatBox("Quantity must be a number.", user, 255, 0, 0)
    			    end
    			else
    				outputChatBox("Player not found.", user, 255, 0, 0)
    			end
    		else
    			outputChatBox("/exp [Player, Quantity].", user, 255, 0, 0)
    		end
    	else
    		outputChatBox("You don't have rights.", user, 255, 0, 0)
    	end
    end
    addCommandHandler("exp", Exp)

    Esto me lo pasaron pero no hace lo que quiero!

  14. creo una tabla llamada arma donde coloco la id del arma y el nombre
    {34, "Barret"},
    ahora creo otra table donde llamo esa arma para darle un objeto Arma['Barret'] = {2385}
    ahora quiero colocarle un skin y esto es lo que me sucede
    --------------------------------------------------------
    al usar esto me cambia el skin del arma cuando lo tengo en la espalda del personaje o cuando lo lanzo al suelo. aqui solo cambio el objeto.
    txd = engineLoadTXD ("Armas/AK-107.txd") engineImportTXD ( txd, 2385)
    dff = engineLoadDFF ("Armas/AK-107.dff", 2385) engineReplaceModel ( dff, 2385) --------------------------------------------------------
    al usar esto me cambia el skin del arma cuando lo tengo equipado. aqui solo cambio el arma.
    txd = engineLoadTXD ("Armas/AK-107.txd") engineImportTXD ( txd, 358)
    dff = engineLoadDFF ("Armas/AK-107.dff", 358) engineReplaceModel ( dff, 358)


    mi pregunta esta como puedo hacer que me cambie ambas

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