Avagard
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Everything posted by Avagard
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i just realized that i want to give the bomb to the players in Dimension 0... i want to know where should i put this line? if getElementDimension ( randomPlayer ) == 0 then
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thank you.. there was a problem just a small one and i fixed it..
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will this work? function giveBombToRandomPlayer1() local players = getPlayersInTeam ( T ) for playerKey, playerValue in ipairs ( players ) do local randomPlayer = getRandomPlayer () setTimer(function() outputChatBox("You have the bomb!", randomPlayer, 255, 0, 0) outputChatBox("Remember when you enter site.. switch to the C4 to plant!", randomPlayer, 255, 0, 0) giveWeapon ( randomPlayer, 14,1,true) end,6000,1) end end
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I LOVEEEEEEEEEEEEY YOUUUUUUUUUUUUUUUUUUUUU!!!!!!!!!!!!! THANKS SO MUCHHHHHHHHHHHH crouching with Rock Launcher HS doesn't work.. any idea? setWeaponProperty(36,"poor","flag_anim_crouch", true) setWeaponProperty(36,"std","flag_anim_crouch",true) setWeaponProperty(36,"pro","flag_anim_crouch", true)
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fileRead is a Shared function... why don't you use it on client?
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hello.. i am having this problem from ages..i tried and tried i want to shoot while moving.. but i CAN'T FOR SOME REASON code: addEventHandler("onPlayerJoin",root, function() setPedStat ( source, 70, 999 ) setPedStat ( source, 71, 999 ) setPedStat ( source, 72, 999 ) setPedStat ( source, 74, 999 ) setPedStat ( source, 76, 999 ) setPedStat ( source, 77, 999 ) setPedStat ( source, 78, 999 ) setPedStat ( source, 79, 999 ) end ) setWeaponProperty(23, "poor", "flag_move_and_aim", true ) setWeaponProperty( 24, "poor", "flag_move_and_aim",true) setWeaponProperty( 25, "poor", "flag_move_and_aim",true ) setWeaponProperty( 26, "poor", "flag_move_and_aim",true) setWeaponProperty( 27, "poor", "flag_move_and_aim", true ) setWeaponProperty( 29, "poor", "flag_move_and_aim", true ) setWeaponProperty( 30, "poor", "flag_move_and_aim", true ) setWeaponProperty( 31, "poor", "flag_move_and_aim",true ) setWeaponProperty( 33, "poor", "flag_move_and_aim", true) setWeaponProperty( 34, "poor", "flag_move_and_aim", true ) setWeaponProperty(23, "poor", "flag_move_and_shoot", true ) setWeaponProperty( 24, "poor", "flag_move_and_shoot",true) setWeaponProperty( 25, "poor", "flag_move_and_shoot",true ) setWeaponProperty( 26, "poor", "flag_move_and_shoot",true) setWeaponProperty( 27, "poor", "flag_move_and_shoot", true ) setWeaponProperty( 29, "poor", "flag_move_and_shoot", true ) setWeaponProperty( 30, "poor", "flag_move_and_shoot", true ) setWeaponProperty( 31, "poor", "flag_move_and_shoot",true ) setWeaponProperty( 33, "poor", "flag_move_and_shoot", true) setWeaponProperty( 34, "poor", "flag_move_and_shoot", true ) --- setWeaponProperty(23, "std", "flag_move_and_aim", true ) setWeaponProperty( 24, "std", "flag_move_and_aim",true) setWeaponProperty( 25, "std", "flag_move_and_aim",true ) setWeaponProperty( 26, "std", "flag_move_and_aim",true) setWeaponProperty( 27, "std", "flag_move_and_aim", true ) setWeaponProperty( 29, "std", "flag_move_and_aim", true ) setWeaponProperty( 30, "std", "flag_move_and_aim", true ) setWeaponProperty( 31, "std", "flag_move_and_aim",true ) setWeaponProperty( 33, "std", "flag_move_and_aim", true) setWeaponProperty( 34, "std", "flag_move_and_aim", true ) setWeaponProperty(23, "std", "flag_move_and_shoot", true ) setWeaponProperty( 24, "std", "flag_move_and_shoot",true) setWeaponProperty( 25, "std", "flag_move_and_shoot",true ) setWeaponProperty( 26, "std", "flag_move_and_shoot",true) setWeaponProperty( 27, "std", "flag_move_and_shoot", true ) setWeaponProperty( 29, "std", "flag_move_and_shoot", true ) setWeaponProperty( 30, "std", "flag_move_and_shoot", true ) setWeaponProperty( 31, "std", "flag_move_and_shoot",true ) setWeaponProperty( 33, "std", "flag_move_and_shoot", true) setWeaponProperty( 34, "std", "flag_move_and_shoot", true ) --- setWeaponProperty(23, "pro", "flag_move_and_aim", true ) setWeaponProperty( 24, "pro", "flag_move_and_aim",true) setWeaponProperty( 25, "pro", "flag_move_and_aim",true ) setWeaponProperty( 26, "pro", "flag_move_and_aim",true) setWeaponProperty( 27, "pro", "flag_move_and_aim", true ) setWeaponProperty( 29, "pro", "flag_move_and_aim", true ) setWeaponProperty( 30, "pro", "flag_move_and_aim", true ) setWeaponProperty( 31, "pro", "flag_move_and_aim",true ) setWeaponProperty( 33, "pro", "flag_move_and_aim", true) setWeaponProperty( 34, "pro", "flag_move_and_aim", true ) setWeaponProperty(23, "pro", "flag_move_and_shoot", true ) setWeaponProperty( 24, "pro", "flag_move_and_shoot",true) setWeaponProperty( 25, "pro", "flag_move_and_shoot",true ) setWeaponProperty( 26, "pro", "flag_move_and_shoot",true) setWeaponProperty( 27, "pro", "flag_move_and_shoot", true ) setWeaponProperty( 29, "pro", "flag_move_and_shoot", true ) setWeaponProperty( 30, "pro", "flag_move_and_shoot", true ) setWeaponProperty( 31, "pro", "flag_move_and_shoot",true ) setWeaponProperty( 33, "pro", "flag_move_and_shoot", true) setWeaponProperty( 34, "pro", "flag_move_and_shoot", true ) NOTE: I REMOVED ALL RESOURCES EXPECT FOR ADMIN,EDITOR,MANAGERS AND WEB SO I CAN MAKE MY OWN GAMEMODE..MAYBE THAT IS THE PROBLEM?? IF THAT SO PLEASE TELL ME WHAT RESOURCE SHOULD I DOWNLOAD
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how can i attach them to the player hand? and what is the differences between createWeapon and giveWeapon?
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thank you..one more question.. how can i enable crouching with rpg?
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yes.. it output you have the bomb but the other output doesn't show when i enter the col nvm i fixed it, but just a question.. will it always give to a random player from tT team?
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hello... there is a problem i have in my code when the player enters the ColShape nothing happens.. no errors no nothing code: function giveBombToRandomPlayer1() local randomPlayer = getRandomPlayer () local tT = getTeamFromName ("Terrorists") local playerTeam = getPlayerTeam ( randomPlayer ) if ( playerTeam ) == tT then outputChatBox("You have the bomb!", randomPlayer, 255, 0, 0) setElementData(randomPlayer,"hasBomb1",true) end end bombA = createRadarArea ( 3118.7380371094, -1407.4719238281, 20, 20, 255, 0, 0, 150 ) bombAEnter = createColRectangle( 3118.7380371094, -1407.4719238281, 20, 20) function whenEnterbomb1(hitPlayer) if getElementType(hitPlayer)=="player" then if getElementData(hitPlayer,"hasBomb1") == true then outputChatBox("Press 'g' to plant the bomb!",hitPlayer, 255, 0, 0) setElementData(hitPlayer,"canPlant1",true) end end end addEventHandler( "onColShapeHit", bombAEnter, whenEnterbomb1) function whenLeaveBomb1(hitPlayer) if getElementType(hitPlayer)=="player"then if getElementData(hitPlayer,"hasBomb1") == true then setElementData(hitPlayer,"canPlant1",false) setElementData(hitPlayer,"hasBomb1",false) end end end addEventHandler( "onColShapeLeave", bombAEnter,whenLeaveBomb1)
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this should work local szefpozicio = {2485.87524, -1666.34705, 13.34380,2487.87526, -1666.34705, 13.34380} local szef = createObject (2634, tonumber(szefpozicio[0])) local szefrectangle = createColRectangle (2485.8720703125, -1665.8211669922, 5, 5) function szefopen(jatekos) if isElementWithinColShape (jatekos, szefrectangle) then moveObject (szef, 5000, tonumber(szefpozicio[1])) outputChatBox (math.random(1, 2)) end end addCommandHandler ("felfeszit", szefopen)
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wa..wut? i want people to have different weapon models from each other and they can see the other guy weapon model.. how can i do that? if you say no... i saw it in some servers
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but it does not change the model.
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hello.. can some one tell me an easy way to make custom weapon with different weapon models?
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there is a problem in the scoreboard the time is 2:-129 idk why also it goes up like 2:-130 , 2:-131
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i want every one in the server to have the exact same time so that is why i put it in serverside thank you very much btw how do i reset it(i want it to go back to 2 mins when all players dies)?
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error attempt to perform arithmetic on a string value my code: local seconds = 129 local min = math.floor ( ( seconds % 3600 ) /60 ) local sec = ( seconds %60 /60*100 ) RoundTime1 = createObject ( 964, 174.30078125, -58.458984375 +0, 1.578125 -1, 0, 0, 0 ) setElementData(RoundTime1,"RoundTime1",""..min.." : "..sec.."") setTimer ( function() if getElementData(RoundTime1,"RoundTime1") == 0 then setElementData(RoundTime1,"RoundTime1",""..min.." : "..sec.."") else setElementData (RoundTime1,"RoundTime1",getElementData (RoundTime1,"RoundTime1") - 1) local timeObject = getElementData (RoundTime1,"RoundTime1") triggerClientEvent ( "getTimeBRO1",resourceRoot,timeObject) end end, 1000, 0 ) client isnt important
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there are many rpg servers.. why not just made a new creative gamemode..
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hello i have time as data, like: setElementData(source,"time",129) -- 129 are 2:15 mins i want to turn them into minutes at the score(a script up in the screen it shows time left) how can i do that? you shouldn't worry of i do it i just want to convert it.
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just a question pa3ck doesn't this code do as your code? if not what is the problem? cttime1 = setTimer( function() local players = getPlayersInTeam ( CT ) for playerKey, playerValue in ipairs ( players ) do if getElementDimension ( playerValue ) == 0 then if getElementData ( playerValue , "alive" ) == true then triggerClientEvent ("TimeEndRestartCT1",playerValue) end end end end, 129000, 0) its not that your code is not working... it works perfectly, but i want to know what is wrong with this one
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oh, okay i wasted your time.. thank you very much!
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ok and how do i reset the table? for example when someone leaves the lobby (a gamemode i am using) or when someone switches the team is this not important and the script can do it automatically?
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will this work? local teamMembers = getPlayersInTeam ( T ) local triggerTo = {} for k, v in ipairs(teamMembers) if getElementDimension ( v ) == 0 and getElementData ( v , "alive" ) == true then table.insert(triggerTo) end end triggerClientEvent(triggerTo, "TimeEndRestartCT1", resourceRoot )