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Found 11 results

  1. Preciso de um script de quando você coloca a senha da base ganha TAG automaticamente igual no cidade moderna.
  2. IIYAMA

    [TUT] Events

    Events tutorial The reason why I created this topic, is that a lot of people are struckeling with them. In this tutorial I will only discus the very basic of them. If you want more, then there is a list of links at the end with more information. If I made any mistakes in the code, please let me know because I am not going to test every part. What are events? (basic description) Events are something custom added by MTA to make it easier to bring scripting(Lua) closer to our game. If we do not have events, then the only thing we can do is give instructions to our game. But our code will never detect changes in our game. The same question again: "So what are the events?" Events are a way to communicate changes in our game to our scripts (or from our scripts). So for example my little ped(cat) gets ran over by a car. Then I really want to know about that, don't I? When an event activates, I describe this as: triggered (from the word trigger) Full wiki information can be found here: Event_system Before we can use events, what do we need to know? There are two things we need to know: The reason why it is triggered. <What happens?/when something happens?> In MTA this is the eventName of the event. (Example: you <ran over> my ped) Who is the one using the event? The event system in MTA is using elements as base (baseElement). This makes it easier to combine the what/when happens? with the one who is related to it. In MTA this is the source of the event. (Example: you ran over my <ped>) Trigger an event A scripting example: (this is not an official event) local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped triggerEvent("onPedRanOver", ped) In this example, a custom event gets triggered to tell you that my new created ped has been ranOver. The eventName is "onPedRanOver" and the baseElement is ped. local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) In this SERVERSIDE example, I am also adding an extra argument drunkDriver to use the player that ran over the ped. This is not required, but it makes it more complete. See syntax. Syntax bool triggerEvent ( string eventName, element baseElement, [ var argument1, ... ] ) TriggerEvent Receiving triggers Receiving triggers is a bit more complicated, because there are a lot of options for it. You can receive events by listening to them. It is like: You know that something is going to happen but you do not know when. The first step that you have to take is related to this question: "Do I want to receive a custom or not custom event?" Custom events are self created events. They only exist when a scripter makes them. Two lists of NOT CUSTOM EVENTS but default MTA events, serverside and clientside: Server_Scripting_Events Client_Scripting_Events Do I want to receive a CUSTOM event? In case of a custom event, you have to register/enable it first. If you do not enable it and trigger it, you will receive a warning/error about that in your debug console. Syntax bool addEvent ( string eventName [, bool allowRemoteTrigger = false ] ) AddEvent The example below, shows you how to enable a custom event only for trigger events within the same server/client side. addEvent("eventName") -- Is the same as: addEvent("eventName", false) If you put the second argument to false or not fill it in, this means that you can't communicate from the other server/client-side. This option is most likely used for security reasons. Some events shouldn't be able to trigger by the other side For example, worst case scenario: (remote events enabled for a default MTA event) Serverside code: addEvent("onPlayerWasted", true) Clientside code: triggerServerEvent("onPlayerWasted", player, 0, localPlayer, 0, 9, false) OnPlayerWasted If this event is enabled for remote trigger events, then it might be possible to cheating kills/deaths score. Of course, it is not likely that players can run their own clientside code, but it is not impossible in case of not trust able community resources. Enable a custom event for trigger events that crossing sides (From clientside to serverside. From serverside to clientside). addEvent("eventName", true) This event can now be used by remote trigger event functions. See list: Client to server TriggerClientEvent TriggerLatentClientEvent Server to client TriggerServerEvent TriggerLatentServerEvent Enable the event from our previous example: addEvent("onPedRanOver", false) local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) If you do not use cross triggering, then I recommend to use the addEvent function in the same resource as where you are going to trigger from. This makes sure that the event is already added and that you will never receive this kind of error/warning "Event isn't added". If you put it in another resource which hasn't started yet, then after triggering you would still receive that error/warning. Start listening The next step is to add the addEventHandler. This function is used to listen to events. When an event is triggered, this handler(addEventHandler) will call the function you have attached to it, in MTA this function is called the handlerFunction. Syntax bool addEventHandler ( string eventName, element attachedTo, function handlerFunction [, bool getPropagated = true, string priority = "normal" ] ) AddEventHandler Resource 1 addEvent("onPedRanOver", false) local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) Resource 2 function handlerFunction () end addEventHandler("onPedRanOver", root, handlerFunction) The first 3 arguments, the require ones: eventName attachedTo handlerFunction Making sure that the addEventHandler options are correct set-up. Resource 1 addEvent("onPedRanOver", false) local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) Resource 2 function handlerFunction () end addEventHandler("onPedRanOver", root, handlerFunction) There are two conditions for an eventHandler to call the handlerFunction. 1. The event has to be exactly the same. In this case the event "onPedRanOver" is the same in both resources. 2. In both functions, triggerEvent and addEventHandler is an element being used. This element has to be exactly the same. (from where you trigger as well as where you receive) <OR> The triggered element from resource 1, has to be a CHILD of the element in resource 2. The root element is the very top layer of the MTA element structure. It will accept all elements you want to use for your events. See the element tree: If you do not understand the element tree please read this page: Element_tree Source variable The source of an event is the element that triggers the event. This variable isn't passed as an parameter, but it is predefined. This means that it is already created before hand. Some predefined variables do only exist under special conditions. The source variable is one of those, it is a hidden and local variable which is only available when a function is called by an event. List of predefined variables. addEvent("onPedRanOver", false) -- local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) function handlerFunction (drunkDriver) iprint(source) -- ped element end addEventHandler("onPedRanOver", resourceRoot, handlerFunction) In this example the ped is the source. See how those two code blocks are connected: addEvent("onPedRanOver", false) -- local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) function handlerFunction (drunkDriver) iprint(source) -- ped element end addEventHandler("onPedRanOver", resourceRoot , handlerFunction) resourceRoot In some examples, you see people use the resourceRoot instead of the root element for their addEventHandlers. The resourceRoot is an element created by a resource. This element holds all elements of that resource as (in)direct children. In the example above, the resourceRoot as baseElement will not work, because there are two resources. Each resource has it's own resourceRoot element. The resourceRoot is accessible with the same keyword: resourceRoot, but if you were to inspect the element in multiple resources, then the user data (element identifier) value is not the same. outputChatBox(inspect(resourceRoot)) If we were to put everything in one resource, then it would work: 🎉 addEvent("onPedRanOver", false) -- function handlerFunction () end addEventHandler("onPedRanOver", resourceRoot, handlerFunction) -- local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) In case of remote triggering, the resourceRoot in serverside and clientside is considered the same.(As long as they are part of the same resource) Why/when would we use resourceRoot? 1. Limit eventHandlers to the resource elements If you have 1000 markers in your server. One of the resources is for example a trucker mission, where you can get money by hitting markers. The resourceRoot element will make sure that the onMarkerHit event will only trigger for markers created by that resource. addEventHandler("onMarkerHit", resourceRoot, function () -- source element is the marker end) OnMarkerHit 2. Another benefit is that you are able to re-use the same eventNames. Resource 1 addEvent("onPedRanOver", false) function handlerFunction () end addEventHandler("onPedRanOver", resourceRoot, handlerFunction) -- local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) Resource 2 addEvent("onPedRanOver", false) function handlerFunction () end addEventHandler("onPedRanOver", resourceRoot, handlerFunction) -- local ped = createPed( 120, 5540.6654, 1020.55122, 1240.545 ) -- my ped local drunkDriver = getRandomPlayer() triggerEvent("onPedRanOver", ped, drunkDriver) These two resources do use the same event, but will not trigger each other their addEventHandlers. Warning: If root was used, then they will!!!! ;@ Lets cross triggering with resourceRoot! Clientside triggerServerEvent("example", resourceRoot) Serverside addEvent("example", true) -- second argument is true! cross triggering enabled! addEventHandler("example", resourceRoot, function () end) getPropagated In this bigger example we will be talking about the option getPropagated. If this option is disabled, it will not detect children any more. Keep reading! After that start code scanning from A, to B and then to C. Syntax addEventHandler bool addEventHandler ( string eventName, element attachedTo, function handlerFunction [, bool getPropagated = true, string priority = "normal" ] ) Example: Clientside -- A triggerServerEvent("onClientPlayerLoaded", resourceRoot) -- trigger an event to serverside --------------------------------------- -- C addEvent("onResponseServer", true) -- first listener addEventHandler("onResponseServer", resourceRoot, function () outputChatBox("getPropagated enabled") end, true) -- getPropagated true by default. -- second listener addEventHandler("onResponseServer", resourceRoot, function () outputChatBox("getPropagated disabled") end, false) -- getPropagated is false. Serverside -- B addEvent("onClientPlayerLoaded", true) -- second argument is true! cross triggering enabled! addEventHandler("onClientPlayerLoaded", resourceRoot, function () --[[ client is a predefined variable, which represents the client/player that communicates with the server More information about predefined variables: https://forum.mtasa.com/topic/33407-list-of-predefined-variables/ ]] triggerClientEvent(client, "onResponseServer", resourceRoot) -- first trigger event local element = createElement("randomElement") -- making a randomElement triggerClientEvent(client, "onResponseServer", element) -- second trigger event end) How does this this code works? A. When a client his code has been started, it will execute a triggerServerEvent. (It doesn't wait for any other clientside files to be loaded) B. The server receives the event. And sends two triggerClientEvents back: The first one is using the resourceRoot as baseElement. The second one is using a randomElement as baseElement. Both are using the event "onResponseServer" C. There are two addEventHandlers listening to the event: "onResponseServer" The first one is using getPropagated and the second one is not using getPropagated. The randomElement that is created, is by default an indirect child of the resourceRoot of the same resource. What will happen? When firing the first trigger event, both listeners will call their handlerFunction. But when firing the second trigger event, only the first listener will call it's handlerFunction. The randomElement is an indirect child of resourceRoot, but because getPropagated is disabled it will not call it's handlerFunction. Other tutorials related to this one: See also this tutorial about deeper limiting event ranges within your resource and reducing addEventHandlers https://forum.mtasa.com/topic/100069-tut-addeventhandler-on-a-group-of-elements-small-tutorial/ More information Full wiki information: Event_system A list of more information about triggering events: (Client to client / server to server) TriggerEvent Client to server TriggerClientEvent TriggerLatentClientEvent Server to client TriggerServerEvent TriggerLatentServerEvent A list of more information about receiving events: AddEvent AddEventHandler RemoveEventHandler Two lists of MTA events, serverside and clientside: (warning: not custom events) Server_Scripting_Events Client_Scripting_Events Cancel events CancelEvent WasEventCancelled (warning: custom events ONLY) GetCancelReason (Server only) Cancel latent events and their status GetLatentEventHandles CancelLatentEvent GetLatentEventStatus
  3. Galera,queria saber como eu posso fazer um sistema de solicitaçao em LUA,tipo,fazer um player dar um comando para outro player aceitar, EX:/assaltar (ID) no outro player /aceitarassalto,sou novato e queria um script base para aprender,ahhh,ia me esquecendo,tipo o assaltante conseguisse ver o money do player,so que esses player (assaltantes) nao poderiam usar nas suas gangues ou outras,ai perderia a essencia do RP,agradeço desde ja
  4. .::Dead World MTA DAYZ::.. SERVIDOR NOVO VAGAS DE ADM/GM/DV/YOUTUBER mtasa://66.70.162.236:22003 ? NOVO MAPA - DAYZ GTA VERSION ? Traga seu clã e ganhe uma tenda FULL (4 pessoas = tenda) ? Airdrop Espalhado pelo MAPA. ? Nova CZ "Dispara 3 tiros seguidos! confira!" ? Veículos personalizados ? Minigun No Patriot "basta colocar AK e AK Mag e apertar H" ? Bomba C4 "explode com controle" ? Anti-Mod, ?Anti-Hack, ?Anti-Relog ? NOVAS Areas Militares marcadas com um "DADO" basta olhar o gps ou o mapa, ? Opção de escolha de mira de Sniper (F10) ? Painel do jogador personalizado ? Zumbis realistas ? Novo Spawn de Players "3 em cada cidade" Contato para mais informações: SKYPE: ectorzen, donohomer
  5. Hi im looking for a script that kill's other groups/people's if they enter your base and that is freezing unused cars and give them god mode . I saw this script on some dayz server's . Thanks.
  6. O problema que estou tendo, e não sei se é normal ou tenho que fazer alguma coisa é que o cenário ao fundo no servidor simplesmente vai sumindo e as coisas do nada nascem na tela, sim eu uso a distancia do horizonte tudo no full, foto de demonstração, tem algum script que ajude nisso e eu que fiz cagada sim ali é uma coisa adicional, mas o local nem ela estão bugados obrigado desde já <3 eu me mexendo um pouquinho mais pro lado aparece mais um pedaço e por ai vai mais fotos
  7. Como faço para limitar veículos dentro de uma base (um determinado local) ? Ex: Quero que o jogador/grupo dono de sua base não ultrapsse o limite de 15 veiculos. o veiculo pode ser destruido ou teletransportado para um determinado local.
  8. Layoffin

    My First Map!!

    Hey Guys this is my first ever Map. And its a base for any team. It contains numerous vehicles and have some powerful vehicle. If you find somting wrong in it please comment bellow. If you want this Map you can Ask me on discord Layoffin#9724 or you can tag me on the official discord server. check out photoes here http://imgur.com/gallery/oFPY9
  9. Hello there! I'm a scripting beginner but luckily I'm more skilled in modelling and mapping. So I thought I'd show you a base I've been working on. Let me know what you think! -Noah
  10. Hello guys i have a problem with custom maps, the problem is about the col distance, for example read this.. I have a base in SF with 3 floor, and i put a vehicle inside the base in floor number 3(the highest floor), then i'm out from the base and go to LV, and in 5 minutes, i'm back to the SF Base, im checking the floor number 3 but theres no vehicle, but i have an vehicle before im out from the base, thats the bug, if you guys doesnt understand please comment because i need to fix it I found the problem , the problem is map col distance, the map col doesnt spawned on client but the vehicle is already spawned in the floor number 3, so the vehicle is falling from floor 3 towards floor 1. I think thats the bug, Im here to asking some resources, which resources can fix the map cols? I want to change all maps col distance to 1000, Thanks.