Dewen

Problème de spawn zombies

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Bonjour , je suis en train de développée un serveur DayZ sur la map de Vice city avec des amis mais j'ai un soucis les zombies spawn sous la Map.....

Je voudrai qu'ils spawns à côté mais je trouve pas comment faire.....

 

Voici  le code :

myZombies = { }
helmetzombies = { 27, 51, 52, 99, 27, 137, 153, 167, 205, 260, 277, 278, 279, 284, 285 }
resourceRoot = getResourceRootElement()

--FORCES ZOMBIES TO MOVE ALONG AFTER THEIR TARGET PLAYER DIES
function playerdead ()
	setTimer ( Zomb_release, 40000, 1 )
end
addEventHandler ( "onClientPlayerWasted", getLocalPlayer(), playerdead )

function Zomb_release ()
	for k, ped in pairs( myZombies ) do
		if (isElement(ped)) then
			if (getElementData (ped, "zombie") == true) then
				setElementData ( ped, "target", nil )
				setElementData ( ped, "status", "idle" )
				table.remove(myZombies,k)
			end
		end
	end
end

--REMOVES A ZOMBIE FROM INFLUENCE AFTER ITS KILLED
function pedkilled ( killer, weapon, bodypart )
	if (getElementData (source, "zombie") == true) and (getElementData (source, "status") ~= "dead" ) then
		setElementData ( source, "target", nil )
		setElementData ( source, "status", "dead" )
	end
end
addEventHandler ( "onClientPedWasted", getRootElement(), pedkilled )

--THIS CHECKS ALL ZOMBIES EVERY SECOND TO SEE IF THEY ARE IN SIGHT
function zombie_check ()
	if (getElementData (getLocalPlayer (), "zombie") ~= true) and ( isPlayerDead ( getLocalPlayer () ) == false ) then
		local zombies = getElementsByType ( "ped",getRootElement(),true )
		local Px,Py,Pz = getElementPosition( getLocalPlayer () )
		if isPedDucked ( getLocalPlayer ()) then
			local Pz = Pz-1
		end		
		for theKey,theZomb in ipairs(zombies) do
			if (isElement(theZomb)) then
				local Zx,Zy,Zz = getElementPosition( theZomb )
				if (getDistanceBetweenPoints3D(Px, Py, Pz, Zx, Zy, Zz) < 45 ) then
					if (getElementData (theZomb, "zombie") == true) then
						if ( getElementData ( theZomb, "status" ) == "idle" ) then --CHECKS IF AN IDLE ZOMBIE IS IN SIGHT
							local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz +1, true, false, false, true, false, false, false) 
							if (isclear == true) then
								setElementData ( theZomb, "status", "chasing" )
								setElementData ( theZomb, "target", getLocalPlayer() )
								table.insert( myZombies, theZomb ) --ADDS ZOMBIE TO PLAYERS COLLECTION
								table.remove( zombies, theKey)
								zombieradiusalert (theZomb)
							end
						elseif (getElementData(theZomb,"status") == "chasing") and (getElementData(theZomb,"target") == nil) then --CHECKS IF AN AGGRESSIVE LOST ZOMBIE IS IN SIGHT
							local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz +1, true, false, false, true, false, false, false) 
							if (isclear == true) then
								setElementData ( theZomb, "target", getLocalPlayer() )
								isthere = "no"
								for k, ped in pairs( myZombies ) do
									if ped == theZomb then
										isthere = "yes"
									end
								end
								if isthere == "no" then
									table.insert( myZombies, theZomb ) --ADDS THE WAYWARD ZOMBIE TO THE PLAYERS COLLECTION
									table.remove( zombies, theKey)
								end
							end
						elseif ( getElementData ( theZomb, "target" ) == getLocalPlayer() ) then --CHECKS IF AN ALREADY AGGRESSIVE ZOMBIE IS IN SIGHT
							local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz +1, true, false, false, true, false, false, false) 
							if (isclear == false) then --IF YOUR ZOMBIE LOST YOU, MAKES IT REMEMBER YOUR LAST COORDS
								setElementData ( theZomb, "target", nil )
								triggerServerEvent ("onZombieLostPlayer", theZomb, oldPx, oldPy, oldPz)
							end
						end
					end
				end
			end
		end
	--this second half is for checking peds and zombies
	
		local nonzombies = getElementsByType ( "ped",getRootElement(),true )
		for theKey,theZomb in ipairs(zombies) do
			if (isElement(theZomb)) then
				if (getElementData (theZomb, "zombie") == true) then
					local Zx,Zy,Zz = getElementPosition( theZomb )
					for theKey,theNonZomb in ipairs(nonzombies) do
						if (getElementData (theNonZomb, "zombie") ~= true) then -- if the ped isnt a zombie
							local Px,Py,Pz = getElementPosition( theNonZomb )
							if (getDistanceBetweenPoints3D(Px, Py, Pz, Zx, Zy, Zz) < 45 ) then
								local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz +1, true, false, false, true, false, false, false ) 
								if (isclear == true) and ( getElementHealth ( theNonZomb ) > 0) then
									if ( getElementData ( theZomb, "status" ) == "idle" ) then --CHECKS IF AN IDLE ZOMBIE IS IN SIGHT
										triggerServerEvent ("onZombieLostPlayer", theZomb, Px, Py, Pz)									
										setElementData ( theZomb, "status", "chasing" )
										setElementData ( theZomb, "target", theNonZomb )
										zombieradiusalert (theZomb)
									elseif ( getElementData ( theZomb, "status" ) == "chasing" ) and ( getElementData ( theZomb, "target" ) == nil) then
										triggerServerEvent ("onZombieLostPlayer", theZomb, Px, Py, Pz)
										setElementData ( theZomb, "target", theNonZomb )									
									end
								end					
							end		
							if ( getElementData ( theZomb, "target" ) == theNonZomb ) then --CHECKS IF AN ALREADY AGGRESSIVE ZOMBIE IS IN SIGHT OF THE PED
								local Px,Py,Pz = getElementPosition( theNonZomb )
								if (getDistanceBetweenPoints3D(Px, Py, Pz, Zx, Zy, Zz) < 45 ) then
									local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz+1, true, false, false, true, false, false, false) 
									if (isclear == false) then --IF YOUR ZOMBIE LOST THE PED, MAKES IT REMEMBER the peds LAST COORDS
										triggerServerEvent ("onZombieLostPlayer", theZomb, Px, Py, Pz)							
										setElementData ( theZomb, "target", nil )
									end
								end
							end
						end
					end
				end
			end
		end
	end
	for k, ped in pairs( myZombies ) do
		if (isElement(ped) == false) then
			table.remove( myZombies, k)
		end
	end
	oldPx,oldPy,oldPz = getElementPosition( getLocalPlayer () )
end


--INITAL SETUP

function clientsetupstarter(startedresource)
	if startedresource == getThisResource() then
		setTimer ( clientsetup, 1234, 1)
		MainClientTimer1 = setTimer ( zombie_check, 1000, 0)  --STARTS THE TIMER TO CHECK FOR ZOMBIES
	end
end
addEventHandler("onClientResourceStart", getRootElement(), clientsetupstarter)

function clientsetup()
	oldPx,oldPy,oldPz = getElementPosition( getLocalPlayer () )
	throatcol = createColSphere ( 0, 0, 0, .3)
	woodpic = guiCreateStaticImage( .65, .06, .1, .12, "zombiewood.png", true )
	guiSetVisible ( woodpic, false )

--ALL ZOMBIES STFU
	local zombies = getElementsByType ( "ped" )
	for theKey,theZomb in ipairs(zombies) do
		if (isElement(theZomb)) then
			if (getElementData (theZomb, "zombie") == true) then
				setPedVoice(theZomb, "PED_TYPE_DISABLED")
			end
		end
	end
	
--SKIN REPLACEMENTS
	local skin = engineLoadTXD ( "skins/13.txd" ) --bleedin eyes 31 by Slothman
	engineImportTXD ( skin, 13 )
	local skin = engineLoadTXD ( "skins/22.txd" ) -- slashed 12 by Wall-E
	engineImportTXD ( skin, 22 )	
	local skin = engineLoadTXD ( "skins/56.txd" ) --young and blue by Slothman
	engineImportTXD ( skin, 56 )
	local skin = engineLoadTXD ( "skins/67.txd" ) -- slit r* employee
	engineImportTXD ( skin, 67 )
	local skin = engineLoadTXD ( "skins/68.txd" ) -- shredded preist by Deixell
	engineImportTXD ( skin, 68 )
	local skin = engineLoadTXD ( "skins/69.txd" ) --bleedin eyes in denim by Capitanazop
	engineImportTXD ( skin, 69 )
	local skin = engineLoadTXD ( "skins/70.txd" ) --ultra gory scientist by 50p
	engineImportTXD ( skin, 70 )
	local skin = engineLoadTXD ( "skins/84.txd" ) --guitar wolf (nonzombie) by Slothman
	engineImportTXD ( skin, 84 )
	local skin = engineLoadTXD ( "skins/92.txd" ) -- peeled flesh by xbost
	engineImportTXD ( skin, 92 )
	local skin = engineLoadTXD ( "skins/97.txd" ) -- easterboy by Slothman
	engineImportTXD ( skin, 97 )
	local skin = engineLoadTXD ( "skins/105.txd" ) --Scarred Grove Gangster by Wall-E
	engineImportTXD ( skin, 105 )
	local skin = engineLoadTXD ( "skins/107.txd" ) --ripped and slashed grove by Wall-E
	engineImportTXD ( skin, 107 )
	local skin = engineLoadTXD ( "skins/108.txd" ) -- skeleton thug by Deixell
	engineImportTXD ( skin, 108 )
	local skin = engineLoadTXD ( "skins/111.txd" ) --Frank West from dead rising (nonzombie) by Slothman
	engineImportTXD ( skin, 111 )
	local skin = engineLoadTXD ( "skins/126.txd" ) -- bullet ridden wiseguy by Slothman
	engineImportTXD ( skin, 126 )
	local skin = engineLoadTXD ( "skins/127.txd" ) --flyboy from dawn of the dead by Slothman
	engineImportTXD ( skin, 127 )
	local skin = engineLoadTXD ( "skins/128.txd" ) --holy native by Slothman
	engineImportTXD ( skin, 128 )
	local skin = engineLoadTXD ( "skins/152.txd" ) --bitten schoolgirl by Slothman
	engineImportTXD ( skin, 152 )
	local skin = engineLoadTXD ( "skins/162.txd" ) --shirtless redneck by Slothman
	engineImportTXD ( skin, 162 )
	local skin = engineLoadTXD ( "skins/167.txd" ) --dead chickenman by 50p
	engineImportTXD ( skin, 167 )
	local skin = engineLoadTXD ( "skins/188.txd" ) --burnt greenshirt by Slothman
	engineImportTXD ( skin, 188 )
	local skin = engineLoadTXD ( "skins/192.txd" ) --Alice from resident evil (nonzombie) by Slothman
	engineImportTXD ( skin, 192 )
	local skin = engineLoadTXD ( "skins/195.txd" ) --bloody ex by Slothman
	engineImportTXD ( skin, 195 )
	local skin = engineLoadTXD ( "skins/206.txd" ) -- faceless zombie by Slothman
	engineImportTXD ( skin, 206 )
	local skin = engineLoadTXD ( "skins/209.txd" ) --Noodle vendor by 50p
	engineImportTXD ( skin, 209 )
	local skin = engineLoadTXD ( "skins/212.txd" ) --brainy hobo by Slothman
	engineImportTXD ( skin, 212 )
	local skin = engineLoadTXD ( "skins/229.txd" ) --infected tourist by Slothman
	engineImportTXD ( skin, 229 )
	local skin = engineLoadTXD ( "skins/230.txd" ) --will work for brains hobo by Slothman
	engineImportTXD ( skin, 230 )
	local skin = engineLoadTXD ( "skins/258.txd" ) --bloody sided suburbanite by Slothman
	engineImportTXD ( skin, 258 )
	local skin = engineLoadTXD ( "skins/264.txd" ) --scary clown by 50p
	engineImportTXD ( skin, 264 )
	local skin = engineLoadTXD ( "skins/274.txd" ) --Ash Williams (nonzombie) by Slothman
	engineImportTXD ( skin, 274 )
	local skin = engineLoadTXD ( "skins/277.txd" ) -- gutted firefighter by Wall-E
	engineImportTXD ( skin, 277 )
	local skin = engineLoadTXD ( "skins/280.txd" ) --infected cop by Lordy
	engineImportTXD ( skin, 280 )
	local skin = engineLoadTXD ( "skins/287.txd" ) --torn army by Deixell
	engineImportTXD ( skin, 287 )
end

--UPDATES PLAYERS COUNT OF AGGRESIVE ZOMBIES
addEventHandler ( "onClientElementDataChange", getRootElement(),
function ( dataName )
	if getElementType ( source ) == "ped" and dataName == "status" then
		local thestatus = (getElementData ( source, "status" ))
		if (thestatus == "idle") or (thestatus == "dead") then		
			for k, ped in pairs( myZombies ) do
				if ped == source and (getElementData (ped, "zombie") == true) then
					setElementData ( ped, "target", nil )
					table.remove( myZombies, k)
					setElementData ( getLocalPlayer(), "dangercount", tonumber(table.getn( myZombies )) )
				end
			end
		end
	end
end )

--MAKES A ZOMBIE JUMP
addEvent( "Zomb_Jump", true )
function Zjump ( ped )
	if (isElement(ped)) then
		setPedControlState( ped, "jump", true )
		setTimer ( function (ped) if ( isElement ( ped ) ) then setPedControlState ( ped, "jump", false) end end, 800, 1, ped )
	end
end
addEventHandler( "Zomb_Jump", getRootElement(), Zjump )

--MAKES A ZOMBIE PUNCH
addEvent( "Zomb_Punch", true )
function Zpunch ( ped )
	if (isElement(ped)) then
		setPedControlState( ped, "fire", true )
		setTimer ( function (ped) if ( isElement ( ped ) ) then setPedControlState ( ped, "fire", false) end end, 800, 1, ped )
	end
end
addEventHandler( "Zomb_Punch", getRootElement(), Zpunch )

--MAKES A ZOMBIE STFU
addEvent( "Zomb_STFU", true )
function Zstfu ( ped )
	if (isElement(ped)) then
		setPedVoice(ped, "PED_TYPE_DISABLED")
	end
end
addEventHandler( "Zomb_STFU", getRootElement(), Zstfu )

--MAKES A ZOMBIE MOAN
addEvent( "Zomb_Moan", true )
function Zmoan ( ped, randnum )
	if (isElement(ped)) then
		local Zx,Zy,Zz = getElementPosition( ped )
		local sound = playSound3D("sounds/mgroan"..randnum..".ogg", Zx, Zy, Zz, false)
		setSoundMaxDistance(sound, 20)
	end
end
addEventHandler( "Zomb_Moan", getRootElement(), Zmoan )

--ZOMBIE HEADSHOTS TO ALL BUT HELMETED ZOMBIES
function zombiedamaged ( attacker, weapon, bodypart )
	if getElementType ( source ) == "ped" then
		if (getElementData (source, "zombie") == true) then
			if ( bodypart == 9 ) then
				helmeted = "no"
				local zskin = getElementModel ( source )
				for k, skin in pairs( helmetzombies ) do
					if skin == zskin then
						helmeted = "yes"
					end
				end
				if helmeted == "no" then
					triggerServerEvent ("headboom", source, source, attacker, weapon, bodypart )
				end
			end
		end
	end
end
addEventHandler ( "onClientPedDamage", getRootElement(), zombiedamaged )

function zombiedkilled(killer, weapon, bodypart)
	if getElementType ( source ) == "ped" then
		if (getElementData (source, "zombie") == true) then
			setElementCollisionsEnabled(source, false)
		end
	end
end
addEventHandler ( "onClientPedWasted", getRootElement(), zombiedkilled )

--CAUSES MORE DAMAGE TO PLAYER WHEN ATTACKED BY A ZOMBIE
function zombieattack ( attacker, weapon, bodypart )
	if (attacker) then
		if getElementType ( attacker ) == "ped" then
			if (getElementData (attacker, "zombie") == true) then
				local playerHealth = getElementHealth ( getLocalPlayer() )
				if playerHealth > 15 then
					setElementHealth ( source, playerHealth - 15 )
				else
					triggerServerEvent ("playereaten", source, source, attacker, weapon, bodypart )
				end
			end
		end
	end
end
addEventHandler ( "onClientPlayerDamage", getLocalPlayer(), zombieattack )

--WOOD GUI
function showwoodpic ( theElement, matchingDimension )
	if ( theElement == getLocalPlayer() ) and (getElementData ( source, "purpose" ) == "zombiewood" ) then
		guiSetVisible ( woodpic, true )
	end
end
addEventHandler ( "onClientColShapeHit", getRootElement(), showwoodpic )

function hidewoodpic ( theElement, matchingDimension )
	if ( theElement == getLocalPlayer() ) and (getElementData ( source, "purpose" ) == "zombiewood" ) then
		guiSetVisible ( woodpic, false )
	end
end
addEventHandler ( "onClientColShapeLeave", getRootElement(), hidewoodpic )

--ZOMBIES ATTACK FROM BEHIND AND GUI STUFF
function movethroatcol ()
	local screenWidth, screenHeight = guiGetScreenSize()
	local dcount = tostring(table.getn( myZombies ))
	dxDrawText( dcount, screenWidth-40, screenHeight -50, screenWidth, screenHeight, tocolor ( 0, 0, 0, 255 ), 1.44, "pricedown" )
	dxDrawText( dcount, screenWidth-42, screenHeight -52, screenWidth, screenHeight, tocolor ( 255, 255, 255, 255 ), 1.4, "pricedown" )
	
	if isElement(throatcol) then
		local playerrot = getPedRotation ( getLocalPlayer () )
		local radRot = math.rad ( playerrot )
		local radius = 1
		local px,py,pz = getElementPosition( getLocalPlayer () )
		local tx = px + radius * math.sin(radRot)
		local ty = py + -(radius) * math.cos(radRot)
		local tz = pz
		setElementPosition ( throatcol, tx, ty, tz )
	end
end
addEventHandler ( "onClientRender", getRootElement(), movethroatcol )

function choketheplayer ( theElement, matchingDimension )
	if getElementType ( theElement ) == "ped" and ( isPlayerDead ( getLocalPlayer () ) == false ) then
        if ( getElementData ( theElement, "target" ) == getLocalPlayer () ) and (getElementData (theElement, "zombie") == true) then
			local px,py,pz = getElementPosition( getLocalPlayer () )
			setTimer ( checkplayermoved, 6000, 1, theElement, px, py, pz)
		end
    end
end
addEventHandler ( "onClientColShapeHit", getRootElement(), choketheplayer )

function checkplayermoved (zomb, px, py, pz)
	if (isElement(zomb)) then
		local nx,ny,nz = getElementPosition( getLocalPlayer () )
		local distance = (getDistanceBetweenPoints3D (px, py, pz, nx, ny, nz))
		if (distance < .7) and ( isPlayerDead ( getLocalPlayer () ) == false ) then
			setElementData ( zomb, "status", "throatslashing" )
		end
	end
end

--ALERTS ANY IDLE ZOMBIES WITHIN A RADIUS OF 10 WHEN GUNSHOTS OCCUR OR OTHER ZOMBIES GET ALERTED
function zombieradiusalert (theElement)
	local Px,Py,Pz = getElementPosition( theElement )
	local zombies = getElementsByType ( "ped" )
	for theKey,theZomb in ipairs(zombies) do
		if (isElement(theZomb)) then
			if (getElementData (theZomb, "zombie") == true) then
				if ( getElementData ( theZomb, "status" ) == "idle" ) then
					local Zx,Zy,Zz = getElementPosition( theZomb )
					local distance = (getDistanceBetweenPoints3D (Px, Py, Pz, Zx, Zy, Zz))
					if (distance < 10) and ( isPlayerDead ( getLocalPlayer () ) == false ) then
						isthere = "no"
						for k, ped in pairs( myZombies ) do
							if ped == theZomb then
								isthere = "yes"
							end
						end
						if isthere == "no" and (getElementData (getLocalPlayer (), "zombie") ~= true) then
							if (getElementType ( theElement ) == "ped") then
								local isclear = isLineOfSightClear (Px, Py, Pz, Zx, Zy, Zz, true, false, false, true, false, false, false) 
								if (isclear == true) then
									setElementData ( theZomb, "status", "chasing" )
									setElementData ( theZomb, "target", getLocalPlayer () )
									table.insert( myZombies, theZomb ) --ADDS ZOMBIE TO PLAYERS COLLECTION
								end
							else
								setElementData ( theZomb, "status", "chasing" )
								setElementData ( theZomb, "target", getLocalPlayer () )
								table.insert( myZombies, theZomb ) --ADDS ZOMBIE TO PLAYERS COLLECTION
							end
						end
					end
				end
			end
		end
	end
end

function shootingnoise ( weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
	if alertspacer ~= 1 then
		if (weapon == 9) then
			alertspacer = 1
			setTimer ( resetalertspacer, 5000, 1 )
			zombieradiusalert(getLocalPlayer ())
		elseif (weapon > 21) and (weapon ~= 23) then
			alertspacer = 1
			setTimer ( resetalertspacer, 5000, 1 )
			zombieradiusalert(getLocalPlayer ())
		end
	end
	if hitElement then
		if (getElementType ( hitElement ) == "ped") then
			if (getElementData (hitElement, "zombie") == true) then			
				isthere = "no"
				for k, ped in pairs( myZombies ) do
					if ped == hitElement then
						isthere = "yes"
					end
				end
				if isthere == "no" and (getElementData (getLocalPlayer (), "zombie") ~= true) then
					setElementData ( hitElement, "status", "chasing" )
					setElementData ( hitElement, "target", getLocalPlayer () )
					table.insert( myZombies, hitElement ) --ADDS ZOMBIE TO PLAYERS COLLECTION
					zombieradiusalert (hitElement)
				end
			end
		end
	end
end
addEventHandler ( "onClientPlayerWeaponFire", getLocalPlayer (), shootingnoise )

function resetalertspacer ()
	alertspacer = nil
end

function choketheplayer ( theElement, matchingDimension )
	if getElementType ( theElement ) == "ped" and ( isPlayerDead ( getLocalPlayer () ) == false ) and (getElementData (theElement , "zombie") == true) then
        if ( getElementData ( theElement, "target" ) == getLocalPlayer () ) then
			local px,py,pz = getElementPosition( getLocalPlayer () )
			setTimer ( checkplayermoved, 6000, 1, theElement, px, py, pz)
		end
    end
end

addEvent( "Spawn_Placement", true )
function Spawn_Place(xcoord, ycoord)
	local x,y,z = getElementPosition( getLocalPlayer() )
	local posx = x+xcoord
	local posy = y+ycoord
	local gz = getGroundPosition ( posx, posy, z+100 )
	triggerServerEvent ("onZombieSpawn", getLocalPlayer(), posx, posy, gz+10 )
end
addEventHandler("Spawn_Placement", getRootElement(), Spawn_Place)

 

Merci d'avance

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Bonjour,

Il me faudrait la fonction complète qui fait un triggerClientEvent("Spawn_Placement" blabla)

La solution rapide (mais dégueulasse) serait de remplacer la dernière fonction par:

addEvent( "Spawn_Placement", true )
function Spawn_Place(xcoord, ycoord)
	local x,y,z = getElementPosition( getLocalPlayer() )
	local gz = getGroundPosition ( x, y, z+100 )
	triggerServerEvent ("onZombieSpawn", getLocalPlayer(), x, y, gz+10 )
end
addEventHandler("Spawn_Placement", getRootElement(), Spawn_Place)

Mais ça va faire tomber le zombie sur la tête du joueur donc il faudrait comprendre à comment sont calculés xcoord et ycoord.

C'est peut-être des spawn prédéfinis que tu peux peut-être modifier.

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Voila ce que j'ai côté server (juste la partie ou spawn_placement internvient)

addEvent( "onZombieSpawn", true )
function RanSpawn_Z ( gx, gy, gz, rot)
	local safezone = 0
	local allradars = getElementsByType("radararea")
	for theKey,theradar in ipairs(allradars) do
		if getElementData(theradar, "zombieProof") == true then
			if isInsideRadarArea ( theradar, gx, gy ) then
				safezone = 1
			end
		end
	end
	if safezone == 0 then
		if table.getn ( everyZombie ) < newZombieLimit then
			if not rot then
				rot = math.random (1,359)
			end
			randomZskin = math.random ( 1, table.getn ( ZombiePedSkins ) )			
			local zomb = createPed( tonumber( ZombiePedSkins[randomZskin] ), gx, gy, gz )
			if zomb ~= false then
				setElementData ( zomb, "zombie", true  )
				table.insert( everyZombie, zomb )	
				setTimer ( function (zomb, rot) if ( isElement ( zomb ) ) then setPedRotation ( zomb, rot ) end end, 500, 1, zomb, rot )
				setTimer ( function (zomb) if ( isElement ( zomb ) ) then setPedAnimation ( zomb, "ped", chaseanim, -1, true, true, true ) end end, 1000, 1, zomb )
				setTimer ( function (zomb) if ( isElement ( zomb ) ) then setElementData ( zomb, "status", "idle" ) end end, 2000, 1, zomb )
				triggerClientEvent ( "Zomb_STFU", getRootElement(), zomb )
			end
		end
	end
end
addEventHandler( "onZombieSpawn", getRootElement(), RanSpawn_Z )


--SPAWNS ZOMBIES RANDOMLY NEAR PLAYERS
function SpawnZombie ()
	local pacecount = 0
	while pacecount < 5 do	--4 ZOMBIES AT A TIME TO PREVENT FPS DROP
		if (table.getn( everyZombie )+pacecount < newZombieLimit ) and (ZombieStreaming == 1) then	
			local xcoord = 0
			local ycoord = 0
			local xdirection = math.random(1,2)
			if xdirection == 1 then
				xcoord = math.random(15,40)
			else
				xcoord = math.random(-40,-15)
			end
			local ydirection = math.random(1,2)
			if ydirection == 1 then
				ycoord = math.random(30,80)
			else
				ycoord = math.random(-80,-30)
			end
			local liveplayers = getAlivePlayers ()
			if (table.getn( liveplayers ) > 0 ) then
				local lowestcount = 99999
				local lowestguy = nil
				for PKey,thePlayer in ipairs(liveplayers) do
					if isElement(thePlayer) then
						if (getElementData (thePlayer, "dangercount")) and (getElementData(thePlayer, "zombieProof") ~= true) and (getElementData(thePlayer, "alreadyspawned" ) == true) then
							if (getElementData (thePlayer, "dangercount") < lowestcount) then
								local safezone = 0
								local gx, gy, gz = getElementPosition( thePlayer )
								local allradars = getElementsByType("radararea")
								for theKey,theradar in ipairs(allradars) do
									if getElementData(theradar, "zombieProof") == true then
										if isInsideRadarArea ( theradar, gx, gy ) then
											safezone = 1
										end
									end
								end
								if safezone == 0 then
									lowestguy = thePlayer
									lowestcount = getElementData (thePlayer, "dangercount")
								end
							end
						end
					end
				end
				pacecount = pacecount+1
				if isElement(lowestguy) then
					triggerClientEvent ( "Spawn_Placement", lowestguy, ycoord, xcoord )
				else
					pacecount = pacecount+1
				end
			else
				pacecount = pacecount+1
			end
		else
			pacecount = pacecount+1
		end
	end
end

 

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Hmmm normalement le code devrait faire spawn les zombie sur la map et pas en-dessous à condition que le joueur soit sur la map et pas en-dessous (et que la map a bien une collision pour le sol à l'endroit du spawn (random autour du joueur)).

Si le joueur ne spawn pas tout de suite sur la map et que pendant ce laps de temps le joueur est considéré comme en-dessous de la map (genre un panel de login ou autre), les zombies vont spawn sous la map.

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Mhh.... je vois , pour régler se soucis tu me conseille quoi ?

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Effectivement c'est le cas sur certaine zone il spawn sur la map et d'autre zpne sous la map....

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Donc c'est un problème de collision ou alors t'as un panel de connexion ou un truc du genre ?

Edited by Citizen

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Pas de soucis de collision sur la map enfaite avec le panel je spawn sur la map pas de soucis

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Ça ne m'aide pas, je ne sais toujours pas ce qui se passe quand tu te connectes sur le serveur: est-ce que tu spawns tout de suite ou il y a t'il une voir plusieurs étapes ?

Utilise ce code pour débuguer le timing (server-side):

function round(num, precision)
   return math.floor(num*math.pow(10,precision)+0.5) / math.pow(10,precision)
end
addEventHandler("onPlayerSpawn", root, function ()
	local x, y, z = getElementPosition(source)
	outputChatBox("J'ai spawn à x:"..round(x, 3)..", y:"..round(y, 3)..", z:"..round(z, 3))
end)

addEvent( "onZombieSpawn", true )
addEventHandler("onPlayerSpawn", root, function (x, y, z)
	outputChatBox("Zombie spawned pour "..getPlayerName(source).." à x:"..round(x, 3)..", y:"..round(y, 3)..", z:"..round(z, 3))
	x, y, z = getElementPosition(source)
	outputChatBox(" alors qu'il est à x:"..round(x, 3)..", y:"..round(y, 3)..", z:"..round(z, 3))
end)

Je n'ai pas testé le code, remonte moi les erreurs si tu en as.

Le test à faire:

  1. Redémarrer le serveur complètement et avec mon code
  2. Se connecter au serveur
  3. Spawn quelque part sur ta map (il y aura un message lorsque tu spawn)
  4. Attends un peu que d'autres zombies spawn (il y aura un message lorsqu'un zombie spawn)
  5. Me copier la chatbox (ou me mettre un screenshot) en réponse.
Edited by Citizen

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20 minutes ago, Citizen said:

le timing (server-side):

 

Edited by Citizen

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