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[HELP] Money at zombie death


Galactix

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Hello, I am using a zombie script and I started using a damage multiplier resource that uses the setElementHealth function.

The problem is that now my zombies do not give money at death anymore as the game doesn't consider that a player killed the ped.

I'm using this code to reward money at zombie death:

addEvent("onZombieWasted",true)
addEventHandler("onZombieWasted",root,
function (attacker)
    givePlayerMoney(attacker,math.random(75,150))   -- default 50$
end)	

Is there any kind of variable or function that would allow me to give money to the last person that hit the zombie before it dies?

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function deanimated( ammo, attacker, weapon, bodypart )
	if (attacker) then
		if (getElementType ( attacker ) == "player") and (getElementType ( source ) == "ped") then
			if (getElementData (source, "zombie") == true) then
				local oldZcount = getElementData ( attacker, "Zombie kills" )
				if oldZcount ~= false then
					setElementData ( attacker, "Zombie kills", oldZcount+1  )
					triggerEvent ( "onZombieWasted", source, attacker, weapon, bodypart )
				else
					setElementData ( attacker, "Zombie kills", 1  )
					triggerEvent ( "onZombieWasted", source, attacker, weapon, bodypart )				
				end
			end
		end
	end

end
addEventHandler("onPedWasted", resourceRoot, deanimated)

This function is the one that trigger the event

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You can just make a function rather than making an event since they're both on the server side.

function onZombieWasted (attacker)
	if (isElement( attacker )) then
    	givePlayerMoney(attacker,math.random(75,150))   -- default 50$
    end
end	

function deanimated( ammo, attacker, weapon, bodypart )
	if (attacker) then
		if (getElementType ( attacker ) == "player") and (getElementType ( source ) == "ped") then
			if (getElementData (source, "zombie") == true) then
				local oldZcount = getElementData ( attacker, "Zombie kills" )
				if oldZcount ~= false then
					setElementData ( attacker, "Zombie kills", oldZcount+1  )
				else
					setElementData ( attacker, "Zombie kills", 1  )		
				end
				onZombieWasted ( attacker )
			end
		end
	end

end
addEventHandler("onPedWasted", resourceRoot, deanimated)

You might wanna add a check to the weapon used, to avoid abuse

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It does like before: sometimes it gives money when the damage dealt isn't too high, but with headshots it just doesn't give any money because the damage is too high.

 

Here's the code I'm using for the dmg multiplier 

local weaponTable = {
-- populate this list by adding weapons:
-- [weap_id] = { torso, ass, left_arm, right_arm, left_leg, right_leg, head }
 [22] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
  [23] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
   [24] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
    [25] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
	 [26] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
	  [27] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
	   [28] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
	    [29] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
		 [30] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
		  [31] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
		   [32] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
		    [33] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5},
			 [34] = { 1.25, 0.75, 0.75, 0.75, 0.75, 0.75, 1.5}
				 
}

local weaponDmg = {
[22] = {25}, --colt
 [23] = {40}, --silenced
  [24] = {70}, --deagle
   [25] = {10}, --shotgun
    [26] = {10}, --sawed-off
     [27] = {15}, --spaz
	  [28] = {20}, --uzi
	   [29] = {25}, --mp5
	    [30] = {30}, --ak47
		 [31] = {30}, --m4
		  [32] = {20}, --tec9
		   [33] = {75}, --rifle
			[34] = {125} --sniper rifle
}


addEvent( "onZombieDamage", true )
function Zheadhit ( ped,attacker, weapon, bodypart)
    if (getElementData (ped, "zombie") == true) then
        local bodyPartsDamageTable = weaponTable[ getPedWeapon (attacker) ] 
		local weaponDmgTable = weaponDmg [ getPedWeapon (attacker)]
        if getElementType(attacker) == "player" and bodyPartsDamageTable  then
            local damageMultiplier = bodyPartsDamageTable [ bodypart - 2]
            setElementHealth ( ped, getElementHealth(ped) -  (damageMultiplier * weaponDmgTable [1] ) )
        end 
    end
end
addEventHandler( "onZombieDamage", getRootElement(), Zheadhit )

 

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That function clearly triggers

addEventHandler("onPedWasted", resourceRoot, deanimated)

onPedWasted, the Wasted part means the ped is dead, thus, it triggers when the Zombie is dead.

You should make a different event/function onPedDamage

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Your code looks fine to me, how about you test this code:

addEvent("onZombieWasted",true)
addEventHandler("onZombieWasted",root,
function (attacker)
    outputChatBox ("onZombieWasted event triggered, attacker is: "..getPlayerName(attacker))
    givePlayerMoney(attacker,math.random(75,150))   -- default 50$
end)    

function deanimated( ammo, attacker, weapon, bodypart )
    if (attacker) then
        if (getElementType ( attacker ) == "player") and (getElementType ( source ) == "ped") then
            if (getElementData (source, "zombie") == true) then

                local oldZcount = getElementData ( attacker, "Zombie kills" )
                if oldZcount ~= false then
                    setElementData ( attacker, "Zombie kills", oldZcount+1  )
                else
                    setElementData ( attacker, "Zombie kills", 1  )             
                end

                outputChatBox ("Triggering onZombieWasted event now")
                triggerEvent ( "onZombieWasted", source, attacker, weapon, bodypart )
            end
        end
    else
        outputChatBox ("Ped died without an attacker")
    end

end
addEventHandler("onPedWasted", resourceRoot, deanimated)

When you kill a zombie, does it say "Ped died without an attacker..."? Also, you might want to check SP3CTR3's code.

Edited by Saml1er
  • Like 1
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Exact same problem...

I understood your code SP3CTR3 and tried to use it again for the second time, but it only counts less than half the kills I do, and same goes for your script Saml1er, it doesn't do it on every kill, but it does say the message when kills are counted.

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UPDATE: It seems that somehow the zombies that aren't considered killed by the player and which don't give any reward seem "alive", like their corpse keeps rotating in the player direction, but not the ones that do reward the player.

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All I want is the zombie to reward the player when it dies, I don't know nor care what event I'm using as long as it does what I want it to do. I've been trying to store values in the ped itself when it gets damaged so that it saves the player name when it gets hit so that when it dies it rewards the last player that hit the zombie gets the reward but I wasn't successful, so at this point I really don't know what to do...

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Thank you for your help everyone.

After hours spent trying to get this working I finally came up with a solution using a condition that checks if the damage dealt by the shot is higher than the remaining zombie health, it instantly kills it using killPed and rewards the player, which solved the problem of the damage dealt by setElementHealth being too high and actually making the script unable to detect any attacker.

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5 minutes ago, Galactix said:

Thank you for your help everyone.

After hours spent trying to get this working I finally came up with a solution using a condition that checks if the damage dealt by the shot is higher than the remaining zombie health, it instantly kills it using killPed and rewards the player, which solved the problem of the damage dealt by setElementHealth being too high and actually making the script unable to detect any attacker.

addEventHandler("onPedWasted", resourceRoot, deanimated)

Why do you have resourceRoot in there? since you put resourceRoot in there, it means if a zombie is created by any other resource, that kill won't be counted. To fix this, just replace resourceRoot with root, like this:

addEventHandler("onPedWasted", root, deanimated)

I understand, you were able to fix this problem by checking damage, but that's not something you should rely on. onPedWasted is the right event for this.

Edited by Saml1er
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Just now, Saml1er said:

addEventHandler("onPedWasted", resourceRoot, deanimated)

Why do you have resourceRoot in there? since you put resourceRoot in there, it means if a zombie is created by any other resource, that kill won't be counted. To fix this, just replace resourceRoot with root, like this:


addEventHandler("onPedWasted", root, deanimated)

 

Welp, maybe that was the issue then, but that's weird because even when I tried putting all the damage multiplier thingy without adding the condition that solved it into the zombie resource, it just wasn't working either somehow.

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