zONEz Posted May 3, 2021 Share Posted May 3, 2021 function respawnDeadPlayer() setPedAnimation(source, CRACK, crckdeth1, 9000, true) outputChatBox("Yaralandin!!!",source,255,0,0) fadeCamera(source, false, 7) setTimer(respawnPlayerAfterDied, 10000, 1,source) end addEventHandler("onPlayerWasted", root, respawnDeadPlayer) function respawnPlayerAfterDied(p) local x,y,z = getElementPosition(thePlayer) spawnPlayer(posX="x" posY="y" posZ="z") fadeCamera(p, true, 5) outputChatBox("Tedavi oldun, hadi yine iyisin.",p,255,0,0) end I've took this code from the one of the topic from the this forum. I've made, few kind of changes in it. (Pls let me know or debug the code if i have a problem in the code) On the "Play" gamemode when the play dies, this code works and timing is works but when spawning section comes, player spawns on LS hospital and warps to another location. I think, play spawning 2 times. I want the when player dies, player re spawns on his death location. How can i, disable the "Play" gamemode respawning function? Link to comment
SpecT Posted May 3, 2021 Share Posted May 3, 2021 Hello and welcome to the Forums! To disable the respawn function in "play" gamemode ( resources/[gamemodes]/play ) you will have to edit the broph.lua file. You can simply comment/remove the 5 lines where the even handler is added. addEventHandler("onPlayerWasted", root, function() --setTimer(spawn, 1800, 1, source) -- you can comment it like this to prevent it from running end ) Also in your function respawnPlayerAfterDied the arguments in the spawnPlayer function are wrong. Please check the wiki documentation. It should be something like this: function respawnPlayerAfterDied(p) local x,y,z = getElementPosition(p) -- changed from "thePlayer" to "p" spawnPlayer(p, x, y, z) -- corrected the arguments fadeCamera(p, true, 5) outputChatBox("Tedavi oldun, hadi yine iyisin.",p,255,0,0) end 1 Link to comment
zONEz Posted May 4, 2021 Author Share Posted May 4, 2021 @SpecTThank you so much local vehiclesToSpawn = { } local spawnpoints = { {-11.054133415222,2329.2023925781,24.303375244141,90}, {-18.531280517578,2323.3835449219,24.303373336792,270}, {-27.869777679443,2321.8896484375,24.303373336792,0}, {-10.329539299011,2336.9331054688,24.303375244141,128}, } local vehicleDestroyTimers = {} local validSkins = {60} local playerVehicles = {} local function spawn(player) if player and isElement(player) then local x,y,z,r = unpack(spawnpoints[math.random(1,#spawnpoints)]) spawnPlayer(player,x+math.random(-3,3),y+math.random(-3,3),z,r,validSkins[math.random(1,#validSkins)],0,0) fadeCamera(player, true) setCameraTarget(player, player) end end local function onJoin() spawn(source) end local function destroyPlayerVehicles() local vehicles = playerVehicles[source] for _,vehicle in ipairs(vehicles) do if isElement(vehicle) then destroyElement(vehicle) end end playerVehicles[source] = nil end local function onEnter(player) local t = tonumber(get("vehicleRespawnTime")) or 60000 source.damageProof = false source.frozen = false local vehicledata = vehiclesToSpawn[source] setTimer(createNewVehicle,(t > 50 and t or 50),1,vehicledata) vehiclesToSpawn[source] = nil if not playerVehicles[player] then playerVehicles[player] = {} addEventHandler("onPlayerQuit",player,destroyPlayerVehicles) end table.insert(playerVehicles[player],source) removeEventHandler("onVehicleEnter",source,onEnter) end local function destroyVehicle(vehicle) if vehicle and isElement(vehicle) and getElementType(vehicle) == "vehicle" then destroyElement(vehicle) end end local function destroyTimer() if vehicleDestroyTimers[source] and isTimer(vehicleDestroyTimers[source]) then killTimer(vehicleDestroyTimers[source]) end removeEventHandler("onVehicleEnter",source,destroyTimer) end local function onExit() local t = tonumber(get("vehicleExpireTime")) or 600000 vehicleDestroyTimers[source] = setTimer(destroyVehicle,(t > 50 and t or 50),1,source) addEventHandler("onVehicleEnter",source,destroyTimer) end function createNewVehicle(vehicledata) local m,x,y,z,r = unpack(vehicledata) local vehicle = Vehicle(m,x,y,z,0,0,r) vehicle.damageProof = true vehicle.frozen = true vehiclesToSpawn[vehicle] = vehicledata addEventHandler("onVehicleEnter",vehicle,onEnter) addEventHandler("onVehicleExit",vehicle,onExit) end local function initScript() resetMapInfo() local players = getElementsByType("player") for _,player in ipairs(players) do spawn(player) end for _,vehicledata in ipairs(vehiclesToSpawn) do createNewVehicle(vehicledata) end addEventHandler("onPlayerJoin",root,onJoin) addEventHandler("onPlayerWasted",root,onWasted) end addEventHandler("onResourceStart",resourceRoot,initScript) My broph.lua's original codes are like this. When i edit it as you say, it becomes like this; local vehiclesToSpawn = { } local spawnpoints = { {-11.054133415222,2329.2023925781,24.303375244141,90}, {-18.531280517578,2323.3835449219,24.303373336792,270}, {-27.869777679443,2321.8896484375,24.303373336792,0}, {-10.329539299011,2336.9331054688,24.303375244141,128}, } local vehicleDestroyTimers = {} local validSkins = {60} local playerVehicles = {} local function spawn(player) if player and isElement(player) then local x,y,z,r = unpack(spawnpoints[math.random(1,#spawnpoints)]) spawnPlayer(player,x+math.random(-3,3),y+math.random(-3,3),z,r,validSkins[math.random(1,#validSkins)],0,0) fadeCamera(player, true) setCameraTarget(player, player) end end local function onJoin() spawn(source) end local function destroyPlayerVehicles() local vehicles = playerVehicles[source] for _,vehicle in ipairs(vehicles) do if isElement(vehicle) then destroyElement(vehicle) end end playerVehicles[source] = nil end local function onEnter(player) local t = tonumber(get("vehicleRespawnTime")) or 60000 source.damageProof = false source.frozen = false local vehicledata = vehiclesToSpawn[source] setTimer(createNewVehicle,(t > 50 and t or 50),1,vehicledata) vehiclesToSpawn[source] = nil if not playerVehicles[player] then playerVehicles[player] = {} addEventHandler("onPlayerQuit",player,destroyPlayerVehicles) end table.insert(playerVehicles[player],source) removeEventHandler("onVehicleEnter",source,onEnter) end local function destroyVehicle(vehicle) if vehicle and isElement(vehicle) and getElementType(vehicle) == "vehicle" then destroyElement(vehicle) end end local function destroyTimer() if vehicleDestroyTimers[source] and isTimer(vehicleDestroyTimers[source]) then killTimer(vehicleDestroyTimers[source]) end removeEventHandler("onVehicleEnter",source,destroyTimer) end local function onExit() local t = tonumber(get("vehicleExpireTime")) or 600000 vehicleDestroyTimers[source] = setTimer(destroyVehicle,(t > 50 and t or 50),1,source) addEventHandler("onVehicleEnter",source,destroyTimer) end function createNewVehicle(vehicledata) local m,x,y,z,r = unpack(vehicledata) local vehicle = Vehicle(m,x,y,z,0,0,r) vehicle.damageProof = true vehicle.frozen = true vehiclesToSpawn[vehicle] = vehicledata addEventHandler("onVehicleEnter",vehicle,onEnter) addEventHandler("onVehicleExit",vehicle,onExit) end local function initScript() resetMapInfo() local players = getElementsByType("player") for _,player in ipairs(players) do spawn(player) end for _,vehicledata in ipairs(vehiclesToSpawn) do createNewVehicle(vehicledata) end addEventHandler("onPlayerJoin",root,onJoin) addEventHandler("onPlayerWasted", root, function() --setTimer(spawn, 1800, 1, source) -- you can comment it like this to prevent it from running end ) end addEventHandler("onResourceStart",resourceRoot,initScript) But my player is still respwaning on the LS hospital. function respawnPlayerAfterDied(p) local x,y,z = getElementPosition(p) -- changed from "thePlayer" to "p" spawnPlayer(p, x, y, z) -- corrected the arguments fadeCamera(p, true, 5) outputChatBox("Tedavi oldun, hadi yine iyisin.",p,255,0,0) end I've add this script though. 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SpecT Posted May 4, 2021 Share Posted May 4, 2021 (edited) Hey, Sorry about the incorrect info about the broph.lua file. I had an older version of the play resource. This should be the code of broph.lua : local vehiclesToSpawn = { } local spawnpoints = { {-11.054133415222,2329.2023925781,24.303375244141,90}, {-18.531280517578,2323.3835449219,24.303373336792,270}, {-27.869777679443,2321.8896484375,24.303373336792,0}, {-10.329539299011,2336.9331054688,24.303375244141,128}, } local vehicleDestroyTimers = {} local validSkins = {60} local playerVehicles = {} local function spawn(player) if player and isElement(player) then local x,y,z,r = unpack(spawnpoints[math.random(1,#spawnpoints)]) spawnPlayer(player,x+math.random(-3,3),y+math.random(-3,3),z,r,validSkins[math.random(1,#validSkins)],0,0) fadeCamera(player, true) setCameraTarget(player, player) end end local function onJoin() spawn(source) end local function onWasted() local t = tonumber(get("playerRespawnTime")) or 5000 setTimer(spawn,(t > 50 and t or 50),1,source) end local function destroyPlayerVehicles() local vehicles = playerVehicles[source] for _,vehicle in ipairs(vehicles) do if isElement(vehicle) then destroyElement(vehicle) end end playerVehicles[source] = nil end local function onEnter(player) local t = tonumber(get("vehicleRespawnTime")) or 60000 source.damageProof = false source.frozen = false local vehicledata = vehiclesToSpawn[source] setTimer(createNewVehicle,(t > 50 and t or 50),1,vehicledata) vehiclesToSpawn[source] = nil if not playerVehicles[player] then playerVehicles[player] = {} addEventHandler("onPlayerQuit",player,destroyPlayerVehicles) end table.insert(playerVehicles[player],source) removeEventHandler("onVehicleEnter",source,onEnter) end local function destroyVehicle(vehicle) if vehicle and isElement(vehicle) and getElementType(vehicle) == "vehicle" then destroyElement(vehicle) end end local function destroyTimer() if vehicleDestroyTimers[source] and isTimer(vehicleDestroyTimers[source]) then killTimer(vehicleDestroyTimers[source]) end removeEventHandler("onVehicleEnter",source,destroyTimer) end local function onExit() local t = tonumber(get("vehicleExpireTime")) or 600000 vehicleDestroyTimers[source] = setTimer(destroyVehicle,(t > 50 and t or 50),1,source) addEventHandler("onVehicleEnter",source,destroyTimer) end function createNewVehicle(vehicledata) local m,x,y,z,r = unpack(vehicledata) local vehicle = Vehicle(m,x,y,z,0,0,r) vehicle.damageProof = true vehicle.frozen = true vehiclesToSpawn[vehicle] = vehicledata addEventHandler("onVehicleEnter",vehicle,onEnter) addEventHandler("onVehicleExit",vehicle,onExit) end local function initScript() resetMapInfo() local players = getElementsByType("player") for _,player in ipairs(players) do spawn(player) end for _,vehicledata in ipairs(vehiclesToSpawn) do createNewVehicle(vehicledata) end addEventHandler("onPlayerJoin",root,onJoin) -- addEventHandler("onPlayerWasted",root,onWasted) -- commenting this will stop respawning the player end addEventHandler("onResourceStart",resourceRoot,initScript) It should work just fine now. Edited May 4, 2021 by SpecT Link to comment
zONEz Posted May 5, 2021 Author Share Posted May 5, 2021 Player is still spawning on LS hospital. function respawnDeadPlayer() setPedAnimation(source, CRACK, crckdeth1, 9000, true) outputChatBox("Yaralandin!!!",source,255,0,0) fadeCamera(source, false, 7) setTimer(respawnPlayerAfterDied, 10000, 1,source) end addEventHandler("onPlayerWasted", root, respawnDeadPlayer) function respawnPlayerAfterDied(p) local x,y,z = getElementPosition(p) -- changed from "thePlayer" to "p" spawnPlayer(p, x, y, z) -- corrected the arguments fadeCamera(p, true, 5) outputChatBox("Tedavi oldun, hadi yine iyisin.",p,255,0,0) end That's my .lua code for respawning side. broph.lua file is same as your file. What is wrong? Link to comment
SpecT Posted May 5, 2021 Share Posted May 5, 2021 I just tested it and it works fine. Player gets respawned after 10 seconds at the place of death. If it keeps spawning ONLY at the LS hospital then you probably have a script running which does that. 1 Link to comment
zONEz Posted May 5, 2021 Author Share Posted May 5, 2021 SOLVED!!! THX SO MUCH MAN @SpecT 1 Link to comment
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