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Blocking weapons for ACL groups


KryngeerPL

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function lolTeam(Player) 
         local theTeam = getPlayerTeam(Player) 
         if theTeam == "Team Name" then 
         toggleControl("mouse1", true) 
else 
         toggleControl("mouse1", false) 
end 
end 
addEventHandler("onPlayerWeaponSwitch", root, lolTeam) 

Didn't have time to test it, hope it works.

Link to comment

Never would.

  
function lolTeam(_, weaponid) 
         local theTeam = getTeamName(getPlayerTeam(source)) 
         if theTeam and theTeam == "Team Name" and weaponid == yourWeaponId  then 
         toggleControl( source, "fire", true ) 
else 
         toggleControl( source, "fire", false ) 
end 
end 
addEventHandler("onPlayerWeaponSwitch", root, lolTeam) 
  

Edited by Guest
Link to comment
Never would.
  
function lolTeam(_, weaponid) 
         local theTeam = getTeamName(getPlayerTeam(source)) 
         if theTeam == "Team Name" and weaponid == yourWeaponId  then 
         toggleControl("fire", true) 
else 
         toggleControl("fire", false) 
end 
end 
addEventHandler("onPlayerWeaponSwitch", root, lolTeam) 
  

It doesn't work. First I add it for server side, but it cause this:

[2014-11-11 15:02:23] WARNING: forbidweapons\server.lua:2: Bad argument @ 'getTeamName' [Expected team at argument 1, got boolean] 
[2014-11-11 15:02:23] WARNING: forbidweapons\server.lua:6: Bad argument @ 'toggleControl' [Expected player at argument 1, got string 'fire'] 

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edit: see my edited code

There is no such thing as destroyObject. It's destroyElement.

Here you go

.

his function destroys an element and all elements within it in the hierarchy (its children, the children of those children etc). Player elements cannot be destroyed using this function. A player can only be removed from the hierarchy when they quit or are kicked. The root element also cannot be destroyed, however, passing the root as an argument will wipe all elements from the server, except for the players and clients, which will become direct descendants of the root node, and other elements that cannot be destroyed, such as resource root elements.

Players are not the only elements that cannot be deleted. This list also includes remote clients and console elements.

Note: As element ids are eventually recycled, always make sure you nil variables containing the element after calling this function

Syntax

bool destroyElement ( element elementToDestroy )

OOP Syntax

Note: This function is also a static function underneath the Element class.

Method: element:destroy()

Required Arguments

elementToDestroy: The element you wish to destroy.

Returns

Returns true if the element was destroyed successfully, false if either the element passed to it was invalid or it could not be destroyed for some other reason (for example, clientside destroyElement can't destroy serverside elements).

Example

Example 1: This example would destroy every element in the map, with the exception of players and the root element itself.

-- Find the root element (the element that contains all others)

root = getRootElement ()

-- Destroy all its children, except players.

destroyElement ( root )

Example 2: This example destroys all vehicles of the specified model:

function destroyVehiclesOfModel(modelID)

-- get a table of all the vehicles that exist and loop through it

local vehicles = getElementsByType("vehicle")

for i,v in ipairs(vehicles) do

-- if the vehicle's ID is the one provided, destroy it

if (getElementModel(v) == modelID) then

destroyElement(v)

end

end

end

destroyVehiclesOfModel(445)

Example 3: This example allows creation of claymores, which trigger and explode. When they explode, the colshape and object for the claymore are destroyed.

function createClaymore ( x,y,z, creator )

local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) -- create an object which looks like a claymore

local claymoreCol = createColSphere ( x, y, z, 1 ) -- create a col sphere with radius 1

setElementData ( claymoreCol, "object", claymoreObject ) -- store the object of the claymore

setElementData ( claymoreCol, "creatorPlayer", creator ) -- store the person who created it

addEventHandler ( "onColShapeHit", claymoreCol, claymoreHit ) -- add an event handler to the colshape

end

function claymoreHit ( thePlayer, matchingDimension )

-- retrieve the object associated to the claymore, and who created it

local claymoreObject = getElementData ( source, "object" )

local claymoreCreator = getElementData ( source, "creatorPlayer" )

-- get the position of the claymore

local x,y,z = getElementPosition ( source )

createExplosion ( x,y,z, 12, claymoreCreator ) -- create an explosion, associated to the creator, of a small size at the col's position

-- remove the event handler for the colshape

removeEventHandler ( "onColShapeHit", source, claymoreHit )

-- destroy the claymore object, and the col shape so it doesn't trigger again.

destroyElement ( claymoreObject )

destroyElement ( source )

end

Example 4: This example destroys all vehicles, regardless of ID, name, etc:

function allvehiclesaredoomed()

-- get a table of all the vehicles that exist and loop through it

vehicles = getElementsByType("vehicle")

for i,v in ipairs(vehicles) do

-- destroy every vehicle.

destroyElement(v)

end

end

--The command handler below will destroy all vehicles once

--you enter /vdoom in the chat box or vdoom in the game console.

addCommandHandler("vdoom", allvehiclesaredoomed)

--This is very useful if you use the freeroam resource and some

--heartless players start spawn spamming.

--You can also set it on a timer to have your server clear all

--vehicles ever 60 minutes, (1 hour). Timer below:

setTimer(allvehiclesaredoomed, 3600000, 0)

Your wiki is here!

note: I just copy pasted.!

Link to comment
There is no such thing as destroyObject. It's destroyElement.

Here you go

.

his function destroys an element and all elements within it in the hierarchy (its children, the children of those children etc). Player elements cannot be destroyed using this function. A player can only be removed from the hierarchy when they quit or are kicked. The root element also cannot be destroyed, however, passing the root as an argument will wipe all elements from the server, except for the players and clients, which will become direct descendants of the root node, and other elements that cannot be destroyed, such as resource root elements.

Players are not the only elements that cannot be deleted. This list also includes remote clients and console elements.

Note: As element ids are eventually recycled, always make sure you nil variables containing the element after calling this function

Syntax

bool destroyElement ( element elementToDestroy )

OOP Syntax

Note: This function is also a static function underneath the Element class.

Method: element:destroy()

Required Arguments

elementToDestroy: The element you wish to destroy.

Returns

Returns true if the element was destroyed successfully, false if either the element passed to it was invalid or it could not be destroyed for some other reason (for example, clientside destroyElement can't destroy serverside elements).

Example

Example 1: This example would destroy every element in the map, with the exception of players and the root element itself.

-- Find the root element (the element that contains all others)

root = getRootElement ()

-- Destroy all its children, except players.

destroyElement ( root )

Example 2: This example destroys all vehicles of the specified model:

function destroyVehiclesOfModel(modelID)

-- get a table of all the vehicles that exist and loop through it

local vehicles = getElementsByType("vehicle")

for i,v in ipairs(vehicles) do

-- if the vehicle's ID is the one provided, destroy it

if (getElementModel(v) == modelID) then

destroyElement(v)

end

end

end

destroyVehiclesOfModel(445)

Example 3: This example allows creation of claymores, which trigger and explode. When they explode, the colshape and object for the claymore are destroyed.

function createClaymore ( x,y,z, creator )

local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) -- create an object which looks like a claymore

local claymoreCol = createColSphere ( x, y, z, 1 ) -- create a col sphere with radius 1

setElementData ( claymoreCol, "object", claymoreObject ) -- store the object of the claymore

setElementData ( claymoreCol, "creatorPlayer", creator ) -- store the person who created it

addEventHandler ( "onColShapeHit", claymoreCol, claymoreHit ) -- add an event handler to the colshape

end

function claymoreHit ( thePlayer, matchingDimension )

-- retrieve the object associated to the claymore, and who created it

local claymoreObject = getElementData ( source, "object" )

local claymoreCreator = getElementData ( source, "creatorPlayer" )

-- get the position of the claymore

local x,y,z = getElementPosition ( source )

createExplosion ( x,y,z, 12, claymoreCreator ) -- create an explosion, associated to the creator, of a small size at the col's position

-- remove the event handler for the colshape

removeEventHandler ( "onColShapeHit", source, claymoreHit )

-- destroy the claymore object, and the col shape so it doesn't trigger again.

destroyElement ( claymoreObject )

destroyElement ( source )

end

Example 4: This example destroys all vehicles, regardless of ID, name, etc:

function allvehiclesaredoomed()

-- get a table of all the vehicles that exist and loop through it

vehicles = getElementsByType("vehicle")

for i,v in ipairs(vehicles) do

-- destroy every vehicle.

destroyElement(v)

end

end

--The command handler below will destroy all vehicles once

--you enter /vdoom in the chat box or vdoom in the game console.

addCommandHandler("vdoom", allvehiclesaredoomed)

--This is very useful if you use the freeroam resource and some

--heartless players start spawn spamming.

--You can also set it on a timer to have your server clear all

--vehicles ever 60 minutes, (1 hour). Timer below:

setTimer(allvehiclesaredoomed, 3600000, 0)

Your wiki is here!

note: I just copy pasted.!

And who can add a line with isObjectInACLGroup? Please, I'm noob in LUA and if I will do it, it won't work....

Link to comment
function destroyVehiclesOfModel(modelID) 
-- get a table of all the vehicles that exist and loop through it 
local vehicles = getElementsByType("vehicle") 
for i,v in ipairs(vehicles) do 
-- if the vehicle's ID is the one provided, destroy it 
if (getElementModel(v) == modelID) then 
destroyElement(v) 
end 
end 
end 
  

Link to comment
  • Moderators

Seriously Bilal135, writting code for a requester?

If you are too stuppid to support the rule breakers, use atleast the pm system.

From those requests we only get more requests and this section loses it's purpose. You are also destroying it for yourself.

Link to comment
function destroyVehiclesOfModel(modelID) 
-- get a table of all the vehicles that exist and loop through it 
local vehicles = getElementsByType("vehicle") 
for i,v in ipairs(vehicles) do 
-- if the vehicle's ID is the one provided, destroy it 
if (getElementModel(v) == modelID) then 
destroyElement(v) 
end 
end 
end 
  

Why would you add isObjectInACLGroup in it?

Link to comment

    function destroyVehiclesOfModel(modelID) 
    -- get a table of all the vehicles that exist and loop through it 
    local vehicles = getElementsByType("vehicle") 
    for i,v in ipairs(vehicles) do 
    -- if the vehicle's ID is the one provided, destroy it 
    if (getElementModel(v) == modelID) then 
    destroyElement(v) 
    end 
    end 
    end 

I want to change it for all vehicles, not for 1 type and i want to destroy vehicles if they're empty. I'm not want any timer, I want only command.

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