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More spawnpoints&progressbar


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Hey guys! I was wondering if anyone could help me out here.

I have a bot that spawns and attacks players, but I'd like to have 2 things changed about it:

- The ProgressBar needs to only appear on a Players screen when he is near the bot

- More spawnpoints for this bot need to be added

I'd be grateful if anyone could help:)

client

local screenX, screenY = guiGetScreenSize() 
  
-- Settings 
local nemesisMaxHP = 2500 
local progressWidth, progressHeight = 400, 20 
local progressX, progressY = (screenX - progressWidth) / 2, 100 
local dxTextTitle = "Nemesis HP:" 
local dxTextScale = 1.5 
local dxTextFont = "Bluenote" 
local dxTextColor = tocolor(255, 255, 255, 255) 
  
-- Initiate Skins 
addEventHandler("onClientResourceStart", resourceRoot, 
    function()  
        local txd = engineLoadTXD("nemesis.txd", 312 ) 
        local dff = engineLoadDFF("nemesis.dff", 312 ) 
         
        engineImportTXD(txd, 312) 
        engineReplaceModel(dff, 312) 
    end 
) 
  
  
-- Calculated variables ( no need to touch ) 
local dxTextWidth = dxGetTextWidth(dxTextTitle, dxTextScale, dxTextFont) 
local dxTextHeight = dxGetFontHeight(dxTextScale, dxTextFont) 
local dxPosX, dxPosY = (screenX - dxTextWidth) / 2, progressY - 7 - dxTextHeight 
  
-- Don't touch these 
local cProgress, theNemesis, nemesisMaxHP 
  
addEvent("onReceiveNemesis", true) 
addEventHandler("onReceiveNemesis", resourceRoot, 
    function (nemesis, maxHealth) 
        if ( nemesis ) then 
            cProgress = 100 
            theNemesis = nemesis 
            nemesisMaxHP = maxHealth + 100 
             
            addEventHandler("onClientRender", getRootElement(), renderDX) 
        end 
    end 
) 
  
function renderDX() 
    if ( theNemesis and isElement(theNemesis) and cProgress ) then 
        local nemesisCurrentHP = exports.extra_health:getElementExtraHealth(theNemesis) + getElementHealth(theNemesis) 
        cProgress = nemesisCurrentHP < 0 and 0 or (nemesisCurrentHP / nemesisMaxHP) 
        -- Draw the Title Text 
        dxDrawText(dxTextTitle, dxPosX - 2, dxPosY - 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX - 2, dxPosY, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX + 2, dxPosY - 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX, dxPosY - 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX, dxPosY + 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX + 2, dxPosY + 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX + 2, dxPosY, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX - 2, dxPosY + 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX, dxPosY, dxTextWidth, dxTextHeight, dxTextColor, dxTextScale, dxTextFont) 
         
        -- Draw the BG DX Rectangle 
        dxDrawImage(progressX-5, progressY-5, progressWidth+10, progressHeight+10, "files/bar_bg.png") 
         
        -- Draw the progress 
        dxDrawImageSection(progressX, progressY, progressWidth * cProgress, progressHeight, progressX, progressY, progressWidth, progressHeight, "files/bar_progress.png") 
         
        -- Draw the dead text 
        if ( cProgress == 0 and isPedDead(theNemesis) ) then 
            dxDrawText("The Nemesis has been defeated - Please wait for the next one to Spawn.", progressX, progressY, progressWidth, progressHeight, dxTextColor, dxTextScale, dxTextFont) 
        end 
    else 
        removeEventHandler("onClientRender", getRootElement(), renderDX) 
    end 
end 
  

Server

-- Settings 
local nemesisSpawnMSG = "The nemesis has spawned!" 
local nemesisKillMoney = 15000 
local nemesisKillLocalMSG = "You have assisted killing the Nemesis ( " .. tostring(nemesisKillMoney) .. ")" 
  
-- Special Variables 
  
addEventHandler("onResourceStart", resourceRoot, 
    function () 
        createNemesis(-1935.5480957031, 665.44055175781, 47.0, 90, 2500, 312, 0, 0, nil, 38, "attacking", true) 
        setTimer(createNemesis, 300000, 0, -1935.5480957031, 665.44055175781, 47.0, 90, 2500, 312, 0, 0, nil, 0, "chasing", true) 
    end 
) 
  
addEventHandler("onResourceStop", resourceRoot, 
    function() 
        if theNemesis then 
            destroyElement(theNemesis) 
        end 
    end 
) 
  
function createNemesis(botX, botY, botZ, botR, maxHP, skinID, interior, dimension, theTeam, weapon, theMode, theModesubject) 
    if ( exports["slothBot"] and exports["extra_health"] and not theNemesis ) then 
        theNemesis = exports["slothBot"]:spawnBot(botX, botY, botZ, botR, skinID, interior, dimension, theTeam, weapon, theMode, theModesubject) 
        maxHealth = maxHP 
        exports["extra_health"]:setElementExtraHealth(theNemesis, maxHealth) 
        local theBlip = createBlipAttachedTo(theNemesis, 23) 
        outputChatBox(nemesisSpawnMSG, getRootElement(), 255, 0, 0) 
         
        addEventHandler("onBotWasted", theNemesis, 
            function() 
                -- Destroy the blip once the bot dies 
                destroyElement(theBlip) 
                theNemesis = nil 
                 
                -- Award money to all players nearby 
                local bX, bY, bZ = getElementPosition(source) 
                local pCount = 0 
                for index, player in ipairs(getElementsByType("player")) do 
                    local pX, pY, pZ = getElementPosition(player) 
                    if ( getDistanceBetweenPoints3D(bX, bY, bZ, pX, pY, pZ) <= 100 ) then 
                        outputChatBox(nemesisKillLocalMSG, player, 255, 0, 0) 
                        givePlayerMoney(player, nemesisKillMoney) 
                    end 
                end 
                outputChatBox("The nemesis has been defeated by " .. tostring(pCount) .. " players!", getRootElement(), 255, 0, 0) 
            end 
        ) 
        for player, _ in pairs ( isReady ) do 
            triggerClientEvent(player, "onReceiveNemesis", resourceRoot, theNemesis, maxHealth) 
        end 
    end 
end 
  
addEvent("onBotWasted", true) 
  

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try this

function renderDX() 
    if ( theNemesis and isElement(theNemesis) and cProgress ) then 
        local nemesisCurrentHP = exports.extra_health:getElementExtraHealth(theNemesis) + getElementHealth(theNemesis) 
        cProgress = nemesisCurrentHP < 0 and 0 or (nemesisCurrentHP / nemesisMaxHP) 
        -- Draw the Title Text 
        dxDrawText(dxTextTitle, dxPosX - 2, dxPosY - 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX - 2, dxPosY, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX + 2, dxPosY - 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX, dxPosY - 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX, dxPosY + 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX + 2, dxPosY + 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX + 2, dxPosY, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX - 2, dxPosY + 2, dxTextWidth, dxTextHeight, tocolor(0, 0, 0, 255), dxTextScale, dxTextFont) 
        dxDrawText(dxTextTitle, dxPosX, dxPosY, dxTextWidth, dxTextHeight, dxTextColor, dxTextScale, dxTextFont) 
        
        local x1, y1, z1 = getElementPosition(theNemesis) 
        local x2, y2, z2 = getElementPosition(getLocalPlayer()) 
        if getDistanceBetweenPoints3D(x1, y1, z1,x2, y2, z2) < 10 then -- the minimum distance that must be the player to make the text visible. 
        -- Draw the BG DX Rectangle 
            dxDrawImage(progressX-5, progressY-5, progressWidth+10, progressHeight+10, "files/bar_bg.png") 
        -- Draw the progress 
            dxDrawImageSection(progressX, progressY, progressWidth * cProgress, progressHeight, progressX, progressY, progressWidth, progressHeight, "files/bar_progress.png") 
        end 
     
        -- Draw the dead text 
        if ( cProgress == 0 and isPedDead(theNemesis) ) then 
            dxDrawText("The Nemesis has been defeated - Please wait for the next one to Spawn.", progressX, progressY, progressWidth, progressHeight, dxTextColor, dxTextScale, dxTextFont) 
        end 
    else 
        removeEventHandler("onClientRender", getRootElement(), renderDX) 
    end 
end 

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