Mike269 Posted August 28, 2015 Share Posted August 28, 2015 Hello guys, I am using some save system and the only way my weapons save is, to shutdown "spawnmanager" but how could I edit the script that only "Civilians" are spawning with spawnmanager, (everyone has to be civilian at the start, it's auto team) and I would also like him to have, colt, knife and parachute, help please! local spawnWave = false local spawnWaveTimer = false local quedSpawns = {} addEvent ( "onSpawnpointUse" ) function createSpawnpoint ( x, y, z, rot, skin, interior, dimension ) if not tonumber(x) then outputDebugString("createSpawnpoint: Bad 'x' position specified",0,255,128,0) return false end if not tonumber(y) then outputDebugString("createSpawnpoint: Bad 'y' position specified",0,255,128,0) return false end if not tonumber(z) then outputDebugString("createSpawnpoint: Bad 'z' position specified",0,255,128,0) return false end if not tonumber(rot) then rot = 0 return false end if not tonumber(skin) then skin = 0 return false end if not tonumber(interior) then interior = 0 return false end if not tonumber(skin) then dimension = 0 return false end skin = math.ceil(skin) local sp = createElement ( "spawnpoint" ) setElementData ( sp, "posX", x ) setElementData ( sp, "posY", y ) setElementData ( sp, "posZ", z ) setElementData ( sp, "rot", rot ) setElementData ( sp, "skin", skin ) setElementData ( sp, "interior", interior ) setElementData ( sp, "dimension", dimension ) return sp end function setSpawnpointRotation ( spawnpoint, rotation ) if not isElement ( spawnpoint ) then outputDebugString("setSpawnpointRotation: Invalid variable specified as spawnpoint. Element expected, got "..type(spawnpoint)..".",0,255,128,0) return false end if getElementType ( spawnpoint ) ~= "spawnpoint" then outputDebugString("setSpawnpointRotation: Bad element specified",0,255,128,0) return false end if not tonumber(rotation) then outputDebugString("setSpawnpointRotation: Bad rotation specified",0,255,128,0) return false end setElementData ( spawnpoint, "rot", rotation ) return true end function setSpawnpointSkin ( spawnpoint, skin ) if not isElement ( spawnpoint ) then outputDebugString("setSpawnpointSkin: Invalid variable specified as spawnpoint. Element expected, got "..type(spawnpoint)..".",0,255,128,0) return false end if getElementType ( spawnpoint ) ~= "spawnpoint" then outputDebugString("setSpawnpointSkin: Bad element specified",0,255,128,0) return false end if not tonumber(skin) then outputDebugString("setSpawnpointSkin: Bad skin id specified.",0,255,128,0) return false end skin = math.ceil(skin) setElementData ( spawnpoint, "skin", skin ) return true end function setSpawnpointTeam ( spawnpoint, team ) if not isElement ( spawnpoint ) then outputDebugString("setSpawnpointTeam: Invalid variable specified as spawnpoint. Element expected, got "..type(spawnpoint)..".",0,255,128,0) return false end if getElementType ( spawnpoint ) ~= "spawnpoint" then outputDebugString("setSpawnpointTeam: Bad spawnpoint element specified",0,255,128,0) return false end if not isElement ( team ) then outputDebugString("setSpawnpointTeam: Invalid variable specified as team. Element expected, got "..type(team)..".",0,255,128,0) return false end if getElementType ( team ) ~= "team" then outputDebugString("setSpawnpointTeam: Bad team element specified",0,255,128,0) return false end skin = math.ceil(skin) setElementData ( spawnpoint, "team", skin ) return true end function getSpawnpointRotation ( spawnpoint ) if not isElement ( spawnpoint ) then outputDebugString("setSpawnpointRotation: Invalid variable specified as spawnpoint. Element expected, got "..type(spawnpoint)..".",0,255,128,0) return false end if getElementType ( spawnpoint ) ~= "spawnpoint" then outputDebugString("setSpawnpointRotation: Bad element specified",0,255,128,0) return false end return getElementData ( spawnpoint, "rot" ) or 0 end function getSpawnpointSkin ( spawnpoint ) if not isElement ( spawnpoint ) then outputDebugString("setSpawnpointSkin: Invalid variable specified as spawnpoint. Element expected, got "..type(spawnpoint)..".",0,255,128,0) return false end if getElementType ( spawnpoint ) ~= "spawnpoint" then outputDebugString("setSpawnpointSkin: Bad element specified",0,255,128,0) return false end return getElementData ( spawnpoint, "skin" ) or 0 end function getSpawnpointTeam ( spawnpoint ) if not isElement ( spawnpoint ) then outputDebugString("setSpawnpointTeam: Invalid variable specified as spawnpoint. Element expected, got "..type(spawnpoint)..".",0,255,128,0) return false end if getElementType ( spawnpoint ) ~= "spawnpoint" then outputDebugString("setSpawnpointTeam: Bad spawnpoint element specified",0,255,128,0) return false end return getElementData ( spawnpoint, "team" ) end function setSpawnWave ( enabled, wavetime ) if ( enabled ) then if not wavetime then wavetime = 15000 end spawnWave = wavetime if spawnWaveTimer then for k,v in pairs(getTimers()) do if v == spawnWaveTimer then killTimer ( v ) end end end spawnWaveTimer = setTimer ( waveSpawnPlayers, spawnWave, 0 ) return true elseif enabled == false then if spawnWaveTimer then for k,v in pairs(getTimers()) do if v == spawnWaveTimer then killTimer ( v ) end end end spawnWave = false return true else outputDebugString("setSpawnWave: Invalid variable specified as bool. Boolean expected, got "..type(enabled)..".",0,255,128,0) return false end end function spawnPlayerAtSpawnpoint ( player, spawnpoint, useWave ) if not isElement ( spawnpoint ) then spawnpoint = getRandomSpawnpoint() else if getElementType ( spawnpoint ) ~= "spawnpoint" then spawnpoint = getRandomSpawnpoint() end end if not isElement ( player ) then outputDebugString("spawnPlayerAtSpawnpoint: Invalid variable specified as player. Element expected, got "..type(player)..".",0,255,128,0) return false end if getElementType ( player ) ~= "player" then outputDebugString("spawnPlayerAtSpawnpoint: Bad player element specified",0,255,128,0) return false end local x,y,z = getElementData ( spawnpoint, "posX" ),getElementData ( spawnpoint, "posY" ),getElementData ( spawnpoint, "posZ" ) if not tonumber(x) then outputDebugString("spawnPlayerAtSpawnpoint: Specified spawnpoint lacks proper 'x' position",0,255,128,0) return false end if not tonumber(y) then outputDebugString("spawnPlayerAtSpawnpoint: Specified spawnpoint lacks proper 'y' position",0,255,128,0) return false end if not tonumber(z) then outputDebugString("spawnPlayerAtSpawnpoint: Specified spawnpoint lacks proper 'z' position",0,255,128,0) return false end local skin = getElementData ( spawnpoint, "skin" ) local rot = getElementData ( spawnpoint, "rot" ) or getElementData ( spawnpoint, "rotation" ) or getElementData ( spawnpoint, "rotZ" ) local interior = getElementData ( spawnpoint, "interior" ) local dimension = getElementData ( spawnpoint, "dimension" ) local team = getElementData ( spawnpoint, "team" ) if not ( skin ) then skin = 0 end if not ( rot ) then rot = 0 end if not ( interior ) then interior = 0 end if not ( dimension ) then dimension = 0 end if not ( team ) then team = nil end if ( useWave ) and ( spawnWave ) then quedSpawns[player] = {} quedSpawns[player].x = x quedSpawns[player].y = y quedSpawns[player].z = z quedSpawns[player].rot = rot quedSpawns[player].skin = skin quedSpawns[player].interior = interior quedSpawns[player].dimension = dimension quedSpawns[player].team = team return true else if (type(team) == "string") then team = getTeamFromName(team) end spawnPlayer ( player, x, y, z, rot, skin, interior, dimension, team ) triggerEvent ( "onSpawnpointUse", spawnpoint, player ) return true end end function waveSpawnPlayers ( ) for player, info in pairs(quedSpawns) do spawnPlayer ( player, quedSpawns[player].x, quedSpawns[player].y, quedSpawns[player].z, quedSpawns[player].rot, quedSpawns[player].skin, quedSpawns[player].interior, quedSpawns[player].dimension, quedSpawns[player].team ) end quedSpawns = {} end function getRandomSpawnpoint() local spawnpoints = getElementsByType("spawnpoint") local randNumber = math.random ( 1, #spawnpoints ) return spawnpoints[randNumber] end Link to comment
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