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Error DayZ bone_attach


Aruna

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Hola a todos quisiera saber si alguien sabe que string tengo que hacerle para que no me salga ese tal error

1199xys.png

attached_ped = {} 
attached_bone = {} 
attached_x = {} 
attached_y = {} 
attached_z = {} 
attached_rx = {} 
attached_ry = {} 
attached_rz = {} 
  
function attachElementToBone(element,ped,bone,x,y,z,rx,ry,rz) 
    if not (isElement(element) and isElement(ped)) then return false end 
    if getElementType(ped) ~= "ped" and getElementType(ped) ~= "player" then return false end 
    bone = tonumber(bone) 
    if not bone or bone < 1 or bone > 20 then return false end 
    x,y,z,rx,ry,rz = tonumber(x) or 0,tonumber(y) or 0,tonumber(z) or 0,tonumber(rx) or 0,tonumber(ry) or 0,tonumber(rz) or 0 
    attached_ped[element] = ped 
    attached_bone[element] = bone 
    attached_x[element] = x 
    attached_y[element] = y 
    attached_z[element] = z 
    attached_rx[element] = rx 
    attached_ry[element] = ry 
    attached_rz[element] = rz 
    if setElementCollisionsEnabled then 
        setElementCollisionsEnabled(element,false) 
    end 
    if script_serverside then 
        triggerClientEvent("boneAttach_attach",root,element,ped,bone,x,y,z,rx,ry,rz) 
    end 
    return true 
end 
  
function detachElementFromBone(element) 
    if not element then return false end 
    if not attached_ped[element] then return false end 
    clearAttachmentData(element) 
    if setElementCollisionsEnabled then 
        setElementCollisionsEnabled(element,true) 
    end 
    if script_serverside then 
        triggerClientEvent("boneAttach_detach",root,element) 
    end 
    return true 
end 
  
function isElementAttachedToBone(element) 
    if not element then return false end 
    return isElement(attached_ped[element]) 
end 
  
function getElementBoneAttachmentDetails(element) 
    if not isElementAttachedToBone(element) then return false end 
    return attached_ped[element],attached_bone[element], 
        attached_x[element],attached_y[element],attached_z[element], 
        attached_rx[element],attached_ry[element],attached_rz[element] 
end 
  
function setElementBonePositionOffset(element,x,y,z) 
    local ped,bone,ox,oy,oz,rx,ry,rz = getElementBoneAttachmentDetails(element) 
    if not ped then return false end 
    return attachElementToBone(element,ped,bone,x,y,z,rx,ry,rz) 
end 
  
function setElementBoneRotationOffset(element,rx,ry,rz) 
    local ped,bone,x,y,z,ox,oy,oz = getElementBoneAttachmentDetails(element) 
    if not ped then return false end 
    return attachElementToBone(element,ped,bone,x,y,z,rx,ry,rz) 
end 
  
if not script_serverside then 
    function getBonePositionAndRotation(ped,bone) 
        bone = tonumber(bone) 
        if not bone or bone < 1 or bone > 20 then return false end 
        if not isElement(ped) then return false end 
        if getElementType(ped) ~= "player" and getElementType(ped) ~= "ped" then return false end 
        if not isElementStreamedIn(ped) then return false end 
        local x,y,z = getPedBonePosition(ped,bone_0[bone]) 
        local rx,ry,rz = getEulerAnglesFromMatrix(getBoneMatrix(ped,bone)) 
        return x,y,z,rx,ry,rz 
    end 
end 
  
------------------------------------ 
  
function clearAttachmentData(element) 
    attached_ped[element] = nil 
    attached_bone[element] = nil 
    attached_x[element] = nil 
    attached_y[element] = nil 
    attached_z[element] = nil 
    attached_rx[element] = nil 
    attached_ry[element] = nil 
    attached_rz[element] = nil 
end 
  
function forgetDestroyedElements() 
    if not attached_ped[source] then return end 
    clearAttachmentData(source) 
end 
addEventHandler(script_serverside and "onElementDestroy" or "onClientElementDestroy",root,forgetDestroyedElements) 
  
function forgetNonExistingPeds() 
    local checkedcount = 0 
    while true do 
        for element,ped in pairs(attached_ped) do 
            if not isElement(ped) then clearAttachmentData(element) end 
            checkedcount = checkedcount+1 
            if checkedcount >= 1000 then 
                coroutine.yield() 
                checkedcount = 0 
            end 
        end 
        coroutine.yield() 
    end 
end 
clearing_nonexisting_peds = coroutine.create(forgetNonExistingPeds) 
setTimer(function() coroutine.resume(clearing_nonexisting_peds) end,1000,0) 
  

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