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rotating attached object not working


Xwad

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Everythink is working in the code, only the rotating not. When i press mouse1 then the weapons and the object will be created but its not rotating. This rotating function makes possible to rotate the object called "object3" to that direction where the "misc_a" (vehicle component) and the "misc_c" (vehicle component) is rotating at. The problem is that its not rotating the object. I hope you can help me again. Thanks in advance!

 

client

object3 = {};
mg1 = {};
mg2 = {};

addEvent ( 'fire_mg',true );
addEventHandler ( 'fire_mg',root,
  function ( aVehicle,aX,aY,aZ )
      if aVehicle and aX and aY and aZ then
	    object3 [ aVehicle ] = createObject ( 357, aX,aY,aZ)
        attachElements ( object3 [ aVehicle ], aVehicle, -0.05,10,3, 0,0,90 )
	    mg1 [ aVehicle ] = createWeapon("m4", aX,aY,aZ)
	    mg2 [ aVehicle ] = createWeapon("m4", aX,aY,aZ)
     	setWeaponFiringRate(mg1 [ aVehicle ], 20)
	    setWeaponFiringRate(mg2 [ aVehicle ], 20)
        setWeaponState(mg1 [ aVehicle ], "firing")
        setWeaponState(mg2 [ aVehicle ], "firing")
	    attachElements(mg1 [ aVehicle ], object3 [ aVehicle ], 0.2, 0.2, 0, 0, 0, 0)
	    attachElements(mg2 [ aVehicle ], object3 [ aVehicle ], 0.2, -0.3, 0, 0, 0, 0)			
	  
        setElementData ( aVehicle,'mgFireOn',true );
        
		local veh = getPedOccupiedVehicle(localPlayer)
		setElementData ( aVehicle,'object3',object3 [ aVehicle ] );
		
		addEventHandler("onClientRender",root,rotate_object)
    end
end
);

function rotate_object()
local veh = getPedOccupiedVehicle(localPlayer)
local _,_,rz = getVehicleComponentRotation(veh, "misc_a")
local rx,_,_ = getVehicleComponentRotation(veh, "misc_c")
triggerServerEvent("rotateWeapon", localPlayer, rx,rz)
end 

server

function rotateWeapon(rx,rz)
outputChatBox("rotate_s")
local object3 = getElementData ( aVehicle, "object3" )
rx = (-rx)
setElementAttachedOffsets ( object3, 0, 5.25, 2.45, 0, rx+7, rz+96)
end
addEvent("rotateWeapon", true)
addEventHandler("rotateWeapon", root, rotateWeapon)


function fire ( aPlayer )
    if aPlayer and getElementType ( aPlayer ) == 'player' then
      if isPedInVehicle ( aPlayer ) then
        local aVehicle = getPedOccupiedVehicle( aPlayer );
        if aVehicle and getElementModel ( aVehicle ) == 592 then
          local aX,aY,aZ = getElementPosition ( aVehicle );
          triggerClientEvent ( root,'fire_mg',root,aVehicle,aX,aY,aZ );
      end
    end
  end
end


function bind_start()
for _,aPlayers in ipairs ( getElementsByType ( 'player' ) ) do
bindKey ( aPlayers,'mouse1','down',fire );
end
end
addEventHandler ( 'onResourceStart',resourceRoot,bind_start)

function bind_join()
bindKey ( aPlayers,'mouse1','down',fire );
end
addEventHandler ( 'onPlayerJoin',root,bind_join )

 

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You are changing the offsets and not the rotation itself. Use setElementRotation instead of setElementAttachedOffsets.

Also using triggerServerEvent in onClientRender isn't really wise. There's no need to change the rotation server sided since you're using vehicle component rotations, so it could be done client sided and every player would see the same thing.

Edited by MIKI785
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Quote

You are changing the offsets and not the rotation itself. Use setElementRotation instead of setElementAttachedOffsets.

the wiki says:  "This function updates the offsets of an element that has been attached to another element using attachElements."

thats why i am using  setElementAttachedOffsets and not setElementRotation.

 

Quote

Also using triggerServerEvent in onClientRender isn't really wise. There's no need to change the rotation server sided since you're using vehicle component rotations, so it could be done client sided and every player would see the same thing.

Thats true, i gonna try it:D

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