Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


  Show Posts
Pages: [1]
1  Scripting / Script Help / Re: Help me with Sprite on: December 23, 2015, 01:19:54 pm
yeah i added it later and really worked, but i'm not using anymore because it crashes when reconnect and reload script. do u known how to fix this crashes?  ::)
2  Scripting / Script Help / Re: Timer with seconds and minutes on: December 23, 2015, 01:16:41 pm
 ??? Okay. nice example but i need an timer then i can stop when i want and start when i want too
 

  :
function onPlayerEnteredVehicle(player, vehicle, seat) {
   if (vehicle.Model == 116) {
    if (seat == 0) {
    BigMessage(player, "~y~Police Oficcer", 4000, 3);
    ///// OverMission(player); /////// function to remove the timer, if have some timer running.
    }
   }
  }
  return true;
}

and the same on player exited vehicle to start the timer
3  Scripting / Script Help / Re: Timer with seconds and minutes on: December 21, 2015, 05:24:51 pm
now u known why i need this timer LOL  :P
function OverMission(player) {
          ClearMessages(player);
          aa.Delete();
          bb.Delete();
          cc.Delete();
          dd.Delete();
          ee.Delete();
          ff.Delete();
          gg.Delete();
          hh.Delete();
          ii.Delete();
          jj.Delete();
          kk.Delete();
          ll.Delete();
          mm.Delete();
          nn.Delete();
          oo.Delete();
          pp.Delete();
          qq.Delete();
          rr.Delete();
          ss.Delete();
          tt.Delete();
          uu.Delete();
}         
function TimeOver(player) {

function a() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~20~h~ seconds to return to vehicle.", 1000, 3);
  else OverMission(player);
  return true;
}
function b() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~19~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function c() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~18~h~ seconds to return to vehicle.", 1000, 3);
  else OverMission(player);
  return true;
}
function d() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~17~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function e() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~16~h~ seconds to return to vehicle.", 1000, 3);
  else OverMission(player);
  return true;
}
function f() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~15~h~ seconds to return to vehicle.", 1000, 3);
  else OverMission(player);
  return true;
}
function g() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~14~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function h() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~13~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function i() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~12~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function j() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~11~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function k() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~10~h~ seconds to return to vehicle.", 1000, 3);
  else OverMission(player);
  return true;
}
function l() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~9~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function m() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~8~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function n() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~7~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function o() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~6~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function p() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~5~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function q() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~4~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function r() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~3~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function s() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~2~h~ seconds to return to vehicle.", 1000, 3);
 else OverMission(player);
  return true;
}
function t() {
local PC = DatosHash.Get( player.Name + "PC" );
ClearMessages(player);
  if (PC == 0) SmallMessage(player, "You have ~r~ 1 ~h~ seconds to return to vehicle.", 1000, 3);
  else OverMission(player);
  return true;
}
function u() {
local PC = DatosHash.Get( player.Name + "PC" );
  ClearMessages(player);
  if (PC == 0) BigMessage(player, "~r~Mission Over", 4000, 3);
  DatosHash.Add( player.Name + "PC", 0 );
  DatosHash.Save("AccHashes/Datos.sav");
  return true;
}
   local PC = DatosHash.Get( player.Name + "PC" );
   ClearMessages(player);
   if (PC == 0) SmallMessage(player, "You have ~r~20~h~ seconds to return to vehicle.", 20000, 3);
   aa <- NewTimer("a", 1000, 1);
   bb <- NewTimer("b", 2000, 1);
   cc <- NewTimer("c", 3000, 1);
   dd <- NewTimer("d", 4000, 1);
   ee <- NewTimer("e", 5000, 1);
   ff <- NewTimer("f", 6000, 1);
   gg <- NewTimer("g", 7000, 1);
   hh <- NewTimer("h", 8000, 1);
   ii <- NewTimer("i", 9000, 1);
   jj <- NewTimer("j", 10000, 1);
   kk <- NewTimer("k", 11000, 1);
   ll <- NewTimer("l", 12000, 1);
   mm <- NewTimer("m", 13000, 1);
   nn <- NewTimer("n", 14000, 1);
   oo <- NewTimer("o", 15000, 1);
   pp <- NewTimer("p", 16000, 1);
   qq <- NewTimer("q", 17000, 1);
   rr <- NewTimer("r", 18000, 1);
   ss <- NewTimer("s", 19000, 1);
   tt <- NewTimer("t", 20000, 1);
   uu <- NewTimer("u", 21000, 1); 
 
   return true;
}
function TimeReturnPolice(player) {
   local PC = DatosHash.Get( player.Name + "PC" );
   if (PC == 0) TimeOver(player);
   return true;
}
4  Scripting / Script Help / Timer with seconds and minutes on: December 21, 2015, 05:22:32 pm
 :o I want to create timers like 'you have 50 seconds to return to vehicle' and a way to make it stop when i want, can some one help me to do it?  ::)?
5  Scripting / Script Releases / LUBS - My lu basic scripts + downlaod on: December 21, 2015, 05:18:31 pm
 8) Hi guys i'm leaving for all users to download my LUBS basic account script for your server!  ::)
hope you liiiiiiiiiiiiiiike  ;)

LUBS Alpha version!: http://www.mediafire.com/download/gy2e0jhdt5x65kb/LUBS.nut
6  Scripting / Script Help / Re: Help me with Sprite on: December 21, 2015, 03:31:48 pm
the 'Sprites' folder are inside Scripts/Main/Sprites !
7  Scripting / Script Help / Re: Help me with Sprite on: December 21, 2015, 03:30:01 pm
<sprite file="logo.png"/>
//script.xml//

client.nut
->
g_vlogoPos <- VectorScreen( 10, ScreenHeight - 60 );
g_logo <- GUISprite( "logo.png",  ::g_vlogoPos );
 
function onClientSpawn( spawnclass )
{
 
   g_logo.Visible = true;
   return 1;
}
function onScriptLoad() {
  BindKey('X', BINDTYPE_DOWN, "PressX", 123);
  BindKey('B', BINDTYPE_DOWN "PressB", 123);
  BindKey('K', BINDTYPE_DOWN "PressK", 123);
  BindKey('R', BINDTYPE_DOWN "PressR", 123);
  BindKey('Y', BINDTYPE_DOWN "PressY", 123);
  BindKey('G', BINDTYPE_DOWN "PressG", 123);     
  return 1;
}
function PressX(somenumber) {
  CallServerFunc( "Main/main.dll", "Bust", FindLocalPlayer());
}
function PressB(somenumber) {
  CallServerFunc( "Main/main.dll", "BuyProp", FindLocalPlayer());
}
function PressK(somenumber) {
  CallServerFunc( "Main/main.dll", "LockCar", FindLocalPlayer());
}
function PressR(somenumber) {
  CallServerFunc("Main/AdminCommands.dll", "Reset", FindLocalPlayer());
}
function PressY(somenumber) {
  CallServerFunc("Main/main.dll", "Job", FindLocalPlayer());
}
function PressG(somenumber) {
  CallServerFunc("Main/main.dll", "BribeWeps", FindLocalPlayer());
}
Local <- FindLocalPlayer();
Headshot <- null;
function onClientShot(pPlayer, Weapon, Part) {
   if (Part == BODYPART_HEAD && Weapon >= 3 && Weapon <= 7) {
      Local.RemoveLimb(BODYPART_HEAD);
      Local.Health=1;
   }
}
function onPlayerJoin(pPlayer) {
   return 0;
}
function onPlayerPart(pPlayer, iReason) {
  return 0;
}
function onPlayerConnect(pPlayer) {
  return 0;
}
function onPlayerAction(pPlayer, szText) {
 return 0;
}

what is wrong?
8  Scripting / Script Help / Re: Help me with Sprite on: December 21, 2015, 03:21:19 pm
thank theremin. You took my biggest doubt,  ;D I think now is not how to fail. ps: I thought it was so <image file = "logo.png" client = "0" /> xD  :P
9  Scripting / Script Help / Help me with Sprite on: December 20, 2015, 11:06:33 pm
 ::) i have my own server logo and i want to add it to the server, so i tried this and didn't worked  :P

g_vlogoPos <- VectorScreen( 10, ScreenHeight - 60 );
g_logo <- GUISprite( "logo.png",  ::g_vlogoPos );
 
function onClientSpawn( pClass )
{
 
   g_logo.Visible = true;
   return 1;
}

i created an client file called: spriteclient.nut, and added these script in to then.
don't worked  :o

Please if someone can give me a full information to do this correctly i aprecciate, and sorry for my crap ensglish  8)
10  Scripting / Script Help / command in sphere on: August 22, 2015, 08:24:54 pm
I want to do a ammu-natium script, but I do not know how to make the buy command a gun works only if you are in a sphere with a specific id, please if anyone can tell me how I do it I appreciate
 ;D
11  Scripting / Script Help / Re: how to save pos? on: August 22, 2015, 06:49:28 pm
Like, your player doesn't go to the new position? I mean, when the player spawns, update is called first (I think), which changes the position you have stored. You should store it only when the player leaves or dies, or whatever you want.

thank you Benedani, you helped me with my doubts :D!
12  Scripting / Script Help / how to save pos? on: August 13, 2015, 03:53:58 pm
i want to save the players pos wen the player move and reconnect to te server
 
    what is wrong?

//////////////////////////////////////////////////////////////////////////////////////////
   function onScriptLoad()
{
   LoadHashes();
}
function onScriptUnload()
{
   SaveHashes();
   CloseHashes();
}
function CreateHashes()
{
    Pos<- HashTable( "Pos" );
}
function SaveHashes()
{
   Pos.Save( "Accounts/Stats/Pos.hsh" );
}
function LoadHashes()
{
   CreateHashes();
   Pos.Load( "Accounts/Stats/Pos.hsh" );
}
function CloseHashes()
{
   Pos.Close();
   Pos<- null;
}

g_Positions <- array( GetMaxPlayers(), null ); // Storage for old positions
 
function HasPlayerMoved( v1, v2 )
{
     return ( ( fabs( v1.x - v2.x ) > 0.1 ) || ( fabs( v1.y - v2.y ) > 0.1 ) || ( fabs( v1.z - v2.z ) > 0.1 ) );
}
 
function onPlayerUpdate( player )
{
     local id = player.ID;
     
     // Grab the current and old positions and store values for future reference
     local oldpos = g_Positions[ id ];
     local newpos = player.Pos;     
 
     g_Positions[ id ] = newpos;
     
     // Do we have stored info about the previous position yet?
     if ( !oldpos ) return 1;
     
     if ( HasPlayerMoved( oldpos, newpos ) )
     {
          // Player has moved, trigger the event
          onPlayerMove( player, oldpos, newpos );
     }
 
     return 1;
}
function onPlayerMove( player, oldpos, newpos )
{
    local pos = pos.x, pos.y, pos.z;   

     Pos.Add( player.Name , pos );
     Pos.Save( "Accounts/Stats/Pos.hsh" );

   return 1;
}
function onPlayerSpawn( player, spawn )
{
    Pos.Load( "Accounts/Stats/Pos.hsh" );   
    local newpos = Pos.Get( player.Name );
    player.Pos = newpos;

   return 1;
}
//////////////////////////
if someone can help me I appreciate  :D!
Pages: [1]
© Liberty Unleashed Team.