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papam77

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Everything posted by papam77

  1. Ahoj, jaktože v puma markers mám jen nitro ? ale už tam nemam to jak třeba vystřelí auto nebo tak ?
  2. papam77

    pomoc [MTA]Editor

    Ale je divné že v editoru když dělám sám jako tím myslím editor ještě než dáš Quick Connect jak tam máš to Map editor, tak v tom to jde bez problemu ale nemužem mapovat oba
  3. papam77

    pomoc [MTA]Editor

    No dá se říct že jsem nad městem kousek nad mrakodrapem Edit: Pujčím ti heslo na ten editor uvidíš sám jak to vypadá.
  4. Ahoj, když s kámošem děláme v editoru mapu na serveru mém tak když dám třeba spawn vehicle na ten objekt 8558 a pak dám full test v race tak se s tim spawnu třeba pod vodou. Platí to i u nitra někam ho dám a je o kus vedle jakto ?
  5. mode=0 DestructionDerby = setmetatable({}, RaceMode) DestructionDerby.__index = DestructionDerby DestructionDerby:register('Destruction derby') function DestructionDerby:isApplicable() return not RaceMode.checkpointsExist() and RaceMode.getMapOption('respawn') == 'none' end function DestructionDerby:getPlayerRank(player) return #getActivePlayers() end -- Copy of old updateRank function DestructionDerby:updateRanks() for i,player in ipairs(g_Players) do if not isPlayerFinished(player) then local rank = self:getPlayerRank(player) if not rank or rank > 0 then setElementData(player, 'race rank', rank) end end end -- Make text look good at the start if not self.running then for i,player in ipairs(g_Players) do setElementData(player, 'race rank', '' ) setElementData(player, 'checkpoint', '' ) end end end function DestructionDerby:onPlayerWasted(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() <= 1 then RaceMode.endMap() else TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 1, player, 'Spectate.start', 'auto') end end RaceMode.setPlayerIsFinished(player) showBlipsAttachedTo(player, false) end function DestructionDerby:onPlayerQuit(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() <= 1 then RaceMode.endMap() end end end function DestructionDerby:handleFinishActivePlayer(player) -- Update ranking board for player being removed if not self.rankingBoard then self.rankingBoard = RankingBoard:create() self.rankingBoard:setDirection( 'up', getActivePlayerCount() ) end local timePassed = self:getTimePassed() self.rankingBoard:add(player, timePassed) -- Do remove finishActivePlayer(player) -- Update ranking board if one player left local activePlayers = getActivePlayers() if #activePlayers == 1 then self.rankingBoard:add(activePlayers[1], timePassed) showMessage(getPlayerName(activePlayers[1]) .. ' is the final survivor!', 0, 255, 0) end end ------------------------------------------------------------ -- activePlayerList stuff -- function isActivePlayer( player ) return table.find( g_CurrentRaceMode.activePlayerList, player ) end function addActivePlayer( player ) table.insertUnique( g_CurrentRaceMode.activePlayerList, player ) end function removeActivePlayer( player ) table.removevalue( g_CurrentRaceMode.activePlayerList, player ) end function finishActivePlayer( player ) table.removevalue( g_CurrentRaceMode.activePlayerList, player ) table.insertUnique( g_CurrentRaceMode.finishedPlayerList, _getPlayerName(player) ) end function getFinishedPlayerCount() return #g_CurrentRaceMode.finishedPlayerList end function getActivePlayerCount() return #g_CurrentRaceMode.activePlayerList end function getActivePlayers() return g_CurrentRaceMode.activePlayerList end Tak ted to mam takle ale ted když tam zbývam jenom ja tak se napíše že začne další mapa jak to mam udělat abych to mohl dojet a pak se to přeplo ?
  6. takle nějak ? mode= 0 if not self.running then for i,player in ipairs(g_Players) do setElementData(player, 'race rank', '' ) setElementData(player, 'checkpoint', '' ) end end end function DestructionDerby:onPlayerWasted(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() 0 <= mode then RaceMode.endMap() else TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 1, player, 'Spectate.start', 'auto')
  7. Jako myslím nad to if napsat mode = 0 ? a to je celé ?
  8. Co s tim mam teda udelat ?
  9. ale já nwm jak to mam zapsat to chci jediné vědět ja když to tam nějak napíšu tak se to podělá if not self.running then for i,player in ipairs(g_Players) do setElementData(player, 'race rank', '' ) setElementData(player, 'checkpoint', '' ) end end end function DestructionDerby:onPlayerWasted(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() 0 <= mode then RaceMode.endMap() else TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 1, player, 'Spectate.start', 'auto') end end RaceMode.setPlayerIsFinished(player) showBlipsAttachedTo(player, false) a napiš mi prosím jak to mam zapsat
  10. Píše to tajtu chybu 2012-03-18 12:04:57] ERROR: [gamemodes]/[race]/race/race_server.lua:67: attempt to concatenate field 'modename' (a nil value) a pak ještě tajtu ERROR: [gamemodes]/[race]/race/modes/destructionderby.lua:36: attempt to compare number with nil
  11. papam77

    MTA HELP

    Tajto mi to udělá a dál to nejede nenapíše se že začne další mapa DestructionDerby = setmetatable({}, RaceMode) DestructionDerby.__index = DestructionDerby DestructionDerby:register('Destruction derby') function DestructionDerby:isApplicable() return not RaceMode.checkpointsExist() and RaceMode.getMapOption('respawn') == 'none' end function DestructionDerby:getPlayerRank(player) return #getActivePlayers() end -- Copy of old updateRank function DestructionDerby:updateRanks() for i,player in ipairs(g_Players) do if not isPlayerFinished(player) then local rank = self:getPlayerRank(player) if not rank or rank > 0 then setElementData(player, 'race rank', rank) end end end -- Make text look good at the start if not self.running then for i,player in ipairs(g_Players) do setElementData(player, 'race rank', '' ) setElementData(player, 'checkpoint', '' ) end end end function DestructionDerby:onPlayerWasted(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() <= mode then RaceMode.endMap() else TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 1, player, 'Spectate.start', 'auto') end end RaceMode.setPlayerIsFinished(player) showBlipsAttachedTo(player, false) end function DestructionDerby:onPlayerQuit(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() <= 1 then RaceMode.endMap() end end end function DestructionDerby:handleFinishActivePlayer(player) -- Update ranking board for player being removed if not self.rankingBoard then self.rankingBoard = RankingBoard:create() self.rankingBoard:setDirection( 'up', getActivePlayerCount() ) end local timePassed = self:getTimePassed() self.rankingBoard:add(player, timePassed) -- Do remove finishActivePlayer(player) -- Update ranking board if one player left local activePlayers = getActivePlayers() if #activePlayers == 1 then self.rankingBoard:add(activePlayers[1], timePassed) showMessage(getPlayerName(activePlayers[1]) .. ' is the final survivor!', 0, 255, 0) end end ------------------------------------------------------------ -- activePlayerList stuff -- function isActivePlayer( player ) return table.find( g_CurrentRaceMode.activePlayerList, player ) end function addActivePlayer( player ) table.insertUnique( g_CurrentRaceMode.activePlayerList, player ) end function removeActivePlayer( player ) table.removevalue( g_CurrentRaceMode.activePlayerList, player ) end function finishActivePlayer( player ) table.removevalue( g_CurrentRaceMode.activePlayerList, player ) table.insertUnique( g_CurrentRaceMode.finishedPlayerList, _getPlayerName(player) ) end function getFinishedPlayerCount() return #g_CurrentRaceMode.finishedPlayerList end function getActivePlayerCount() return #g_CurrentRaceMode.activePlayerList end function getActivePlayers() return g_CurrentRaceMode.activePlayerList end Co tam mám napsat aby to šlo prosím napište mi to už upravené
  12. papam77

    MTA HELP

    Miki prosím předělej mi to jak to má být aby se ty mapy sami přepínali
  13. papam77

    MTA HELP

    Ahoj, potřebuju pomoc s jednou věci v MTA nastavil jsem si že když tam už jedu poslední v té mapě tak se neukončí to je dobře to jsem chtěl ale ted řeším jeden problém že když spadnu i já ta mapa se automaticky nepřepne musím já ručně. Jak mám udělat aby se přepla někdo tu psal at něco dám do toho destructionderby.lua ale nevím co prosím o radu Mám tam toto : DestructionDerby = setmetatable({}, RaceMode) DestructionDerby.__index = DestructionDerby DestructionDerby:register('Destruction derby') function DestructionDerby:isApplicable() return not RaceMode.checkpointsExist() and RaceMode.getMapOption('respawn') == 'none' end function DestructionDerby:getPlayerRank(player) return #getActivePlayers() end -- Copy of old updateRank function DestructionDerby:updateRanks() for i,player in ipairs(g_Players) do if not isPlayerFinished(player) then local rank = self:getPlayerRank(player) if not rank or rank > 0 then setElementData(player, 'race rank', rank) end end end -- Make text look good at the start if not self.running then for i,player in ipairs(g_Players) do setElementData(player, 'race rank', '' ) setElementData(player, 'checkpoint', '' ) end end end function DestructionDerby:onPlayerWasted(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() <= mode then RaceMode.endMap() else TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 0, player, 'Spectate.start', 'auto') end end RaceMode.setPlayerIsFinished(player) showBlipsAttachedTo(player, false) end function DestructionDerby:onPlayerQuit(player) if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() <= 1 then RaceMode.endMap() end end end function DestructionDerby:handleFinishActivePlayer(player) -- Update ranking board for player being removed if not self.rankingBoard then self.rankingBoard = RankingBoard:create() self.rankingBoard:setDirection( 'up', getActivePlayerCount() ) end local timePassed = self:getTimePassed() self.rankingBoard:add(player, timePassed) -- Do remove finishActivePlayer(player) -- Update ranking board if one player left local activePlayers = getActivePlayers() if #activePlayers == 1 then self.rankingBoard:add(activePlayers[1], timePassed) showMessage(getPlayerName(activePlayers[1]) .. ' is the final survivor!', 0, 255, 0) end end ------------------------------------------------------------ -- activePlayerList stuff -- function isActivePlayer( player ) return table.find( g_CurrentRaceMode.activePlayerList, player ) end function addActivePlayer( player ) table.insertUnique( g_CurrentRaceMode.activePlayerList, player ) end function removeActivePlayer( player ) table.removevalue( g_CurrentRaceMode.activePlayerList, player ) end function finishActivePlayer( player ) table.removevalue( g_CurrentRaceMode.activePlayerList, player ) table.insertUnique( g_CurrentRaceMode.finishedPlayerList, _getPlayerName(player) ) end function getFinishedPlayerCount() return #g_CurrentRaceMode.finishedPlayerList end function getActivePlayerCount() return #g_CurrentRaceMode.activePlayerList end function getActivePlayers() return g_CurrentRaceMode.activePlayerList end
  14. papam77

    MTA Změna mapy

    Ahoj, hele když mám ted vše nastavené v modu race tak když oba 2 s kámošem spadnem tak se nezačne menit automaticky mapa musíme ručně jak to mam udělat aby se změnila ?
  15. No prostě na server jezdím já a kámoš GanG a když oba spadneme tak se nenapíše že začně další mapa a musíme jí ručně nahodit a já potřebuju aby automaticky skočila další mapa pokud všichni spadnou
  16. Prosím tě napiš mi to už i stím protože já v tom už mám chaos
  17. Ještě jedna otázka jelikož to dělám prvně k čemu to mám napsat
  18. No když sem udělal to co si říkal if isActivePlayer(player) then self:handleFinishActivePlayer(player) if getActivePlayerCount() <= mode then RaceMode.endMap() else TimerManager.createTimerFor("map",player):setTimer(clientCall, 2000, 1, player, 'Spectate.start', 'auto') end end RaceMode.setPlayerIsFinished(player) showBlipsAttachedTo(player, false) Tak když oba dva dojedem tam se nenapíše že mapa se změní já potřebuju aby se změnila až oba spadnem
  19. A ještě mam jednu otázku jak udělam to meta.xml na infernusi nový a tabulku na klany
  20. Ahoj, potřebuju pomoc s MTA mám tam vlastní server ale problém je v tom že kkdyž tam jsme 2 a jeden z nás spadne napíše next map start to 5sec atd ale ja potřebuju aby se to nenapsalo aby tam mohl jet i ten poslední někdo mi říkal že se musí něco nastavit v souboru race ale nevím co tak prosím o radu
  21. a pak toto když vymažu to dudb C:\Users\Honza\Desktop\Mode\GTASA.pwn(74) : error 010: invalid function or declaration C:\Users\Honza\Desktop\Mode\GTASA.pwn(80) : error 010: invalid function or declaration C:\Users\Honza\Desktop\Mode\GTASA.pwn(82) : error 010: invalid function or declaration C:\Users\Honza\Desktop\Mode\GTASA.pwn(120) : error 010: invalid function or declaration C:\Users\Honza\Desktop\Mode\GTASA.pwn(121) : error 010: invalid function or declaration C:\Users\Honza\Desktop\Mode\GTASA.pwn(281) : warning 203: symbol is never used: "dUserSetINT" C:\Users\Honza\Desktop\Mode\GTASA.pwn(281) : warning 203: symbol is never used: "dcmd_login" C:\Users\Honza\Desktop\Mode\GTASA.pwn(281) : warning 203: symbol is never used: "dcmd_register" Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase 5 Errors.
  22. Mě to píše toto C:\Users\Honza\Desktop\Mode\GTASA.pwn(6) : fatal error 100: cannot read from file: "dudb" Compilation aborted.Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase 1 Error.
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