Wysłany: 2019-12-09, 15:11
NoKill1997
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Witam mam problem z salonem.
Mianowicie chodzi o to, ze funkcja warpPlayerIntoVehicle wprowadzona do kodu, nie dziala i sa z nia problemy w DB3
Server Side:
local vehicle = plr : getOccupiedVehicle ()
removePedFromVehicle ( plr )
posX , posY , posZ , posRX , posRY , posRZ = unpack ( getElementData ( vehicle , "pos" ))
destroyElement ( vehicle )
local rid = getElementData ( plr , 'player:rid' ) or 0
takePlayerMoney ( plr , cost )
destroyElement ( vehicle )
outputChatBox ( "#00ff00✔ #ffffffZakupi?e? sw?j pojazd #00ff00" .. getVehicleNameFromModel ( model ).. "#ffffff." , plr , 255 , 255 , 255 , true )
res , rows , lastID = exports [ "rpg-db" ]: dbSet ( "INSERT INTO rpg_pojazdy (model,ownedPlayer,mileage,registered,parking) VALUES (?,?,?,?,1)" , model , getElementData ( plr , "player:sid" ), mileage , "true" )
auto = exports [ "rpg-vehicles" ]: onRespawnVehicles ( _ , lastID ,{ posX , posY , posZ , posRX , posRY , posRZ })
warpPlayerIntoVehicle ( plr , auto )
end )
Podpis
Aktualny projekt: LSgame
Na scenie MTA od: 2015 roku.
Discord: Chwilowoo, brak
Wysłany: 2019-12-09, 19:57
Wilq
Wiek: 24 Na forum: 4428 dni Posty: 3410
Piwa : 739
Zaleca si? u?ywanie funkcji
B??d m?wi o braku poje?dzie w argumencie 2. I to samo mo?na wyczyta? z kodu, nigdzie nie definiujesz zmiennej 'auto'. Nigdzie nie tworzysz takiego pojazdu, wi?c nie ma co si? dziwi?, ?e nie dzia?a.
Uprzedz? pytanie: auto tworzymy za pomoc? funkcji
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Wystawiono 1 piw(a):NoKill1997
Wysłany: 2019-12-09, 20:12
NoKill1997
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Wiek: 28 Na forum: 3224 dni Posty: 183
Nick w MP: Mefedroniarz.PDW
Piwa : 778
"Wilq" napisał/a :Zaleca si? u?ywanie funkcji
B??d m?wi o braku poje?dzie w argumencie 2. I to samo mo?na wyczyta? z kodu, nigdzie nie definiujesz zmiennej 'auto'. Nigdzie nie tworzysz takiego pojazdu, wi?c nie ma co si? dziwi?, ?e nie dzia?a.
Uprzedz? pytanie: auto tworzymy za pomoc? funkcji
Tylko problem jest taki, ze autko sie tworzy.
Podpis
Aktualny projekt: LSgame
Na scenie MTA od: 2015 roku.
Discord: Chwilowoo, brak
Wysłany: 2019-12-09, 20:16
Wilq
Wiek: 24 Na forum: 4428 dni Posty: 3410
Piwa : 739
Racja, jednak co? si? definiuje. Klucz to s?owo co?, pytanie czy funkcja 'onRespawnVehicles' zwraca Ci zmienn? pojazdu. Zobacz do tej funkcji lub wklej jej kod tutaj.
Formu?a powinna wygl?da? tak:
return < tutaj zmienna pojazdu w tej funkcji >
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Wystawiono 1 piw(a):NoKill1997
Wysłany: 2019-12-10, 19:48
NoKill1997
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Wiek: 28 Na forum: 3224 dni Posty: 183
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Piwa : 778
function onRespawnVehicles ( _ , id , poss , plr )
-- Settings ( QUERY )
if id then
result = exports [ "rpg-db" ]: dbGet ( "SELECT * FROM pystories_vehicles WHERE parking=1 AND id=?" , id )
query = exports [ "rpg-db" ]: dbSet ( "UPDATE pystories_vehicles SET parking=0 WHERE id=?" , id )
else
result = exports [ "rpg-db" ]: dbGet ( "SELECT * FROM pystories_vehicles WHERE parking=0" )
end
-- Pairs
for ile , vehicle in pairs ( result ) do
vehicles = ile
if id then pos ={ poss [ 1 ], poss [ 2 ], poss [ 3 ], poss [ 4 ], poss [ 5 ], poss [ 6 ]}
else pos = split ( vehicle [ "pos" ], "," ) end
local color = split ( vehicle [ "color" ], "," )
local lights = split ( vehicle [ "headlights" ], "," )
local veh = createVehicle ( vehicle [ "model" ], pos [ 1 ], pos [ 2 ], pos [ 3 ], pos [ 4 ], pos [ 5 ], pos [ 6 ])
warpPedIntoVehicle ( plr , veh )
setVehicleColor ( veh , color [ 1 ], color [ 2 ], color [ 3 ], color [ 4 ], color [ 5 ], color [ 6 ], color [ 7 ], color [ 8 ], color [ 9 ], color [ 10 ], color [ 11 ], color [ 12 ])
setVehicleHeadLightColor ( veh , lights [ 1 ], lights [ 2 ], lights [ 3 ])
if vehicle [ "plateText" ] ~= "" then
setVehiclePlateText ( veh , vehicle [ "plateText" ])
else
setVehiclePlateText ( veh , tostring ( "LSg " .. vehicle [ "id" ]))
end
setElementFrozen ( veh , ( vehicle [ "frozen" ]) > 0 )
if vehicle [ "paintjob" ] ~= 3 then
setVehiclePaintjob ( veh , vehicle [ "paintjob" ])
end
Wysłany: 2019-12-10, 19:54
Wilq
Wiek: 24 Na forum: 4428 dni Posty: 3410
Piwa : 739
I to jest ca?a funkcja? Je?li tak, to brakuje w niej 2 end?w no i zwracania pojazdu, kt?ry si? tworzy.
Ale, ?e definiujesz tu pojazd, to wklej w tej p?tli t? linijk?:
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Wystawiono 1 piw(a):NoKill1997
Wysłany: 2019-12-10, 21:05
NoKill1997
Online
Wiek: 28 Na forum: 3224 dni Posty: 183
Nick w MP: Mefedroniarz.PDW
Piwa : 778
function onRespawnVehicles ( _ , id , poss )
-- Settings ( QUERY )
if id then
result = exports [ "rpg-db" ]: dbGet ( "SELECT * FROM pystories_vehicles WHERE parking=1 AND id=?" , id )
query = exports [ "rpg-db" ]: dbSet ( "UPDATE pystories_vehicles SET parking=0 WHERE id=?" , id )
else
result = exports [ "rpg-db" ]: dbGet ( "SELECT * FROM pystories_vehicles WHERE parking=0" )
end
-- Pairs
for ile , vehicle in pairs ( result ) do
vehicles = ile
if id then pos ={ poss [ 1 ], poss [ 2 ], poss [ 3 ], poss [ 4 ], poss [ 5 ], poss [ 6 ]}
else pos = split ( vehicle [ "pos" ], "," ) end
local color = split ( vehicle [ "color" ], "," )
local lights = split ( vehicle [ "headlights" ], "," )
local veh = createVehicle ( vehicle [ "model" ], pos [ 1 ], pos [ 2 ], pos [ 3 ], pos [ 4 ], pos [ 5 ], pos [ 6 ])
setVehicleColor ( veh , color [ 1 ], color [ 2 ], color [ 3 ], color [ 4 ], color [ 5 ], color [ 6 ], color [ 7 ], color [ 8 ], color [ 9 ], color [ 10 ], color [ 11 ], color [ 12 ])
setVehicleHeadLightColor ( veh , lights [ 1 ], lights [ 2 ], lights [ 3 ])
if vehicle [ "plateText" ] ~= "" then
setVehiclePlateText ( veh , vehicle [ "plateText" ])
else
setVehiclePlateText ( veh , tostring ( "LSg " .. vehicle [ "id" ]))
end
setElementFrozen ( veh , ( vehicle [ "frozen" ]) > 0 )
if vehicle [ "paintjob" ] ~= 3 then
setVehiclePaintjob ( veh , vehicle [ "paintjob" ])
end
setElementHealth ( veh , vehicle [ "health" ])
setElementData ( veh , "vehicle:spawn" , true )
setElementData ( veh , "vehicle:id" , vehicle [ "id" ])
setElementData ( veh , "vehicle:fuel" , vehicle [ "fuel" ])
setElementData ( veh , "vehicle:desc" , vehicle [ "text" ] or false )
setElementData ( veh , "vehicle:mileage" , vehicle [ "mileage" ])
setElementData ( veh , "vehicle:driver" , vehicle [ "driver" ])
setElementData ( veh , "vehicle:ownedGroup" , vehicle [ "ownedGroup" ])
setElementData ( veh , "vehicle:ownedPlayer" , vehicle [ "ownedPlayer" ])
local mk1 = vehicle [ 'mk1' ]
local mk1 = vehicle [ 'mk2' ]
local xfour = vehicle [ 'awd' ]
if ( type ( vehicle [ 'rent' ]) == "string" ) then
local tabelka = {}
local rente = split ( vehicle [ 'rent' ], ',' )
for k , v in ipairs ( rente ) do
table . insert ( tabelka , v )
end
setElementData ( veh , "vehicle:rent" , tabelka or false )
else
setElementData ( veh , "vehicle:rent" , 0 )
end
if tonumber ( xfour ) == 1 then
setVehicleHandling ( veh , "driveType" , "awd" )
end
if tonumber ( mk1 ) ~= 0 then
local fast = getVehicleHandlingProperty ( veh , "engineAcceleration" )
local maxfast = getVehicleHandlingProperty ( veh , "maxVelocity" )
local masa = getVehicleHandlingProperty ( veh , "mass" )
local masa2 = getVehicleHandlingProperty ( veh , "turnMass" )
local xd = getVehicleHandlingProperty ( veh , "tractionMultiplier" )
local coef = getVehicleHandlingProperty ( veh , "dragCoeff" )
setVehicleHandling ( veh , "engineAcceleration" , fast + 0.5 )
setVehicleHandling ( veh , "maxVelocity" , maxfast + 6 )
setVehicleHandling ( veh , "mass" , masa + 100 )
setVehicleHandling ( veh , "tractionMultiplier" , xd + 0.1 )
setVehicleHandling ( veh , "steeringLock" , 40 )
setVehicleHandling ( veh , "dragCoeff" , coef - 0.15 )
end
if tonumber ( mk2 ) ~= 0 then
local fast = getVehicleHandlingProperty ( veh , "engineAcceleration" )
local maxfast = getVehicleHandlingProperty ( veh , "maxVelocity" )
local masa = getVehicleHandlingProperty ( veh , "mass" )
local masa2 = getVehicleHandlingProperty ( veh , "turnMass" )
local xd = getVehicleHandlingProperty ( veh , "tractionMultiplier" )
local coef = getVehicleHandlingProperty ( veh , "dragCoeff" )
setVehicleHandling ( veh , "engineAcceleration" , fast + 1.3 )
setVehicleHandling ( veh , "maxVelocity" , maxfast + 14 )
setVehicleHandling ( veh , "tractionMultiplier" , xd + 0.2 )
setVehicleHandling ( veh , "mass" , masa + 150 )
setVehicleHandling ( veh , "steeringLock" , 42 )
setVehicleHandling ( veh , "dragCoeff" , coef - 0.21 )
end
--[[ if vehicle [ "rearlights" ] ~= "" then
setElementData ( veh , "vehicle:light" , vehicle [ "rearlights" ])
else
setElementData ( veh , "vehicle:light" , "High Quality" )
end ]]--
setElementData ( veh , "neony" , vehicle [ "neon" ])
if vehicle [ "blokada" ] == "true" then
setElementData ( veh , "vehicle:block" , true )
setVehicleWheelStates ( veh , 2 , 2 , 2 , 2 )
else
setElementData ( veh , "vehicle:block" , false )
end
local rodzajneonu = tonumber ( getElementData ( veh , "neony" ))
if getElementData ( veh , "neony" ) ~= 0 then
local m = getElementModel ( veh )
local of
if not nlOffsets [ m ] then
of ={- 1 , 0 ,- 0.5 }
else
of = nlOffsets [ m ]
end
neon1 = createObject ( nlIDX [ rodzajneonu ], 0 , 0 , 0 )
neon2 = createObject ( nlIDX [ rodzajneonu ], 0 , 0 , 0 )
setElementData ( veh , "zneony" , { neon1 , neon2 })
attachElements ( neon1 , veh , of [ 1 ], of [ 2 ], of [ 3 ])
attachElements ( neon2 , veh ,- of [ 1 ], of [ 2 ], of [ 3 ])
end
for i , v in ipairs ( split ( vehicle [ "tuning" ], "," )) do addVehicleUpgrade ( veh , v ) end
for i , v in ipairs ( split ( vehicle [ "panelstates" ], "," )) do setVehiclePanelState ( veh , i , tonumber ( v )) end
setVehicleDamageProof ( veh , true )
end
outputDebugString ( "Loaded " .. vehicles .. " vehicles." )
return veh
end
[ Dodano : 2019-12-10, 21:07 ]
Zrobilem cos takiego, ale nadal wystepuje ten sam blad
Wysłany: 2019-12-10, 21:15
Wilq
Wiek: 24 Na forum: 4428 dni Posty: 3410
Piwa : 739
Cytat: Wklej w p?tli t? linijk?:
W P?TLI. ?eby zwraca?o ka?dy pojazd, przy ka?dym wywo?aniu funkcji.
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Wystawiono 1 piw(a):NoKill1997
Wysłany: 2019-12-10, 21:25
NoKill1997
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Piwa : 778
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