Darkrp prisoners can escape
How I can to do
When I get out from the police deperament when am I prisoner I will not be prisoner anymore.
Some one can help me?
and I have Mad Charge
and the doors didnt respawn...
Sorry about my bad english.
I have Darkrp 2.4.3
weapon_mad_charge
Shared.lua
[CODE]
// Variables that are used on both client and server
SWEP.Base = "weapon_mad_base"
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/v_slam.mdl"
SWEP.WorldModel = "models/weapons/w_slam.mdl"
SWEP.HoldType = "slam"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
SWEP.Primary.Sound = Sound("")
SWEP.Primary.Recoil = 0
SWEP.Primary.Damage = 0
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.075
SWEP.Primary.Delay = 5
SWEP.Primary.ClipSize = -1 // Size of a clip
SWEP.Primary.DefaultClip = 1 // Default number of bullets in a clip
SWEP.Primary.Automatic = false // Automatic/Semi Auto
SWEP.Primary.Ammo = "Thumper"
SWEP.Secondary.ClipSize = -1 // Size of a clip
SWEP.Secondary.DefaultClip = -1 // Default number of bullets in a clip
SWEP.Secondary.Automatic = false // Automatic/Semi Auto
SWEP.Secondary.Ammo = "none"
SWEP.ShellEffect = "none" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun"
SWEP.ShellDelay = 0
SWEP.Pistol = true
SWEP.Rifle = false
SWEP.Shotgun = false
SWEP.Sniper = false
SWEP.RunArmOffset = Vector (-0.5928, 0, 6.3399)
SWEP.RunArmAngle = Vector (-19.4462, -2.5193, 0)
/*---------------------------------------------------------
Name: SWEP:Precache()
Desc: Use this function to precache stuff.
---------------------------------------------------------*/
function SWEP:Precache()
util.PrecacheSound("weapons/c4/c4_disarm.wav")
util.PrecacheSound("weapons/c4/c4_explode1.wav")
util.PrecacheSound("weapons/c4/c4_click.wav")
util.PrecacheSound("weapons/c4/c4_plant.wav")
util.PrecacheSound("weapons/c4/c4_beep1.wav")
end
/*---------------------------------------------------------
Name: SWEP:PrimaryAttack()
Desc: +attack1 has been pressed.
---------------------------------------------------------*/
function SWEP:PrimaryAttack()
// Holst/Deploy your fucking weapon
if (not self.Owner:IsNPC() and self.Owner:KeyDown(IN_USE)) then
bHolsted = !self.Weapon:GetDTBool(0)
self:SetHolsted(bHolsted)
self.Weapon:SetNextPrimaryFire(CurTime() + 0.3)
self.Weapon:SetNextSecondaryFire(CurTime() + 0.3)
self:SetIronsights(false)
return
end
/*
if self.Weapon:GetNWBool("Planted") then
self.Weapon:SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE)
self.Weapon:EmitSound("Streetwar.d3_c17_10b_mine_mode")
for k, ent in pairs(ents.GetAll()) do
if ent:GetClass() == "ent_mad_charge" and ent.Owner == self.Owner then
timer.Simple(1, function() ent:Explosion() ent:Remove() end)
self.Weapon:SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE)
end
end
self.Weapon:SetNextPrimaryFire(CurTime() + 2)
self.Weapon:SetNextSecondaryFire(CurTime() + 2)
self.Weapon:SetNWBool("Planted", false)
timer.Simple(0.5, function()
self.Weapon:SendWeaponAnim(ACT_SLAM_DETONATOR_HOLSTER)
end)
timer.Simple(1, function()
if self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then
self:Deploy()
else
self.Weapon:Remove()
self.Owner:ConCommand("lastinv")
end
end)
return
end
*/
if (not self:CanPrimaryAttack()) then return end
local tr = {}
tr.start = self.Owner:GetShootPos()
tr.endpos = self.Owner:GetShootPos() + 100 * self.Owner:GetAimVector()
tr.filter = {self.Owner}
local trace = util.TraceLine(tr)
self.Weapon:SetNextPrimaryFire(CurTime() + 0.5)
self.Weapon:SetNextSecondaryFire(CurTime() + 0.5)
if not trace.Hit or trace.Entity:GetClass() ~= "prop_door_rotating" or trace.HitWorld then
if (SERVER) then
self.Owner:PrintMessage(HUD_PRINTTALK, "Explosive charge can only be installed on doors!")
end
return
end
self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self.Weapon:SetNextSecondaryFire(CurTime() + self.Primary.Delay)
self.Weapon:SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH)
timer.Simple(0.5, function()
if (not self.Owner:Alive() or self.Weapon:GetOwner():GetActiveWeapon():GetClass() ~= "weapon_mad_charge" or not IsFirstTimePredicted()) then return end
self.Weapon:SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH2)
local tr = {}
tr.start = self.Owner:GetShootPos()
tr.endpos = self.Owner:GetShootPos() + 100 * self.Owner:GetAimVector()
tr.filter = {self.Owner}
local trace = util.TraceLine(tr)
if not trace.Hit or trace.Entity:GetClass() ~= "prop_door_rotating" or trace.HitWorld then
timer.Simple(0.6, function()
if self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then
self:Deploy()
else
self.Weapon:Remove()
self.Owner:ConCommand("lastinv")
end
end)
return
end
self.Owner:SetAnimation(PLAYER_ATTACK1)
self:TakePrimaryAmmo(1)
if (CLIENT) then return end
Charge = ents.Create("ent_mad_charge")
Charge:SetPos(trace.HitPos + trace.HitNormal)
trace.HitNormal.z = -trace.HitNormal.z
Charge:SetAngles(trace.HitNormal:Angle() - Angle(270, 180, 180))
Charge.Owner = self.Owner
Charge:Spawn()
if trace.Entity and trace.Entity:IsValid() and trace.Entity:GetClass() == "prop_door_rotating" then
if not trace.Entity:IsNPC() and not trace.Entity:IsPlayer() and trace.Entity:GetPhysicsObject():IsValid() then
constraint.Weld(Charge, trace.Entity)
end
else
Charge:SetMoveType(MOVETYPE_NONE)
end
timer.Simple(0.6, function()
if (not self.Owner:Alive() or self.Weapon:GetOwner():GetActiveWeapon():GetClass() ~= "weapon_mad_charge") or not IsFirstTimePredicted() then return end
// self.Weapon:SetNWBool("Planted", true)
self:Deploy()
end)
end)
end
/*---------------------------------------------------------
Name: SWEP:SecondaryAttack()
Desc: +attack2 has been pressed.
---------------------------------------------------------*/
function SWEP:SecondaryAttack()
end
/*---------------------------------------------------------
Name: SWEP:CanPrimaryAttack()
Desc: Helper function for checking for no ammo.
---------------------------------------------------------*/
function SWEP:CanPrimaryAttack()
if (self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) or (self.Owner:WaterLevel() > 2) then
self.Weapon:SetNextPrimaryFire(CurTime() + 0.5)
return false
end
if (not self.Owner:IsNPC()) and (self.Owner:KeyDown(IN_SPEED)) then
self.Weapon:SetNextPrimaryFire(CurTime() + 0.5)
return false
end
return true
end
/*---------------------------------------------------------
Name: SWEP:Deploy()
Desc: Whip it out.
---------------------------------------------------------*/
function SWEP:Deploy()
// if self.Weapon:GetNWBool("Planted") then
// self.Weapon:SendWeaponAnim(ACT_SLAM_DETONATOR_DRAW)
// else
self.Weapon:SendWeaponAnim(ACT_SLAM_TRIPMINE_DRAW)
// end
self.Weapon:SetNextPrimaryFire(CurTime() + self.DeployDelay)
self.Weapon:SetNextSecondaryFire(CurTime() + self.DeployDelay)
self.ActionDelay = (CurTime() + self.DeployDelay)
return true
end
/*---------------------------------------------------------
Name: SWEP:Holster()
---------------------------------------------------------*/
function SWEP:Holster()
if (CLIENT) and self.Ghost:IsValid() then
self.Ghost:SetColor(255, 255, 255, 0)
end
return true
end
/*---------------------------------------------------------
Name: SWEP:OnRemove()
Desc: Called just before entity is deleted.
---------------------------------------------------------*/
function SWEP:OnRemove()
if (CLIENT) and self.Ghost:IsValid() then
self.Ghost:SetColor(255, 255, 255, 0)
end
return true
end
[/CODE]
cl_init.lua
[CODE]
include('shared.lua')
SWEP.PrintName = "EXPLOSIVE CHARGE" // 'Nice' Weapon name (Shown on HUD)
SWEP.Slot = 4 // Slot in the weapon selection m
Bump...
Bump
You already posted it in here:
[url]http://facepunch.com/showthread.php?t=1249475&p=44189195&viewfull=1#post44189195[/url]
Where it's supposed to be; please let this thread go!
[QUOTE=Acecool;44192858]You already posted it in here:
[url]http://facepunch.com/showthread.php?t=1249475&p=44189195&viewfull=1#post44189195[/url]
Where it's supposed to be; please let this thread go![/QUOTE]
He didnt answer to me...
Do you can help me with that?
BUMP
BUMP
When a person gets jailed, save their jail position as a variable attached to them, then do checks if they are specific distance from that spot, if yes then unjail. Nothing hard there.
[QUOTE=Newjorciks;44202940]When a person gets jailed, save their jail position as a variable attached to them, then do checks if they are specific distance from that spot, if yes then unjail. Nothing hard there.[/QUOTE]
Thank you, But I am not a coder...
You can do a function to me?
[QUOTE=hanm13;44203558]Thank you, But I am not a coder...
You can do a function to me?[/QUOTE]
This forum isn't the place for people to do anything you want. We will help you but you have to put in effort. If you want it done for you and you are willing to pay, try [url]http://coderhire.com/[/url] In the mean top please stop spamming bump unless you have something else to say or new information.
[QUOTE=Pandaman09;44203605]This forum isn't the place for people to do anything you want. We will help you but you have to put in effort. If you want it done for you and you are willing to pay, try [url]http://coderhire.com/[/url] In the mean top please stop spamming bump unless you have something else to say or new information.[/QUOTE]
This forum is free!
I dont need to pay!
I bought some items from CoderHire
I dont have more money to spend!
[QUOTE=hanm13;44203774]This forum is free!
I dont need to pay!
[/QUOTE]
You are right, the forum is free.
But for the script you request, you should try [url]www.coderhire.com[/url] because noone is ready to help you, facepunch doesn't like spammers and bumpers..
On top of that; you've been given a system that works where you only need to find coordinates by typing getpos in console. The bottom corner of a cube, and the farthest corner from the first corner which would be up to the top and 2 sides away. I showed a visual aide when you couldn't figure it out which portrayed 10 cubes, 9 which shared the same z for the bottom and the same z for the top, and the top cube which shared the same z which the 9 had for their top, and a new z for its' top.
There's nothing more we can show you to make the code work; a user was kind enough to code the entire thing for you and several users were kind enough to show you how to get the positions yet you continue to bump this topic without actually listening to what everyone is saying. If you can't find the coordinates and put them in the script then you will need to pay someone to install it for you, and for that you'll need money.
Here's another visual aide to show where you "getpos" the corners:
[lua]This corner
O________________________
/ _____________________ /|
/ / ___________________/ / |
/ / /| | / / |
/ / / | | / / . |
/ / /| | | / / /| |
/ / / | | | / / / | |
/ / / | | | / / /| | |
/ /_/__________________/ / / | | |
/________________________/ / | | |
| ______________________ | | | | |
| | | | | |_________| | |__| | |
| | | | |___________| | |____| |
| | | / / ___________| | |_ / /
| | | / / / | | |/ / /
| | | / / / | | | / /
| | |/ / / | | |/ /
| | | / / | | ' /
| | |/_/_______________| | /
| |____________________| | /
|________________________O/ And this corner
Thanks to: [url]http://www.retrojunkie.com/asciiart/shapes/cubes.htm[/url][/lua]
[url]http://facepunch.com/showthread.php?t=1249475&p=44182301&viewfull=1#post44182301[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44182567&viewfull=1#post44182567[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44182852&viewfull=1#post44182852[/url] -- The DarkRP Dev is even going to add something to make what you want to do easier!
[url]http://facepunch.com/showthread.php?t=1249475&p=44182948&viewfull=1#post44182948[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44189195&viewfull=1#post44189195[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44189528&viewfull=1#post44189528[/url] -- DarkRP Dev opened a request / issue
[url]http://facepunch.com/showthread.php?t=1249475&p=44201849&viewfull=1#post44201849[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44201901&viewfull=1#post44201901[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44202456&viewfull=1#post44202456[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44203674&viewfull=1#post44203674[/url] -- He even posted a zip file: [url]https://braxnet.org/temp/unarrest.zip[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44204071&viewfull=1#post44204071[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44204200&viewfull=1#post44204200[/url] -- DarkRP Dev added setjailpos and addjailpos to functionality
[url]http://facepunch.com/showthread.php?t=1249475&p=44204647&viewfull=1#post44204647[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44204677&viewfull=1#post44204677[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44205403&viewfull=1#post44205403[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44206681&viewfull=1#post44206681[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44206920&viewfull=1#post44206920[/url] -- visuals explaining what the non -- posts are explaining
[QUOTE=Acecool;44211553]On top of that; you've been given a system that works where you only need to find coordinates by typing getpos in console. The bottom corner of a cube, and the farthest corner from the first corner which would be up to the top and 2 sides away. I showed a visual aide when you couldn't figure it out which portrayed 10 cubes, 9 which shared the same z for the bottom and the same z for the top, and the top cube which shared the same z which the 9 had for their top, and a new z for its' top.
There's nothing more we can show you to make the code work; a user was kind enough to code the entire thing for you and several users were kind enough to show you how to get the positions yet you continue to bump this topic without actually listening to what everyone is saying. If you can't find the coordinates and put them in the script then you will need to pay someone to install it for you, and for that you'll need money.
Here's another visual aide to show where you "getpos" the corners:
[lua]This corner
O________________________
/ _____________________ /|
/ / ___________________/ / |
/ / /| | / / |
/ / / | | / / . |
/ / /| | | / / /| |
/ / / | | | / / / | |
/ / / | | | / / /| | |
/ /_/__________________/ / / | | |
/________________________/ / | | |
| ______________________ | | | | |
| | | | | |_________| | |__| | |
| | | | |___________| | |____| |
| | | / / ___________| | |_ / /
| | | / / / | | |/ / /
| | | / / / | | | / /
| | |/ / / | | |/ /
| | | / / | | ' /
| | |/_/_______________| | /
| |____________________| | /
|________________________O/ And this corner
Thanks to: [url]http://www.retrojunkie.com/asciiart/shapes/cubes.htm[/url][/lua]
[url]http://facepunch.com/showthread.php?t=1249475&p=44182301&viewfull=1#post44182301[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44182567&viewfull=1#post44182567[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44182852&viewfull=1#post44182852[/url] -- The DarkRP Dev is even going to add something to make what you want to do easier!
[url]http://facepunch.com/showthread.php?t=1249475&p=44182948&viewfull=1#post44182948[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44189195&viewfull=1#post44189195[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44189528&viewfull=1#post44189528[/url] -- DarkRP Dev opened a request / issue
[url]http://facepunch.com/showthread.php?t=1249475&p=44201849&viewfull=1#post44201849[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44201901&viewfull=1#post44201901[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44202456&viewfull=1#post44202456[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44203674&viewfull=1#post44203674[/url] -- He even posted a zip file: [url]https://braxnet.org/temp/unarrest.zip[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44204071&viewfull=1#post44204071[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44204200&viewfull=1#post44204200[/url] -- DarkRP Dev added setjailpos and addjailpos to functionality
[url]http://facepunch.com/showthread.php?t=1249475&p=44204647&viewfull=1#post44204647[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44204677&viewfull=1#post44204677[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44205403&viewfull=1#post44205403[/url] --
[url]http://facepunch.com/showthread.php?t=1249475&p=44206681&viewfull=1#post44206681[/url]
[url]http://facepunch.com/showthread.php?t=1249475&p=44206920&viewfull=1#post44206920[/url] -- visuals explaining what the non -- posts are explaining[/QUOTE]
I got this error
[ERROR] lua/autorun/jailbreak.lua:8: attempt to call field 'Create' (a nil value)
1. fn - lua/autorun/jailbreak.lua:8
2. unknown - addons/ulib/lua/ulib/shared/hook.lua:183
--
hook.Add("InitPostEntity", "BraxHookJailbreak", function()
-- Position for the escape trigger
local UnarrestMin = Vector(-2399.97, 357.97, -95.97)
local UnarrestMax = Vector(-2179.03, 222.03, -95.97)
local ent = ents.Create("unarrest")
ent:SetPos( UnarrestMin )
ent.posMin = UnarrestMin
ent.posMax = UnarrestMax
ent:Spawn()
ent:Activate()
end)
Sorry, you need to Log In to post a reply to this thread.