local deadAnimDict = "dead" local deadAnim = "dead_a" local deadCarAnimDict = "veh@low@front_ps@idle_duck" local deadCarAnim = "sit" local hold = 5 deathTime = 0 Citizen.CreateThread(function() while true do Citizen.Wait(330) local player = PlayerId() if NetworkIsPlayerActive(player) then local playerPed = PlayerPedId() if IsEntityDead(playerPed) and not InLaststand then SetLaststand(true) elseif IsEntityDead(playerPed) and InLaststand and not isDead then SetLaststand(false) local killer_2, killerWeapon = NetworkGetEntityKillerOfPlayer(player) local killer = GetPedSourceOfDeath(playerPed) if killer_2 ~= 0 and killer_2 ~= -1 then killer = killer_2 end local killerId = NetworkGetPlayerIndexFromPed(killer) local killerName = killerId ~= -1 and GetPlayerName(killerId) .. " " .. "("..GetPlayerServerId(killerId)..")" or "Él mismo o un NPC" local weaponLabel = QBCore.Shared.Weapons[killerWeapon] ~= nil and QBCore.Shared.Weapons[killerWeapon]["label"] or "Desconocido" local weaponName = QBCore.Shared.Weapons[killerWeapon] ~= nil and QBCore.Shared.Weapons[killerWeapon]["name"] or "Arma desconocida" TriggerServerEvent("qb-log:server:CreateLog", "death", GetPlayerName(player) .. " ("..GetPlayerServerId(player)..") está muerto", "red", "**".. killerName .. "** ha matado a ".. GetPlayerName(player) .." con **".. weaponLabel .. "** (" .. weaponName .. ")") deathTime = Config.DeathTime OnDeath() DeathTimer() end end end end) Citizen.CreateThread(function() while true do Citizen.Wait(0) if isDead or InLaststand then local ped = PlayerPedId() DisableAllControlActions(0) EnableControlAction(0, 1, true) EnableControlAction(0, 2, true) EnableControlAction(0, 245, true) EnableControlAction(0, 38, true) EnableControlAction(0, 0, true) EnableControlAction(0, 322, true) EnableControlAction(0, 288, true) EnableControlAction(0, 213, true) EnableControlAction(0, 249, true) EnableControlAction(0, 46, true) if isDead then if not isInHospitalBed then if deathTime > 0 then DrawTxt(0.93, 1.44, 1.0,1.0,0.6, "REVIVIRÁS EN: ~r~" .. math.ceil(deathTime) .. "~w~ SEGUNDOS", 255, 255, 255, 255) else DrawTxt(0.865, 1.44, 1.0, 1.0, 0.6, "~w~ PRESIONA ~r~[E] ("..hold..")~w~ PARA REAPARECER ~r~($"..Config.BillCost..")~w~", 255, 255, 255, 255) end end if IsPedInAnyVehicle(ped, false) then loadAnimDict("veh@low@front_ps@idle_duck") if not IsEntityPlayingAnim(ped, "veh@low@front_ps@idle_duck", "sit", 3) then TaskPlayAnim(ped, "veh@low@front_ps@idle_duck", "sit", 1.0, 1.0, -1, 1, 0, 0, 0, 0) end else if isInHospitalBed then if not IsEntityPlayingAnim(ped, inBedDict, inBedAnim, 3) then loadAnimDict(inBedDict) TaskPlayAnim(ped, inBedDict, inBedAnim, 1.0, 1.0, -1, 1, 0, 0, 0, 0) end else if not IsEntityPlayingAnim(ped, deadAnimDict, deadAnim, 3) then loadAnimDict(deadAnimDict) TaskPlayAnim(ped, deadAnimDict, deadAnim, 1.0, 1.0, -1, 1, 0, 0, 0, 0) end end end SetCurrentPedWeapon(ped, GetHashKey("WEAPON_UNARMED"), true) elseif InLaststand then local ped = PlayerPedId() DisableAllControlActions(0) EnableControlAction(0, 1, true) EnableControlAction(0, 2, true) EnableControlAction(0, 245, true) EnableControlAction(0, 38, true) EnableControlAction(0, 0, true) EnableControlAction(0, 322, true) EnableControlAction(0, 288, true) EnableControlAction(0, 213, true) EnableControlAction(0, 249, true) EnableControlAction(0, 46, true) if LaststandTime > Laststand.MinimumRevive then DrawTxt(0.94, 1.44, 1.0, 1.0, 0.6, "TE VAS A DESANGRAR EN: ~r~" .. math.ceil(LaststandTime) .. "~w~ SEGUNDOS", 255, 255, 255, 255) else DrawTxt(0.845, 1.44, 1.0, 1.0, 0.6, "TE VAS A DESANGRAR EN: ~r~" .. math.ceil(LaststandTime) .. "~w~ SEGUNDOS, AUN PUEDES SER ATENDIDO", 255, 255, 255, 255) end if not isEscorted then if IsPedInAnyVehicle(ped, false) then loadAnimDict("veh@low@front_ps@idle_duck") if not IsEntityPlayingAnim(ped, "veh@low@front_ps@idle_duck", "sit", 3) then TaskPlayAnim(ped, "veh@low@front_ps@idle_duck", "sit", 1.0, 1.0, -1, 1, 0, 0, 0, 0) end else loadAnimDict(lastStandDict) if not IsEntityPlayingAnim(ped, lastStandDict, lastStandAnim, 3) then TaskPlayAnim(ped, lastStandDict, lastStandAnim, 1.0, 1.0, -1, 1, 0, 0, 0, 0) end end else if IsPedInAnyVehicle(ped, false) then loadAnimDict("veh@low@front_ps@idle_duck") if IsEntityPlayingAnim(ped, "veh@low@front_ps@idle_duck", "sit", 3) then StopAnimTask(ped, "veh@low@front_ps@idle_duck", "sit", 3) end else loadAnimDict(lastStandDict) if IsEntityPlayingAnim(ped, lastStandDict, lastStandAnim, 3) then StopAnimTask(ped, lastStandDict, lastStandAnim, 3) end end end end else Citizen.Wait(500) end end end) function OnDeath(spawn) if not isDead then isDead = true TriggerServerEvent("hospital:server:SetDeathStatus", true) TriggerServerEvent("InteractSound_SV:PlayOnSource", "demo", 0.1) local player = PlayerPedId() while GetEntitySpeed(player) > 0.5 or IsPedRagdoll(player) do Citizen.Wait(10) end if isDead then local pos = GetEntityCoords(player) local heading = GetEntityHeading(player) NetworkResurrectLocalPlayer(pos.x, pos.y, pos.z + 0.5, heading, true, false) SetEntityInvincible(player, true) SetEntityHealth(player, GetEntityMaxHealth(player)) if IsPedInAnyVehicle(player, false) then loadAnimDict("veh@low@front_ps@idle_duck") TaskPlayAnim(player, "veh@low@front_ps@idle_duck", "sit", 1.0, 1.0, -1, 1, 0, 0, 0, 0) else loadAnimDict(deadAnimDict) TaskPlayAnim(player, deadAnimDict, deadAnim, 1.0, 1.0, -1, 1, 0, 0, 0, 0) end TriggerEvent("hospital:client:AiCall") end end end function DeathTimer() hold = 5 while isDead do Citizen.Wait(1000) deathTime = deathTime - 1 if deathTime <= 0 then if IsControlPressed(0, 38) and hold <= 0 and not isInHospitalBed then TriggerEvent("hospital:client:RespawnAtHospital") hold = 5 end if IsControlPressed(0, 38) then if hold - 1 >= 0 then hold = hold - 1 else hold = 0 end end if IsControlReleased(0, 38) then hold = 5 end end end end function DrawTxt(x, y, width, height, scale, text, r, g, b, a, outline) SetTextFont(4) SetTextProportional(0) SetTextScale(scale, scale) SetTextColour(r, g, b, a) SetTextDropShadow(0, 0, 0, 0,255) SetTextEdge(2, 0, 0, 0, 255) SetTextDropShadow() SetTextOutline() SetTextEntry("STRING") AddTextComponentString(text) DrawText(x - width/2, y - height/2 + 0.005) end function loadAnimDict(dict) while (not HasAnimDictLoaded(dict)) do RequestAnimDict(dict) Citizen.Wait(5) end end
Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
name = io.read("*a")
print ("Hello ", name)
Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end