У меня есть этот код, я хочу, чтобы у выбранного игрока появилась машина, которая затем взорвется. Но это не работает, мне нужно спамить команду, чтобы машина телепортировалась к игроку, и она не синхронизируется для меня, помогите, пожалуйста
Код:
local ev = require ('lib.samp.events')
local mad = require'MoonAdditions'
function main ()
sampRegisterChatCommand ('sbomb', sadlerBomb)
wait (-1)
end
function sadlerBomb (cmd)
if not cmd: match ('% d +') then
return sampAddChatMessage ('USAGE: / sbomb <player id>', - 1)
end
target = tonumber (cmd)
if sampIsPlayerConnected (target) == false then
return sampAddChatMessage ('Specified player is not connected', -1)
end
local _, ped = sampGetCharHandleBySampPlayerId (target)
if _ then
local x, y, z = getCharCoordinates (ped)
lua_thread.create (function ()
for i, car in ipairs (mad.get_all_vehicles (x, y, z, 100.0, false, false)) do
if doesVehicleExist (car) then
local ped = getDriverOfCar (car)
local _, carid = sampGetVehicleIdByCarHandle (car)
if not doesCharExist (ped) then
sampAddChatMessage ("No player in car - car ID:" .. carid, -1)
local data = samp_create_sync_data ('vehicle')
data.vehicleId = carid
data.position = {x, y, z}
data.vehicleHealth = 200.0
data.send ()
sampForceVehicleSync (carid)
end
end
end
end)
else
sampAddChatMessage ("Specified player is not streamed in.", -1)
end
end
function samp_create_sync_data (sync_type, copy_from_player)
local ffi = require 'ffi'
local sampfuncs = require 'sampfuncs'
- from SAMP.Lua
local raknet = require 'samp.raknet'
require 'samp.synchronization'
copy_from_player = copy_from_player or true
local sync_traits = {
player = {'PlayerSyncData', raknet.PACKET.PLAYER_SYNC, sampStorePlayerOnfootData},
vehicle = {'VehicleSyncData', raknet.PACKET.VEHICLE_SYNC, sampStorePlayerIncarData},
passenger = {'PassengerSyncData', raknet.PACKET.PASSENGER_SYNC, sampStorePlayerPassengerData},
aim = {'AimSyncData', raknet.PACKET.AIM_SYNC, sampStorePlayerAimData},
trailer = {'TrailerSyncData', raknet.PACKET.TRAILER_SYNC, sampStorePlayerTrailerData},
unoccupied = {'UnoccupiedSyncData', raknet.PACKET.UNOCCUPIED_SYNC, nil},
bullet = {'BulletSyncData', raknet.PACKET.BULLET_SYNC, nil},
spectator = {'SpectatorSyncData', raknet.PACKET.SPECTATOR_SYNC, nil}
}
local sync_info = sync_traits [sync_type]
local data_type = 'struct' .. sync_info [1]
local data = ffi.new (data_type, {})
local raw_data_ptr = tonumber (ffi.cast ('uintptr_t', ffi.new (data_type .. '*', data)))
- copy player's sync data to the allocated memory
if copy_from_player then
local copy_func = sync_info [3]
if copy_func then
local _, player_id
if copy_from_player == true then
_, player_id = sampGetPlayerIdByCharHandle (PLAYER_PED)
else
player_id = tonumber (copy_from_player)
end
copy_func (player_id, raw_data_ptr)
end
end
- function to send packet
local func_send = function ()
local bs = raknetNewBitStream ()
raknetBitStreamWriteInt8 (bs, sync_info [2])
raknetBitStreamWriteBuffer (bs, raw_data_ptr, ffi.sizeof (data))
raknetSendBitStreamEx (bs, sampfuncs.HIGH_PRIORITY, sampfuncs.UNRELIABLE_SEQUENCED, 1)
raknetDeleteBitStream (bs)
end
- metatable to access sync data and 'send' function
local mt = {
__index = function (t, index)
return data [index]
end,
__newindex = function (t, index, value)
data [index] = value
end
}
return setmetatable ({send = func_send}, mt)
end