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TFS 1.X+ create tile on no ground tile 1.5

bpm91

Intermediate OT User
Joined
May 23, 2019
Messages
815
Solutions
7
Reaction score
106
Location
Brazil
Hey guys, I'm trying to make the bridge do and undo when pulling levers, but it doesn't create the floor, the lever moves

Lua:
function onUse(cid, item, frompos, item2, topos)

gatepos1 = {x=32426, y=32201, z=14, stackpos=1}
getgate1 = getThingfromPos(gatepos1)
gatepos2 = {x=32426, y=32202, z=14, stackpos=1}
getgate2 = getThingfromPos(gatepos2)

switchpos1 = {x=32428, y=32198, z=14}
switchpos2 = {x=32428, y=32203, z=14}


    
if item.itemid == 1946 then   

doCreateItem(1284,1,gatepos1)
doCreateItem(1284,1,gatepos2)

doTransformItem(getTileItemById(switchpos1, 1946).uid,1945)
doTransformItem(getTileItemById(switchpos2, 1946).uid,1945)         

elseif item.itemid == 1945 then

doRemoveItem(1284,1,gatepos1)
doRemoveItem(1284,1,gatepos2)

doTransformItem(getTileItemById(switchpos1, 1945).uid,1946)
doTransformItem(getTileItemById(switchpos2, 1945).uid,1946)
      
else
doPlayerSendCancel(cid,"Sorry not possible.")
end
  return 1
  end

Screenshot_1.png
 
i change line local tile = t[4]:getTile()
to local tile = t[4]:getTile(Position)
and work Constme Poff
but no create item
Post automatically merged:


Now Work, i chnge to scripts/action <3 ty so much u save me <3
So happy it helped friend! Good luck with your project!

Btw :
on line 6 add :
Lua:
local effect = CONST_ME_POFF
on line 45 add :
Lua:
bridgePos1:sendMagicEffect(effect)
bridgePos2:sendMagicEffect(effect)
If you want that visual effect aswell.
 
nice i want effect too <3
Post automatically merged:

I have a small problem, I need to be kicked when I'm in the middle of the bridge and someone closes..
 
The player on the bridge is not being teleported
nice i want effect too <3
Post automatically merged:

I have a small problem, I need to be kicked when I'm in the middle of the bridge and someone closes..


Lua:
local switchBridge = Action()

local leverOn = 1946
local leverOff = 1945
local bridgeTile = 405
local effect = CONST_ME_POFF

local bridgePos = {Position({
    x = 1090,
    y = 1003,
    z = 8
}), Position({
    x = 1091,
    y = 1003,
    z = 8
})}

local leverTile = {Position({
    x = 1089,
    y = 1002,
    z = 8
}), Position({
    x = 1092,
    y = 1004,
    z = 8
})}

local teleportToPos = Position({x = 1089, y = 1003, z = 8})

function Position:createItem(itemid, count)
    local toTile = Tile(self)
    if not toTile or not toTile:getItems() or not toTile:getGround() then
        doAreaCombatHealth(0, 0, self, 0, 0, 0, CONST_ME_NONE)
        Game.createItem(itemid, count, self)
    end
end

function switchBridge.onUse(player, item, fromPosition, target, toPosition, isHotkey)
    if not player then
        return
    end

    for i, v in ipairs(leverTile) do
        if Tile(v):getItemById(leverOff) then
            Tile(v):getItemById(leverOff):transform(leverOn)
        else
            Tile(v):getItemById(leverOn):transform(leverOff)
        end
    end

    if item.itemid == leverOn then
        for i, v in ipairs(bridgePos) do
            v:sendMagicEffect(effect)
            v:createItem(bridgeTile, 1)
        end
    else
        for i, v in ipairs(bridgePos) do
            local bridgeTilePos = Tile(v):getItemById(bridgeTile)
            print(Tile(v):getItemById(2120))
            local searchCreature = getTopCreature(v).uid
            if Creature(searchCreature) then
                Creature(searchCreature):teleportTo(teleportToPos)
            end
            bridgeTilePos:remove()
        end
    end
end

switchBridge:aid(32191)
switchBridge:register()
 
Lua:
local switchBridge = Action()

local leverOn = 1946
local leverOff = 1945
local bridgeTile = 405
local effect = CONST_ME_POFF

local bridgePos = {Position({
    x = 1090,
    y = 1003,
    z = 8
}), Position({
    x = 1091,
    y = 1003,
    z = 8
})}

local leverTile = {Position({
    x = 1089,
    y = 1002,
    z = 8
}), Position({
    x = 1092,
    y = 1004,
    z = 8
})}

local teleportToPos = Position({x = 1089, y = 1003, z = 8})

function Position:createItem(itemid, count)
    local toTile = Tile(self)
    if not toTile or not toTile:getItems() or not toTile:getGround() then
        doAreaCombatHealth(0, 0, self, 0, 0, 0, CONST_ME_NONE)
        Game.createItem(itemid, count, self)
    end
end

function switchBridge.onUse(player, item, fromPosition, target, toPosition, isHotkey)
    if not player then
        return
    end

    for i, v in ipairs(leverTile) do
        if Tile(v):getItemById(leverOff) then
            Tile(v):getItemById(leverOff):transform(leverOn)
        else
            Tile(v):getItemById(leverOn):transform(leverOff)
        end
    end

    if item.itemid == leverOn then
        for i, v in ipairs(bridgePos) do
            v:sendMagicEffect(effect)
            v:createItem(bridgeTile, 1)
        end
    else
        for i, v in ipairs(bridgePos) do
            local bridgeTilePos = Tile(v):getItemById(bridgeTile)
            print(Tile(v):getItemById(2120))
            local searchCreature = getTopCreature(v).uid
            if Creature(searchCreature) then
                Creature(searchCreature):teleportTo(teleportToPos)
            end
            bridgeTilePos:remove()
        end
    end
end

switchBridge:aid(32191)
switchBridge:register()
bad argument #1 to 'ipairs' (table expected, got nil)
 
Fixed so that it removes items + fluids aswell
Lua:
local switchBridge = Action()

local leverOn = 1946
local leverOff = 1945
local bridgeTile = 405
local effect = CONST_ME_POFF

local bridgePos = {Position({
    x = 1090,
    y = 1003,
    z = 8
}), Position({
    x = 1091,
    y = 1003,
    z = 8
})}

local leverTile = {Position({
    x = 1089,
    y = 1002,
    z = 8
}), Position({
    x = 1092,
    y = 1004,
    z = 8
})}

local teleportToPos = Position({
    x = 1089,
    y = 1003,
    z = 8
})

function Position:createItem(itemid, count)
    local toTile = Tile(self)
    if not toTile or not toTile:getItems() or not toTile:getGround() then
        doAreaCombatHealth(0, 0, self, 0, 0, 0, CONST_ME_NONE)
        Game.createItem(itemid, count, self)
    end
end

function switchBridge.onUse(player, item, fromPosition, target, toPosition, isHotkey)
    if not player then
        return
    end

    for i, v in ipairs(leverTile) do
        if Tile(v):getItemById(leverOff) then
            Tile(v):getItemById(leverOff):transform(leverOn)
        else
            Tile(v):getItemById(leverOn):transform(leverOff)
        end
    end

    if item.itemid == leverOn then
        for i, v in ipairs(bridgePos) do
            v:sendMagicEffect(effect)
            v:createItem(bridgeTile, 1)
        end
    else
        for i, v in ipairs(bridgePos) do
            local bridgeTilePos = Tile(v):getItemById(bridgeTile)
            local items = Tile(v):getItems()
            if items then
                for i = 1, #items do
                    items[i]:remove()
                end
            end
            local searchCreature = getTopCreature(v).uid
            if Creature(searchCreature) then
                Creature(searchCreature):teleportTo(teleportToPos)
            end
            bridgeTilePos:remove()
        end
    end
end

switchBridge:aid(32191)
switchBridge:register()
bad argument #1 to 'ipairs' (table expected, got nil)
Post full error
 
@bpm91 Show the whole script so we can see why it has null instead of array in that loop, (most likely bridgePos is wrongly defined - but line number do not match with posted script)
 
Lua:
local switchBridge = Action()

local leverOn = 1946
local leverOff = 1945
local bridgeTile = 1284
local effect = CONST_ME_POFF

local bridgePos1 = Position({
    x = 32426,
    y = 32201,
    z = 14
})
local bridgePos2 = Position({
    x = 32426,
    y = 32202,
    z = 14
})

local bridgePos3 = Position({
    x = 32427,
    y = 32201,
    z = 14
})
local bridgePos4 = Position({
    x = 32427,
    y = 32202,
    z = 14
})


local leverTile1 = Position({
    x = 32428,
    y = 32198,
    z = 14
})

local leverTile2 = Position({
    x = 32428,
    y = 32203,
    z = 14
})


local teleportToPos = Position({
    x = 32426,
    y = 32200,
    z = 14
})

function Position:createItem(itemid, count)
    local toTile = Tile(self)
    if not toTile or not toTile:getItems() or not toTile:getGround() then
        doAreaCombatHealth(0, 0, self, 0, 0, 0, CONST_ME_NONE)
        Game.createItem(itemid, count, self)
    end
end

function switchBridge.onUse(player, item, fromPosition, target, toPosition, isHotkey)
    if not player then
        return
    end

    for i, v in ipairs(leverTile) do
        if Tile(v):getItemById(leverOff) then
            Tile(v):getItemById(leverOff):transform(leverOn)
        else
            Tile(v):getItemById(leverOn):transform(leverOff)
        end
    end

    if item.itemid == leverOn then
        for i, v in ipairs(bridgePos) do
            v:sendMagicEffect(effect)
            v:createItem(bridgeTile, 1)
        end
    else
        for i, v in ipairs(bridgePos) do
            local bridgeTilePos = Tile(v):getItemById(bridgeTile)
            local items = Tile(v):getItems()
            if items then
                for i = 1, #items do
                    items[i]:remove()
                end
            end
            local searchCreature = getTopCreature(v).uid
            if Creature(searchCreature) then
                Creature(searchCreature):teleportTo(teleportToPos)
            end
            bridgeTilePos:remove()
        end
    end
end

switchBridge:aid(19120)
switchBridge:register()
 
@bpm91 Show the whole script so we can see why it has null instead of array in that loop, (most likely bridgePos is wrongly defined - but line number do not match with posted script)
Yea exactly what I thought, I was like "how does he get an Ipair error on this line
Lua:
local items = Tile(v):getItems()
XD
Post automatically merged:

Lua:
local switchBridge = Action()

local leverOn = 1946
local leverOff = 1945
local bridgeTile = 1284
local effect = CONST_ME_POFF

local bridgePos1 = Position({
    x = 32426,
    y = 32201,
    z = 14
})
local bridgePos2 = Position({
    x = 32426,
    y = 32202,
    z = 14
})

local bridgePos3 = Position({
    x = 32427,
    y = 32201,
    z = 14
})
local bridgePos4 = Position({
    x = 32427,
    y = 32202,
    z = 14
})


local leverTile1 = Position({
    x = 32428,
    y = 32198,
    z = 14
})

local leverTile2 = Position({
    x = 32428,
    y = 32203,
    z = 14
})


local teleportToPos = Position({
    x = 32426,
    y = 32200,
    z = 14
})

function Position:createItem(itemid, count)
    local toTile = Tile(self)
    if not toTile or not toTile:getItems() or not toTile:getGround() then
        doAreaCombatHealth(0, 0, self, 0, 0, 0, CONST_ME_NONE)
        Game.createItem(itemid, count, self)
    end
end

function switchBridge.onUse(player, item, fromPosition, target, toPosition, isHotkey)
    if not player then
        return
    end

    for i, v in ipairs(leverTile) do
        if Tile(v):getItemById(leverOff) then
            Tile(v):getItemById(leverOff):transform(leverOn)
        else
            Tile(v):getItemById(leverOn):transform(leverOff)
        end
    end

    if item.itemid == leverOn then
        for i, v in ipairs(bridgePos) do
            v:sendMagicEffect(effect)
            v:createItem(bridgeTile, 1)
        end
    else
        for i, v in ipairs(bridgePos) do
            local bridgeTilePos = Tile(v):getItemById(bridgeTile)
            local items = Tile(v):getItems()
            if items then
                for i = 1, #items do
                    items[i]:remove()
                end
            end
            local searchCreature = getTopCreature(v).uid
            if Creature(searchCreature) then
                Creature(searchCreature):teleportTo(teleportToPos)
            end
            bridgeTilePos:remove()
        end
    end
end

switchBridge:aid(19120)
switchBridge:register()
Ohh, you need to change the positions. Check how I did it, they are supposed to be grouped under bridgePos instead of bridgePos1 etc
 
Yea exactly what I thougt, I was like "how does he get an Ipair error on this line
Lua:
local items = Tile(v):getItems()
XD
Post automatically merged:


Ohh, you need to change the positions. Check how I did it, they are supposed to be grouped under bridgePos instead of bridgePos1 etc
How do I do?
 
Yea exactly what I thougt, I was like "how does he get an Ipair error on this line
Lua:
local items = Tile(v):getItems()
XD
Post automatically merged:


Ohh, you need to change the positions. Check how I did it, they are supposed to be grouped under bridgePos instead of bridgePos1 etc
Should look like :


Lua:
local bridgePos = { Position({
    x = 32426,
    y = 32201,
    z = 14
}),
Position({
    x = 32426,
    y = 32202,
    z = 14
}),
Position({
    x = 32427,
    y = 32201,
    z = 14
}),
Position({
    x = 32427,
    y = 32202,
    z = 14
})}


local leverTile = { Position({
    x = 32428,
    y = 32198,
    z = 14
}),
Position({
    x = 32428,
    y = 32203,
    z = 14
})
}
Post automatically merged:

Should look like :


Lua:
local bridgePos = { Position({
    x = 32426,
    y = 32201,
    z = 14
}),
Position({
    x = 32426,
    y = 32202,
    z = 14
}),
Position({
    x = 32427,
    y = 32201,
    z = 14
}),
Position({
    x = 32427,
    y = 32202,
    z = 14
})}


local leverTile = { Position({
    x = 32428,
    y = 32198,
    z = 14
}),
Position({
    x = 32428,
    y = 32203,
    z = 14
})
}
This is because I made it loop instead of having to to everything per tile.
 
Should look like :


Lua:
local bridgePos = { Position({
    x = 32426,
    y = 32201,
    z = 14
}),
Position({
    x = 32426,
    y = 32202,
    z = 14
}),
Position({
    x = 32427,
    y = 32201,
    z = 14
}),
Position({
    x = 32427,
    y = 32202,
    z = 14
})}


local leverTile = { Position({
    x = 32428,
    y = 32198,
    z = 14
}),
Position({
    x = 32428,
    y = 32203,
    z = 14
})
}
Post automatically merged:


This is because I made it loop instead of having to to everything per tile.
Perfect bro THX!
 
for me it works correctly but an error appears
Screenshot_3.png
Post automatically merged:

i fix with
Creature(searchCreature):teleportTo(teleportToPos, true)
 
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