Andreas.
Members-
Posts
33 -
Joined
-
Last visited
Everything posted by Andreas.
-
You don't get it.
-
bad arguement at killTimer: 20 and it doesn't remove the dxtext, it's still there
-
I want the dxmessage to disappear directly if I trigger the event while it's already active.
-
I want the result to be: Position: xvalue, yvalue, zvalue Money: lol the current result: Money: lol2381.0546875-2175.641601562522.9655265808118 LUA code used: function log(account, message) if not (fileExists("logs/"..account)) then log = fileCreate("logs/"..account) else log = fileOpen("logs/"..account) end fileWrite(log, "\n"..message) fileClose(log) end addEvent("log", true) addEventHandler("log", root, log) function testlog(client) local playerAccount = getPlayerAccount(client) local accName = getAccountName ( playerAccount ) local x, y, z = getElementPosition(client) triggerEvent("log", client, accName, "Position: "..x..y..z) triggerEvent("log", client, accName, "Money: lol") end addCommandHandler("log", testlog)
-
The command handler is obviously only there to test it.
-
nobody who could help?
-
I'm trying to make my own notification system but I have encountered couple of problems. The deletion is not working AT ALL as I want. I want it so that when a message is already active, it will delete the old one and the timer will start all over again. Currently I can make one message, and I can make yet another one on top of that (does not remove it) so yeah, help is highly appreciated! And yea, I know the code is highly fucked up. local dxMessage = {} dxStatus = false function dxEvent(message, r, g, b) for index, message in pairs(dxMessage) do dxDrawText(message[1],573.0,1040.0,1516.0,1080.0,tocolor(message[2],message[3],messageData[4],255),1.5,"arial","center","center",false,false,true) dxStatus = true end theTimer = setTimer(removeMessages, 4000, 1) dxStatus = false end function removeMessages() removeEventHandler("onClientRender", root, dxEvent) end function dxOutput(message, r, g, b) table.insert(dxMessage, {message, r, g, b}) addEventHandler("onClientRender", root, dxEvent) if (dxStatus) == false then dxStatus = true else dxStatus = false end if (dxStatus == false) then removeEventHandler("onClientRender", root, dxEvent) outputChatBox("active") killTimer(theTimer) end end addEvent("dxOutput", true) addEventHandler("dxOutput", root, dxOutput) addCommandHandler("lol", function() triggerEvent("dxOutput", root, "testing hehe", 0, 250, 0) end)
-
Hoi, but ~= is the same as "not" right? If it is, why can't I use it? "unexpected symbol near ~"
-
if I click on a vehicle and there is a driver, it should output the drivers name and destroy it
-
function onClick(button, state, clickedElement) if button == "left" and state == "up" then if clickedElement then if getElementType(clickedElement) == "player" then choosenPlayer = clickedElement elseif getElementType(clickedElement) == "vehicle" then choosenPlayer = clickedElement destroyElement(clickedElement) local playerVeh = getPedOccupiedVehicle(clickedElement) outputChatBox(playerVeh) end end end end addEventHandler("onPlayerClick", root, onClick) I'm sure I'm doing something wrong, but i dunno what
-
lol, that was the problem. Really thank you!
-
Okay, cool but now it outputs it all in a single line, I want a new line for each data. http://i47.tinypic.com/9k6o1u.png
-
function printAllData ( thePlayer ) local playerAccount = getPlayerAccount( thePlayer ) -- get his account if ( playerAccount ) then -- if we got the account then local data = getAllAccountData( playerAccount ) -- get data count = 0 for _ in pairs(data) do count = count + 1 end -- get the count outputChatBox ( "table holds " .. count .. " entries" ) -- output number of rows if ( data ) then for k,v in pairs ( data ) do accountLog = fileCreate("accounts/"..getAccountName(playerAccount)) outputChatBox(k.." :"..v) fileWrite ( accountLog, "\n\n"..k.." : ".. v ) end fileClose(accountLog) end end end addCommandHandler ( "loopx", printAllData ) that only prints: weaponAmmo8 : 0 when its supposed to print: table holds 42 entries weaponAmmo12 :0 weaponID10 :0 weaponID12 :0 weaponAmmo1 :0 skin :0 armor :0 weaponAmmo3 :0 weaponAmmo10 :0 y :-1412 x :2036 dim :0 z :12 weaponAmmo9 :0 B :107 wantedlevel :0 weaponAmmo7 :0 weaponID4 :0 weaponID6 :0 weaponAmmo5 :0 weaponID9 :0 money :0 weaponID7 :0 weaponID5 :0 weaponID3 :0 weaponID2 :0 weaponAmmo11 :0 weaponAmmo0 :1 R :237 weaponAmmo4 :0 G :106 weaponAmmo6 :0 Staff :Yes int :0 weaponID11 :0 health :100.3921661377 weaponID1 :0 weaponID0 :0 weaponAmmo2 :0 weaponID8 :0 weaponAmmo8 :0
-
I want to put all players data, a new row in the .txt for every output like content of lol.txt player1data player2data player3data and so on, you get me now?
-
hey, how can I output the looped into a file? I mean like function lol() for i,v in ipairs (getElementsByType ("player")) do local theirdata = getElementData(v, "data") thefile = fileCreate ("lol.txt") fileWrite(thefile, theirdata) fileClose(thefile) end end addCommandHandler("loop", loll)
-
Yea, tried that no result nothing in debug either scratch ^, I made it work. /close
-
Hello, i'm new to the whole exporting thing and i tried but i seem to encounter a problem i cant solve.. server function showPlayerGUI(status, player) triggerClientEvent(player, "showGUI", player, status) end client addEvent("showGUI", true) function showGUI(status) if status == "true" then guiSetVisible(guiWindow, true) showCursor(true) elseif status == "false" then guiSetVisible(guiWindow, false) showCursor(false) end end addEventHandler("showGUI", root, showGUI) meta.xml <export function="showPlayerGUI" type="server"/> <export function="showGUI" type="client"/> and where I trigger the export exports.(RES)showGUI:showPlayerGUI(source, "true") debug message; <name> expected near '(' EDIT: Okay, I got it to work client-sided still need help with ^
-
that's impossible, it have to work but you could try and make it client sided again: function disableCrosshair() showPlayerHudComponent("crosshair", false) end addEventHandler("onClientPlayerJoin", root, disableCrosshair) and meta.xml <meta> <info author="marston" name="chc" version="1.0.0" type="script" /> <script src="client.lua" type="client" /> </meta>
-
solved; it was because timer was set to "0" not "1" but how can I make the "timeAmount" in minutes, not miliseconds EDIT: Solved it by using: local seconds = 60000 * timeAmount outputChatBox(seconds) setTimer(setPlayerMuted, seconds, 1, chosenPlayer, false) outputChatBox("Muted for "..time.." minutes")
-
hello, i have a problem with removing a mute after given time. server setTimer(setPlayerMuted, timeAmount, 1, chosenPlayer, false) client local timeAmount = guiGetText(gui.edit[1]) why do I get un-muted directly? I trigger the "timeAmount" so that's not the problem, nothing in debug either and outputChatBox(timeAmount) outputs the time given in the edit
-
no offence but it's not that hard to script lol
-
ok but why wont this work: