zixxonx
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Posts posted by zixxonx
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1 is free
1 is taken by Infernus
2 is free
1 is free
and again it spawns car at 1
wtfff
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Looks like it partially works. Now I wanted to make it that If a vehicle is in cuboid it adds +1 to the variable but it counts all the cars I have on the server
So if I have 5 cuboids for 5 parking places
cuboid[1]
cuboid[2]
cuboid[3]
cuboid[4]
cuboid[5]
And i have something like it:
(at top of the script) count = 0 local vehicles = getElementsByType("vehicle") for k,v in ipairs(vehicles)do if(isElementWithinColShape(v,cuboid[1]) or isElementWithinColShape(v,cuboid[2]) or isElementWithinColShape(v,cuboid[3]) or isElementWithinColShape(v,cuboid[4]) or isElementWithinColShape(v,cuboid[5])) then count =count +1 else createVehicle(foo) end end
And I spawn first car then count is 1, but when I spawn second count is 2, and... when I'm trying to spawn the third count is 4 because it's add +1 2x to variable.
It's hard to explain but I want it done so badly.
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Hello, I have a table with 5 cuboids:
cuboid[1] = {x,y,z,10,10,10}
cuboid[2] = {x,y,z,10,10,10}
etc
and I wanna check if there is any vehicle on these cuboids, if no then break the table i tried it
for _,v in ipairs(getElementsByType('vehicle')) do outputChatBox('checking from ' .. getVehicleName(v) .. ' perspective') for i=1, 5 do if isElementWithinColShape(v, cuboid[i]) then outputChatBox(i .. ' taken by ' .. getVehicleName(v)) else outputChatBox(i .. ' free') end end end
So i spawn 2 cars at 2 cuboids, infernus at 1st, cheetah at 2nd
checking from Cheetah perspective 1 free 2 taken by Cheetah 3 free 4 free 5 free checking from Infernus perspective 1 taken by Infernus 2 free 3 free 4 free 5 free
the problem is that Cheetah sees that cuboid 1 is free while it's taken and infernus sees 1 is free
Could you help me?
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it wont because onVehicleDamage doesnt work on tires
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hello i'm just messing with my friend on the server and when he shot my wheel only I could see it's flat, he seen it as normal and when he entered the veh he was driving it like it's all ok, i tested it and really the flat tires arent synced, how can I fix them?
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Hello, recently seen that Cheat Engine is somehow able to edit client-side tables, is it true? How can I protect tables from being edited? Thanx
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Necktrox lord and savoir. Thank you!
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bump.
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Oh well, thanks. So when i create the table for player
data[source] = {things here}
I need to put here all the variables i will be using in future for this table? I mean if i do it like this:
data[source] = {deaths = 0, kills=0}
And later on i wanna also add CASH here, it's possible? Or maybe even like in PAWN i could do like this:
enum UserData
{
ID,
Admin,
Gender,
SkinID,
MaskID
}
And later then
UserData[playerid][skinID] = 666
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Hello, i'm really struggling with saving players data in tables. Let's for example, i have that table:
data = {}
When player joins i want to set some things for him. I'm doing it by:
data[source] = {deaths = 0, kills=0}
Now, when player kills somebody i want to increase his kills.
kills = data[source].kills + 100 data[source] = {kills= kills}
But this is deleting the DEATHS value from table. How can i achieve it in other way? Thanks.
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Yeaaah. Foolish mistake! Thanks.
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toilet1 = createElement("toilet", "toilet1") toilet1:setData("times_used", 0)
Hello! I'm pretty new to OOP in LUA and i have a problem. It's my code.
But when i run the script it's giving me this error:
attempt to index global 'toilet1' (a userdata value)
I really dont know why. Could someone help me? OOP is enabled in mtaserver.cnf
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OMG. Forgive me. Foolish mistake. It've should been
function startRefreshing() setTimer(triggerClientEvent, 1000, 0, "updateClientTable", root, informations) end addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), startRefreshing)
instead of
setTimer(triggerClientEvent, 1000, 0, "updateClientTable", root, informations)
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table.insert(informations.players, v)
in this loop.
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Try to use table.insert istead of your way of adding element to a table.
Shows 0.
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Hello! I have problem when using server-sided table on client-side
Let's take this table as a example:
informations = { serverPort = 661, players = { } }
It's server sided. Now i want to pass this table to client-side. I've found something like this:
setTimer(triggerClientEvent, 1000, 0, "updateClientTable", root, informations)
It works flawlessy, but. When on client-side i do something like
informations = {} addEvent ( "updateClientTable", true ) addEventHandler ( "updateClientTable", root, function ( _table) informations = _table outputChatBox(informations.serverPort) end )
It shows 661. When i use:
outputChatBox(#informations.players) to show how much players i've added it shows 0 even if it shows good amount on server side.
Example server code:
informations = { serverPort = 661, players = { } } local function addToTable() for i,v in ipairs(getElementsByType('player')) do informations.players[i] = v end outputChatBox('players: '.. #informations.players) end addEvent('onMapStarting', true) addEventHandler ( "onMapStarting", root, addToTable)
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I dont know what caused the problem but if someone will have this then just copy any reosurce to your /mta client folder/mods/deathmatch/resources and it'll start working and downloading other resources.
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Reinstall MTA ?..
I've did it few times. Idk what's going on.
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aclGroupListObjects
Chociaż to niestety słabe rozwiązanie.
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Hello! Today i've reinstalled my os and ofc MTA. So, i've wanted to join my development server and this popped up:
Download error: Error downloading requested files. Failed to initialize download.
It's showing everytime i try to join ANY server. Could someone help me? Thanks.
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local px,py,pz = getElementPosition(vehicle)
local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz )
if pdistance <= 133 then
local sx,sy = getScreenFromWorldPosition( px, py, pz + 0.3 )
if not sx or not sy then break end
local awatarid = getElementData(player, "omg.avek")
dxDrawImage(sx-27,sy-55, 55, 64 , 'img/'..awatarid..'.png', 0, 0, 0, tocolor ( 255, 255, 255, 140 ) )
end
It works flawlessy but when i'm near to opponent the image is normal, but when im driving out the image is bigger. How can i make it normal-size all the time? Thanks!
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Yeah. I got:
Test: Wybrałeś awatar 1, brawoo!!
You clicked on: userdata: 00020318
Test: Wybrałeś awatar 1, brawoo!!
You clicked on: userdata: 00020314
Test: Wybrałeś awatar 1, brawoo!!
You clicked on: userdata: 00020313
Test: Wybrałeś awatar 1, brawoo!!
It's ok and i can use it like this
if source == "00020318" then -- code end
? Thanks!
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can i check what i've clicked in the?
for example i got
GUIEditor.obrazek[1] = guiCreateStaticImage(80,80, 64, 64, "img/1.png", false, GUIEditor.scrollpane[1]) GUIEditor.obrazek[2] = guiCreateStaticImage(150,80, 64, 64, "img/2.png", false, GUIEditor.scrollpane[1]) GUIEditor.obrazek[3] = guiCreateStaticImage(220,80, 64, 64, "img/3.png", false, GUIEditor.scrollpane[1]) GUIEditor.obrazek[4] = guiCreateStaticImage(290,80, 64, 64, "img/4.png", false, GUIEditor.scrollpane[1]) GUIEditor.obrazek[5] = guiCreateStaticImage(80,150, 64, 64, "img/5.png", false, GUIEditor.scrollpane[1]) for i = 1, #GUIEditor.obrazek do addEventHandler("onClientGUIClick", GUIEditor.obrazek[i], wybieraAvatar, false) outputChatBox(tostring(i)) end
then
function wybieraAvatar() outputChatBox("Test: Wybrałeś awatar 1, brawoo!! ") end
How can i check what player clicked? Thanks!
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Loop cars and check if they are in colshapes
in Scripting
Posted
f55 refrreshing
anyone?