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WiBox

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Everything posted by WiBox

  1. Hey, can you explain? You want to make, a panel with songs he can buy using a button? When he buy a song, he can activate it so all on the server it but won't be a mess? Example if 2 activated a song, it will be like hearing 2 songs at the same second. So I prefer you rethink of what you want.
  2. WiBox

    Tips, examples

    Ihnify can you try to explain what you really want? I didn't understand what you want to do, If you speak Russian, use Google Translate it will help much better
  3. Thanks you mate, working but about that verification code: " and isElement( element ) and available_types[ getElementType( element ) ] ) then " I had to remove it so it work, it's something in available_types, but nvm I've fix that error in it, thanks.
  4. Hey, I need to know how I can make an Ped shoot at the same spot as I do, addEventHandler( "onClientPlayerWeaponFire", root function ( hitElement, hitX, hitY, hitZ ) --set ped shoot as the same hitElement, example: setPedShootOn( thePed, hitElement ) end ) I appreciate who'll help... Thanks. Plus I need that Ped to follow me where ever I go, is that possible?
  5. function openGrid(plr) local tName = getElementData( plr, "t") local account = dbQuery(con, "SELECT * FROM tSys WHERE tName = ?", tName) local account2 = dbPoll(account, -1) local accountz = dbQuery(con, "SELECT * FROM tSys2 WHERE tName = ?", tName) local accountz2 = dbPoll(account, -1) data1 = {} data2 = {} for ind, col in ipairs(account2) do data1[#data1+1] = {} data1[#data1+1] = col.account end for ind, col in ipairs(accountz2) do data2[#data2+1] = {} data2[#data2+1] = col.T end if ( canPlayerDoActionInGroup( client, "editT") ) then triggerClientEvent( plr, "openGridList", plr, data1, data2) else return end end addEvent("viewGridList", true) addEventHandler("viewGridList", root, openGrid) I've made it a bit better.. I don't know if I did the "dbQuery right", but the part which I want to fix is taking the account2 and accountz2 from those 2 dbQuery, and add them in a grid list which is: function displayActions2(table) guiGridListClear(t) for k, v in ipairs(table) do local row = guiGridListAddRow(t) guiGridListSetItemText(t, row, 1, v[k].account, false, false) end end function displayActions3(table) guiGridListClear(TT) for k, v in ipairs(table) do local row = guiGridListAddRow(TT) guiGridListSetItemText(TT, row, 1, v[k].T, false, false) end end function window( table, table2 ) guiSetVisible( window, true) guiBringToFront( window ) displayActions2( table ) displayActions3( table2 ) end addEvent("openGridList", true) addEventHandler("openGridList", root, window) The error which I'm getting at /debugscript 3 is: ERROR: Tsys.lua:1422: attempt to index field '?' (a nil value) and the line 1422 is: guiGridListSetItemText(t, row, 1, v[k].account, false, false) Which is at the function displayActions2, the thing is I'm not sure if the v[k].account is wrong or the account2 and accountz2 name not working at the function openGrid()... Sorry for my bad skills, I tried to explain as good as possible... I've replace "v[k].account" and "v[k].T" with math.random, and it worked, so all what I know it's either from "v[k].account" or "v[k].T" either from the table "data1" and "data2" either from "dbQuery" ...
  6. If the message isn't appearing when you send it to someone else, it means either table.insert does't work either when you set the message using dxDrawText with the table isn't working...
  7. Fix the table.insert ... As it seems, your'e saving the message in a table.insert so you've to fix when you take the message from the table.. ain't you getting warning or errors at /debugscript 3 ?
  8. About that 'remap' texture, I've found a ".dff" & " .txd" Infernus files, which has at the" .dff" a texture "basemap", when I enable it using a script, the car shader worked successfully, but I don't know how to create a ".dff" file...
  9. function openGrid(plr) local tName = getElementData( plr, "t") local Test3 = getTlist1(tName, false) local Test4 = getTlist2(tName, false) data1 = {} data2 = {} for ind, col in ipairs(Test3) do data1[#data1+1] = {} data1[#data1+1] = col.account end for ind, col in ipairs(Test4) do data2[#data2+1] = {} data2[#data2+1] = col.T end if ( canPlayerDoActionInGroup( client, "editT") ) then triggerClientEvent( plr, "openGridList", plr, data1, data2) else return end end addEvent("viewGridList", true) addEventHandler("viewGridList", root, openGrid) Hello, now in some different ways, I could check if the data of (dbExec) get saved, it does... but the thing is I'm trying to add the data stored inside the (dbExec) in a GridList... Does anyone know how? That is server side, and this is the Client Side: function displayActions2(table) guiGridListClear(t) for k, v in ipairs(table) do local row = guiGridListAddRow(t) guiGridListSetItemText(t, row, 1, v[k].account, false, false) end end function displayActions3(table) guiGridListClear(TT) for k, v in ipairs(table) do local row = guiGridListAddRow(TT) guiGridListSetItemText(TT, row, 1, v[k].T, false, false) end end function window( table, table2 ) guiSetVisible( window, true) guiBringToFront( window ) displayActions2( table ) displayActions3( table2 ) end addEvent("openGridList", true) addEventHandler("openGridList", root, window) to be honest I tried to remove v[k].T and add "test" so it wrote 3 times "test" and I already tried to add 3 different account names.. so I'm just having problem by getting the name and add it in this v[k].T and v[k].account
  10. about engineApplyShaderToWorldTexture what is the texture of a car? Is I use the "vehiclegrunge256" the texture isn't placed right at the car, does someone know it?(For all vehicles.. plane...)
  11. I've been working on it since 6 hours.. Anyway, I added a table to store in it the multi "shaderElement" as data[#data+1] = shaderElement .... I took the idea from a old script I made... Thanks a lot.
  12. When I enable the skin, it work 100% but when I try to disable it, it doesn't work, the "ShaderElement", "textureName", "element" data at "engineApplyShaderToWorldTexture" has the same data of "engineRemoveShaderFromWorldTexture" Here's the code: function applyShader ( element, table, _type) for index, value in pairs ( table ) do if ( index == 1 ) then model = value elseif ( index == 2 ) then textureName = value elseif ( index == 3 ) then texturePath = value end end local shaderElement = dxCreateShader ( "shader/shader.fx", 0, 0, false, _type == "skin" and "ped" or "vehicle" or "object" ) local textureElement = dxCreateTexture ( _type.."/textures/"..texturePath ) if ( shaderElement and textureElement ) then dxSetShaderValue ( shaderElement, "Tex0", textureElement ) engineApplyShaderToWorldTexture ( shaderElement, textureName, element ) end end addEvent("shaders.applyShader", true) addEventHandler("shaders.applyShader", root, applyShader) function removeShader ( element, table, _type) for index, value in pairs ( table ) do if ( index == 1 ) then model = value elseif ( index == 2 ) then textureName = value elseif ( index == 3 ) then texturePath = value end end local shaderElement = dxCreateShader ( "shader/shader.fx", 0, 0, false, _type == "skin" and "ped" or "vehicle" ) local textureElement = dxCreateTexture ( _type.."/textures/"..texturePath ) if ( shaderElement and textureElement ) then dxSetShaderValue ( shaderElement, "Tex0", textureElement ) engineRemoveShaderFromWorldTexture ( shaderElement, textureName, element ) end end addEvent("shaders.removeShader", true) addEventHandler("shaders.removeShader", root, removeShader)
  13. I'm trying to trigger a event in it I want to trigger a table to the client side.. skinsShaders = { { skinTo = "RIP", texture = "jpg2/278", worldname = "Sbmotr2", skinID = 134 }, { skinTo = "RIP", texture = "jpg2/298", worldname = "swmotr5", skinID = 230 }, } function sendDatas() triggerClientEvent("applyTheShaderOnSkin", resourceRoot, skinsShaders) end setTimer(sendData, 5000, 1) The thing is, at the Client side I want to get the "skinTo", "texture", "worldname" and "skinID"... Server Side: -- Example, ofc not working... addEvent("applyTheShaderOnSkin", true) function applyTheShaderOnSkin ( table) for index, value in pairs ( table ) do if ( index == 1 ) then element = value.skinTo elseif ( index == 2 ) then textureName = value.worldname elseif ( index == 3 ) then texturePath = value.texture end --......... end end addEventHandler("applyTheShaderOnSkin", root, applyTheShaderOnSkin) I need it like in this form.... is there anyway I can make that? If it's not possible, I'll appreciate if he say it.
  14. I need to check if a player is writing writing in a specific edit I tried to use "onClientGUOChanged" but it isn't what I need, I need to check if the player was writing in a edit and stopped writing and add the value with setElementData
  15. Nevermind, worked I just needed to use return getAccountData..
  16. WiBox

    F11 map texture

    It's nothing I just used those two: dxCreateTexture dxDrawImage Because I didn't understand what those three do: dxCreateRenderTarget dxSetRenderTarget dxGetMaterialSize But I'm having some difficulties so I add blips on the map and the minimap..
  17. groups = { { name = "ABC", texture= "skins/ABC.jpg", shader= "groupskinshader.fx", num = "ABC", worldname = "cwmohb2" }, { name = "ABC", texture= "skins/ABC1.jpg", shader= "groupskinshader.fx", num = "ABC", worldname = "swmotr5" }, } addEventHandler( "onClientResourceStart", resourceRoot, function() for i,val in ipairs(groups) do perfectname = val.name..""..val.num textures[perfectname] = dxCreateTexture ( val.texture ) shaders[perfectname] = dxCreateShader( val.shader, 999999, 0, false, "ped" ) names[perfectname] = val.worldname dxSetShaderValue ( shaders[perfectname], "Tex0", textures[perfectname] ) if not shaders[perfectname] then outputDebugString( "Could not create shader. Please use debugscript 3" ) destroyElement( textures[perfectname] ) return elseif not textures[perfectname] then outputDebugString( "loading texture failed" ) destroyElement ( shaders[perfectname] ) tec = nil return end end end) function groupskinapply(cmd,val2,num) local grp = getElementData(localPlayer,"g") local perfectname = grp..""..num if grp and grp ~= "" and shaders[perfectname] then if val2 == "off" then if ( applied[perfectname] == nil ) then return end triggerServerEvent("SunApplyToAllServer", root, perfectname, theplayer) applied[perfectname] = nil return end if ( val2 == "on" ) then if ( applied[perfectname] == true ) then return end theplayer = localPlayer val = groups[1] applied[perfectname] = true triggerServerEvent("SonApplyToAllServer", root, perfectname, theplayer) end end end addCommandHandler("customskin", groupskinapply) That's the part of my script which I need to edit, I could make example, "/customskin on ABC" but it worked for only one skin, I can make it as change the 3 variable, "/customskin on ABC1" but the thing is I need to apply all the skin using the command once.. Does anyone have a idea?
  18. WiBox

    GUI functions

    addEventHandler("onClientGUIChanged", resourceRoot, function() local text = guiGetText(search) local data1Items = { } local data2Items = { } local data3Items = { } local data4Items = { } local data5Items = { } local data6Items = { } if source == search then for i, v in pairs(vehInfo) do if not (text == "" ) then if (string.find(string.upper(v[3]), string.upper(text), 1, true)) then table.insert(data1Items, v[1]) table.insert(data2Items, v[2]) table.insert(data3Items, v[3]) table.insert(data4Items, v[4]) table.insert(data5Items, v[5]) table.insert(data6Items, v[6]) end end end if ( text == "" ) then guiGridListClear(grid) for index, vehs in ipairs(vehInfo) do local row = guiGridListAddRow(grid) if (getSetting(vehs[1])) then guiGridListSetItemText(grid, row, name, getSetting(vehs[1]), false, false) end if (getSetting(vehs[2])) then guiGridListSetItemText(grid, row, ID, getSetting(vehs[2]), false, false) end if (getSetting(vehs[3])) then guiGridListSetItemText(grid, row, replaces, getSetting(vehs[3]), false, false) end if (getSetting(vehs[4])) then guiGridListSetItemText(grid, row, Size, getSetting(vehs[4]), false, false) end if (getSetting(vehs[5])) then guiGridListSetItemText(grid, row, Downloaded, getSetting(vehs[5]), false, false) end if (getSetting(vehs[6])) then guiGridListSetItemText(grid, row, Enabled, getSetting(vehs[6]), false, false) end end else -- Here is my problem: guiGridListClear(grid) row = guiGridListAddRow(grid) for i, v in pairs(data1Items) do guiGridListSetItemText(grid, row, 1, v, false, false) end for i, v in pairs(data2Items) do guiGridListSetItemText(grid, row, 6, v, false, false) end for i, v in pairs(data3Items) do guiGridListSetItemText(grid, row, 2, v, false, false) end for i, v in pairs(data4Items) do guiGridListSetItemText(grid, row, 3, v, false, false) end for i, v in pairs(data5Items) do guiGridListSetItemText(grid, row, 4, v, false, false) end for i, v in pairs(data6Items) do guiGridListSetItemText(grid, row, 5, v, false, false) end end end end ) I know where's my mistake, but I don't know how to fix, I tried but I don't have the idea how to fix it, in those tables( data1Items, data2Items, data3Items...) I need each one on a line, but the thing is when I search for the vehicle name, it search only at the first row ( Row ID 0 ) so I tried to use for i, v in pairs(data1Items) do local row = guiGridListAddRow(grid) guiGridListSetItemText(grid, row, 1, v, false, false) end Worked because each data is getting on a line because I add the local row = guiGridListAddRow(grid) in the for i, v in pairs() do end but I need to make for multi tables( data1Items, data2Items, data3Items...), I didn't know who to do it.. Any ideas?
  19. WiBox

    F11 map texture

    Mate, I'm scripting for a whole server, regardless I don't know all the functions and where they can be useful in some cases, I used as @Dimos7 said dxCreateTexture dxDrawImage dxCreateRenderTarget dxSetRenderTarget dxGetMaterialSize And yes, I'm making it for all players, not for myself so replacing it in my local data? Of course no.
  20. WiBox

    F11 map texture

    I said replace.. Not create
  21. Well, yes. I need to check how much MB's did the player downloaded until now ( But specific files... ) but I don't know anything about table.sort and how to use it
  22. Rust system building, well done. It's hard to make such thing
  23. I want to change the map at F11, I got the files but I just don't know what functions to use so I can add it.. Does anyone have a idea?
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