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SuperM

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  1. SuperM

    Marker Height

    Well RIP me My markes is clientside no clue how can I create it serverside and use his name (refrence) clientside ahah And I also think players will not be able to see it if it's severside?
  2. SuperM

    Marker Height

    Is it possible to define a marker height? Because I have one inside A51 and people can access it from outside...
  3. Hello there, I have some problem with the script because it identifies some words as bad words and they are not it the list, part of the code is this one: local BWords = { {"top-"}, } local message = string.gsub(table.concat({...}, " "), "#%x%x%x%x%x%x", "") local name = string.gsub(getPlayerName(player), "#%x%x%x%x%x%x", "") for i, data in ipairs(BWords) do if string.find(message, data[1]) or pregFind(message,"([0-9]{1,3})[^[:digit:]^[:cntrl:]]{1,3}([0-9]{1,3})[^[:digit:]^[:cntrl:]]{1,3}([0-9]{1,3})[^[:digit:]^[:cntrl:]]{1,3}([0-9]{1,3})") then ...rest of the code here... I only have that bad word, and if I write something like "I will get that pistol" it detects as bad word... Can you guys help me with it, I don't want it to detect as bad word only because there are 2 letters in one word that match part of the bad words. I noticed that if I write only "to" it will detect as bad word...
  4. By leaving it like that, in also only shows the Translated one. Already tested with a lot of ways but not sure why I'm not getting the Original value. But thanks for trying to help!
  5. Also if I add something like this: guiGridListSetItemText(giveWindowGridlist, row, 1, Translated, false, false) guiGridListSetItemText(giveWindowGridlist, row, 2, Original, false, false) guiGridListSetItemData(giveWindowGridlist, row, 2, {Translated,Original}) and then on the other code something like this: local Translated = guiGridListGetItemText(giveWindowGridlist,guiGridListGetSelectedItem(giveWindowGridlist),1) local test1,test2 = unpack(guiGridListGetItemData(giveWindowGridlist, guiGridListGetSelectedItem(giveWindowGridlist),2)) I will get the following error: Bad argument #1 'unpack' (table expected, got nil)
  6. I got your point, now I have a Admin panel where I want to add custom functions in order to work completely with the mod and I have the following function: addEventHandler("onClientGUIComboBoxAccepted", giveWindowCombobox, function() guiGridListClear(giveWindowGridlist) local text = guiComboBoxGetItemText(giveWindowCombobox,guiComboBoxGetSelected(giveWindowCombobox)) outputDebugString(text) for i,item in ipairs(items[text]) do local row = guiGridListAddRow(giveWindowGridlist) Translated = exports.text:getLanguageTextClient(item) Original = item guiGridListSetItemText(giveWindowGridlist, row, 1, Translated, false, false) guiGridListSetItemText(giveWindowGridlist, row, 2, Original, false, false) outputChatBox("Translated Item"..Translated) outputChatBox("Original Item"..Original) end end) And the "outpuChatBox" shows me the correct values, the one I need and the ones I want the "Translated" and the "Original" I think the code above has no problem but I'm not sure. function give() if (guiGridListGetSelectedItem(giveWindowGridlist) ~= -1) then local Translated = guiGridListGetItemText(giveWindowGridlist,guiGridListGetSelectedItem(giveWindowGridlist),1) local Original = guiGridListGetItemText(giveWindowGridlist,guiGridListGetSelectedItem(giveWindowGridlist),2) outputDebugString("1-After T- "..Translated) outputDebugString("2-After O- "..Original) local quantity = guiGetText(giveWindowEditboxQuant) local selectedPlayer = getPlayerFromName(guiGridListGetItemText(gridlistPlayers1,Original,2)) if selectedPlayer then triggerServerEvent("giveEvent",localPlayer,selectedPlayer,Original,quantity) end end end On this part of code the only one that workd is the "Translated" at least from what I got from the debugstring the first debug shows me the correct value and the second debug it's just empy does not show any text after "2-After O-", do you know what I am missing here? Why can I get the translated one and can't get the original? @koragg
  7. Hello there, I'm trying to understand part of the code, can please someone help me and tell me what is what please. The part of the code is the following: function updateItems() guiGridListClear(shop_gui.gridlist[2]) local category = guiGridListGetItemText(shop_gui.gridlist[1],guiGridListGetSelectedItem(shop_gui.gridlist[1])) if (category ~= "") then for i,v in pairs(shop_items) do if (i == shop_type) then for i,v in pairs(v) do if (i == shop_marker) then for i,v in ipairs(v[category]) do local row = guiGridListAddRow(shop_gui.gridlist[2]) guiGridListSetItemText(shop_gui.gridlist[2], row, 1, exports.text:getTextClient(v[1]), false, false) guiGridListSetItemText(shop_gui.gridlist[2], row, 2, v[3], false, false) guiGridListSetItemData(shop_gui.gridlist[2], row, 2, {v[2],v[3],v[1]}) end end end end end end end Now the part that I can't understand is the following: guiGridListSetItemText(shop_gui.gridlist[2], row, 1, exports.text:getTextClient(v[1]), false, false) guiGridListSetItemText(shop_gui.gridlist[2], row, 2, v[3], false, false) guiGridListSetItemData(shop_gui.gridlist[2], row, 2, {v[2],v[3],v[1]}) What are those v[3] and v[2] and v[1] ??
  8. Thanks, find it just had to use the setElementData and it updates.
  9. Can't find one updateElementData is this one? https://wiki.multitheftauto.com/wiki/OnElementDataChange
  10. Hello there, I have a dxDrawText showing a value from DB, but when the player presses H it will change the value in the DB but it does not change in the dxDrawText, is there any way to make it update when the player presses H and executes the server side function to update the sql value? --Client function Draw() local object = getElementsByType("object") for k,element in ipairs(object) do if getElementModel(element) == 1319 then infid = getElementData(element, "SM:ID") text1 = "ID: "..tostring(infid) dxDrawTextOnElement (element, text1, 1.3, _, _, _, _, _, 3, _, tocolor(0,0,0,255)) end end end addEventHandler ("onClientRender", getRootElement(), Draw) function dxDrawTextOnElement(TheElement,text,height,distance,R,G,B,alpha,size,font,bgColor,checkBuildings,checkVehicles,checkPeds,checkDummies,seeThroughStuff,ignoreSomeObjectsForCamera,ignoredElement) local x, y, z = getElementPosition(TheElement) local x2, y2, z2 = getCameraMatrix() local distance = distance or 5 local height = height or 1 local checkBuildings = checkBuildings or true local checkVehicles = checkVehicles or false local checkPeds = checkPeds or false local checkObjects = checkObjects or true local checkDummies = checkDummies or true local seeThroughStuff = seeThroughStuff or false local ignoreSomeObjectsForCamera = ignoreSomeObjectsForCamera or false local ignoredElement = ignoredElement or nil if (isLineOfSightClear(x, y, z, x2, y2, z2, checkBuildings, checkVehicles, checkPeds , checkObjects,checkDummies,seeThroughStuff,ignoreSomeObjectsForCamera,ignoredElement)) then local sx, sy = getScreenFromWorldPosition(x, y, z+height) if(sx) and (sy) then local distanceBetweenPoints = getDistanceBetweenPoints3D(x, y, z, x2, y2, z2) if(distanceBetweenPoints < distance) then dxDrawText(text, sx+2, sy+2, sx, sy, tocolor(R or 255, G or 255, B or 255, alpha or 255), (size or 1)-(distanceBetweenPoints / distance), font or "arial", "center", "center") end end end end --Server (don't need to paste the full server code because it's working fine...) function SM:StartPlayer(player) ... exports.mysql:query_free( "UPDATE ..."... ) ... end
  11. Still getting just one outputDebugString with "INFO: nil" And my query is workig, this is what I get from SQL when I run it:
  12. Alright, with that line of code, I'm getting just a single outputDebugString and it says "INFO: nil"
  13. At the moment I have the following code: --SERVER function ttttt(source) local result1 = mysql:query("SELECT id, x, y, z, rotation, dimension, interior FROM test WHERE id=1") local rowID1 = mysql:fetch_assoc(result1) local ID1 = tonumber(rowID1["id"]) local X1 = tonumber(rowID1["x"]) local Y1 = tonumber(rowID1["y"]) local Z1 = tonumber(rowID1["z"]) local Rotation1 = tonumber(rowID1["rotation"]) local Dimension1 = tonumber(rowID1["dimension"]) local Interior1 = tonumber(rowID1["interior"]) triggerClientEvent(source, 'ResultsDataB', source, result1); end addCommandHandler("tscript", ttttt, false, false) --CLIENT addEvent('ResultsDataB', true) addEventHandler('ResultsDataB', resourceRoot, function() outputDebugString(ID1) outputDebugString(X1) outputDebugString(Y1) outputDebugString(Z1) outputDebugString(Rotation1) outputDebugString(Dimension1) outputDebugString(Interior1) local object = getElementsByType("object") for k,element in ipairs(object) do if getElementModel(element) == 1319 then ID = getElementID(element) dxDrawTextOnElement (element, Dimension1, 1.3, _, _, _, _, _, 3, _, tocolor(0,0,0,255)) end end end ) And at the moment it does not give any error and does nothing when I do /tscript
  14. With your line of code I'm getting this error: Bad argument @ 'triggerClientEvent' [Expected string at argument 1, got nil]
  15. I have done the following: --SERVER local result1 = mysql:query("SELECT id, x, y, z, rotation, dimension, interior FROM table") local rowID1 = mysql:fetch_assoc(result1) local ID1 = tonumber(rowID1["id"]) local X1 = tonumber(rowID1["x"]) local Y1 = tonumber(rowID1["y"]) local Z1 = tonumber(rowID1["z"]) local Rotation1 = tonumber(rowID1["rotation"]) local Dimension1 = tonumber(rowID1["dimension"]) local Interior1 = tonumber(rowID1["interior"]) triggerClientEvent(source, 'ResultsDataB', result1); --Client addEvent('ResultsDataB', true) addEventHandler('ResultsDataB', resourceRoot, function() outputDebugString(ID1) outputDebugString(X1) outputDebugString(Y1) outputDebugString(Z1) outputDebugString(Rotation1) outputDebugString(Dimension1) outputDebugString(Interior1) end ) But I'm not getting anything just this Warning: Bad argument @ 'triggerClientEvent' [Expected element at argument 3, got number '71'] With your code it does not work gives me errors in local result = dbPoll(query, -1); Also with something like this (not sure if it should even work) local query1 = mysql:query( 'SELECT id, x, y, z, rotation, dimension, interior FROM table'); local result2 = mysql:dbPoll(query1, -1); triggerClientEvent(source, 'mysqlResultsData', result2); It gives the following error call: failed to call 'mysql:dbPoll' [string "?"] Bad argument @ 'triggerClientEvent' [Expected element at argument 3, got boolean]
  16. Hello there I have the following script: --SERVER SIDE FILE if getElementModel(source) == 1000 then ID = getElementID(source) end local result = mysql:query("SELECT id, x, y, z, rotation, dimension, interior FROM table WHERE id=".. ID .."") local rowID = mysql:fetch_assoc(result) local ID = tonumber(rowID["id"]) local X = tonumber(rowID["x"]) local Y = tonumber(rowID["y"]) local Z = tonumber(rowID["z"]) local Rotation = tonumber(rowID["rotation"]) local Dimension = tonumber(rowID["dimension"]) local Interior = tonumber(rowID["interior"]) --CLIENT SIDE FILE function Draw() local object = getElementsByType("object") for k,element in ipairs(object) do if getElementModel(element) == 1000 then ID = getElementID(element) dxDrawTextOnElement (element, ID, 0.75, _, _, _, _, _, 2, _, tocolor(0,0,0,255)) end end end addEventHandler ("onClientRender", getRootElement(), Draw) But I need more information at the moment I can get the ID client side, but how do I can get the other results from SQL on there to be shown like: --CLIENT SIDE FILE ... dxDrawTextOnElement (element, ID, 0.75, _, _, _, _, _, 2, _, tocolor(0,0,0,255)) dxDrawTextOnElement (element, X, 0.75, _, _, _, _, _, 2, _, tocolor(0,0,0,255)) dxDrawTextOnElement (element, Y, 0.75, _, _, _, _, _, 2, _, tocolor(0,0,0,255)) dxDrawTextOnElement (element, Z, 0.75, _, _, _, _, _, 2, _, tocolor(0,0,0,255)) dxDrawTextOnElement (element, ROTATION, 0.75, _, _, _, _, _, 2, _, tocolor(0,0,0,255)) dxDrawTextOnElement (element, DIMENSION, 0.75, _, _, _, _, _, 2, _, tocolor(0,0,0,255)) dxDrawTextOnElement (element, INTERIOR, 0.75, _, _, _, _, _, 2, _, tocolor(0,0,0,255)) ...
  17. Hello there, I need some help, I have no clue on how to make a command that need two values to be correct with that I mean something like this: /setvalue 1 100 Where 1 would be the ID of the interior ot something else and the 100 would be the value of that interior... How on my function I can tell that the user must write both numbers for example interior ID and Value and not only the Value or the ID??? I need to be able to change the value in SQL of one object that is inside one interior and for that the player must tell the object ID and the Value that he wants to set.
  18. Hello there, How can I split lines in a Lua file for example how do I turn this code: outputChatBox ( "#FF0000Helloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa #00FF00World", getRootElement(), 255, 255, 255, true ) Into something like this: outputChatBox ( "#FF0000Helloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaello aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaelloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaelloaaaaaaaaaaaaaaa aaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaelloaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaell#00FF00World ", getRootElement(), 255, 255, 255, true ) I'm asking because It would be easier to read the text in multiple lines instead of a single line. Node: I want to read it when I open the .Lua file with notepad++ not asking InGame because in game it already changes line with \n\n... Just need to know if it's possible in the file change line without ? the script Found out how to do it just need to add one \ at the end of the line!
  19. Hello there and thanks you so much for your help! I still have a problem, at the moment I'm getting the object position from database and the line of code is this one: local Object = createObject(row["objectID"], row["X"], row["Y"], row["Z"], row["RX"], row["RY"], row["RZ"]) and my output to the server is the following one: 1569, 1796, -1744.5, 12.6, 0, 0, 180.5 So if if i was scripting it it should look like this: createObject ( 1569, 1796, -1744.5, 12.6, 0, 0, 180.5 ) How can I add those Frozen parameter to it? I mean I was checking the page https://wiki.multitheftauto.com/wiki/CreateObject and there is no option for it.
  20. Hello there, I need some help because I have no clue on how to prevent for example item id 1569 object (ADAM_V_DOOR) from open when punched. If you place it on the map and you punch it, it will open, but when it returns to is original position if you punch it will not open, how can I prevent it from open al the time, I need it to block th entrance and for that it can't move.
  21. But my example only has one Polygon colshape, just need the height limited so, for example, people flying (freecam or similar) using planes, helicopters don't get detected.
  22. I have the following area: but I would like to limit height, is there any chance that I can limit the height so it does not go to "infinite"?
  23. Just trying to make some kind of alarm system around vinewood houses, like the area of the property where you have "motion sensors" would activate the alarm when someone enters in the area
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