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  1. local table = { {"1", "2", "3", "4"}, } function asdasdsdasdd() table.insert(table,"5","6","7","8") end What wrong? No errors and warnings in debugscript 3...
  2. for i, markers in pairs(Entregas_Gases) do Markers_M = createMarker( markers[1], markers[2], markers[3]-1, "cylinder", 3, 255, 255, 255, 20) end for i, blipsMarkers in pairs(Entregas_Gases) do blipsM = createBlip(blipsMarkers[1], blipsMarkers[2], blipsMarkers[3], 41) end function teste1(source) msg.default("vc pisou no marker", source) end addEventHandler("onMarkerHit", Markers_M, teste1) Seguinte, quando eu coloco essas linhas de código n da erro nem nada, mas tbm n acontece nada, eu quero que quando a pessoa pise em cada marker da tabela, aconteça a função teste1, entende? mas sem que seja uma criação de markers fora da tabela, pq assim aumenta muitas linhas de código! Desde já, obrigado!
  3. Boa noite rapaziada, bom eu to fazendo um painel login e adicionei 3 musicas que tocam aleatoriamente em uma tabela nomeada (Tab_Musicas), no entanto ao player entrar na tela de login eu gostaria que aparecesse o nome da musica a qual esta tocando! E é ai que entra minha duvida. Como eu poderia estar especificando em um dxDrawText qual musica esta tocando no momento? Linhas de código abaixo: Tabela: local Tab_Musicas = {"musicas/musica1.mp3", "musicas/musica2.mp3", "musicas/musica3.mp3"} Momento em que a musica se inicia: function onClientResourceStart() fadeCamera(true, 5) setCameraMatrix(1468.8785400391, -919.25317382813, 100.153465271, 1468.388671875, -918.42474365234, 99.881813049316) sound = playSound(Tab_Musicas[math.random(1, #Tab_Musicas)], false) ... Print do P/Login, no estado atual (a musica se encontra no canto superior direito):
  4. I created a scoreboard system, but when i make a team, the team does not show in scoreboard.. how can i add this after playerlist?
  5. client: local Admins = {} addEvent("updateAdmins",true) addEventHandler("updateAdmins",root, function(t) Admins = t end) function isPlayerAdmin(player) if(Admins[player]) then return true end return false end function asdi() for k,v in ipairs(Admins) do outputChatBox(k) end end addCommandHandler("asd",asdi) server: local Admins = {} function isPlayerAdmin(player) if(Admins[player]) then return true end return false end addEventHandler("onPlayerLogin",root, function() if isObjectInACLGroup ( "user." .. getAccountName ( getPlayerAccount ( source ) ), aclGetGroup ( "Admin" ))then if not(Admins[source])then Admins[source]= source triggerClientEvent("updateAdmins",source,Admins) end end end) addEventHandler("onPlayerQuit",root, function() if(Admins[source])then Admins[source]= nil triggerClientEvent("updateAdmins",source,Admins) end end) No errors, no warnings... What wrong?
  6. if i create a table, and i insert datas with table.insert, the datas are deleted when i reconnect.. why? how to save datas? sorry for my terrible english :ss
  7. local vehicles = {} addEventHandler("cmdHandler",getRootElement(), function(thePlayer, command) if(command == "/dveh") then for i, v in ipairs (vehicles) do local player, veh = unpack(v) if (player == thePlayer) then destroyElement (veh) table.remove (vehicles, i) return end end end end ) Hi, I want the script to delete all vehicles and rows, but it only deletes the last one, why ?
  8. Why the table disappears after the cycle? Never this was not. shel = {} local shelPlaces = { [1] = { [1] = {x=0,y=0,z=0}, [2] = {x=0,y=0,z=0}, [3] = {x=0,y=0,z=0}, }, } function createShelters(gameId, players) local gameId = tonumber(gameId) shel[gameId] = {} for i=1,#shelPlaces do --outputDebugString("table "..shel[gameId]) shel[gameId][i] = { ["places"] = { [1] = {x=shelPlaces[i][1].x,y=shelPlaces[i][1].y,z=shelPlaces[i][1].z,["object"]="craftTable"}, }, } outputChatBox(shel[1][1]["places"][1]["object"]) -- WORKING for pI=2,#shelPlaces[i] do shel[gameId][i]["places"] = { [pI] = {x=shelPlaces[i][pI].x,y=shelPlaces[i][pI].y,z=shelPlaces[i][pI].z,["object"]=false}, } end end createCraftsTable(gameId) end addEventHandler("onGameStarted", root, createShelters) function createCraftsTable() --for i=1,10 do --for name,object in pairs(shel[gameId][i]) end function tempSpawn() spawnPlayer(source, 0,0,5) setCameraTarget(source, source) end addEventHandler("onPlayerLogin", root, tempSpawn) function startTest(pSource, command, gameId) triggerEvent("onGameStarted", root, gameId) end addCommandHandler("gameTest", startTest) function getGameInfo() outputChatBox(shel[1][1]["places"][1]["object"]) -- NOT WORKING end addCommandHandler("gInfo", getGameInfo)
  9. Hello, I am scripting a new chat and the stuff I scripted is working. But now I have a problem. In my chat I am printing the first 13 messages in dxDraw. But now I want all indexes to +1, so if there come a 14th message it gets visible. local offset = 14 function drawChat() for i, v in ipairs (chatbox) do if (i < offset) then exports.login:dxDrawBorderedText(v, 36, (210 - ((offset-i)*15)), 411, 210, tocolor(255, 255, 255, 255), 1.00, "default-bold", "left", "top", false, false, false, false, false) elseif (i == 14) then --what to add ? I want all index to +1, so the new message will get the first index end end end addEventHandler ("onClientRender", root, drawChat)
  10. Hello, I have been writing gamemode for a long time, everything that is important (information about the vehicle, player, object) is stored on the server side in the table. My question is: what is safer and more optimal? Variables saved on the server side in the table and called to the client by events or elementData?
  11. I want create a script, which create a marker with random position, from a table. How to make this?
  12. Hello. As you can see, in my script i attached 2 weapons to a vehicle. I set a bind for shooting one of the gun. My problem is that when i start the function called "fire_gun_c" then both of the weapons will be fired. So my question is how can i only shoot the weapon "gun1" by using getAttachedElements? client function attach() local gun1 = createWeapon(31, 0,0,0) local gun2 = createWeapon(31, 0,0,0) attachElements ( gun1, veh, 0, 1, 0) attachElements ( gun1, veh, 0, -1, 0) end function fire_gun_c(veh) local attachedElements = getAttachedElements(veh) for ElementKey, ElementValue in ipairs ( attachedElements ) do fireWeapon ( ElementValue ) -- it fires both of the guns because it gets all the data with getAttachedElements end end addEvent("fire_gun_c", true) addEventHandler ( "fire_gun_c", resourceRoot, fire_gun_c)
  13. Hey, I have a problem this code working player in server. But no working when player quit. exitLobby = function(self) local previousLobby = getElementData(localPlayer, "player:selectedLobby") if previousLobby then if self.lobbies[previousLobby] then for k,v in ipairs(self.lobbies[previousLobby].players) do if v == localPlayer then table.remove(self.lobbies[previousLobby].players, k) end end end end setElementData(resourceRoot, "root:lobbies", self.lobbies) setElementData(localPlayer, "player:selectedLobby", false) exports["br_notifications"]:addNotification(localization:getText(localPlayer, "lobby-leftInRoom"), "success") end
  14. Hello everyone! I am beginner in all of this. I am a hobby scripter, because I have interest in scripting. BUT I have problem. I want to make a skill system(like you shoot a leg you get 1points for that), and I found a free resource that varies your skill up to 999 in server side and I found another one that do this client side.(also I won't use it like my scripts in a server) OK I have problems with client AND server side too. I can't connect and update the variable. I created a table for the UZI skill (uzi_skill) to try it, but I can't get working. Original source: This is just the Uzi skill section. The skill is tied to the character-system. (db: character-system -> table: uzi_skill [tinyint(4)] ) function uzi ( attacker, attackerweapon, bodypart, loss ) local statz = getPedStat(attacker, 75) local healthh = getElementHealth(source) local setstat = statz + (100.0 - healthh) * 0.05 local cteam = getPlayerTeam(attacker) local pteam = getPlayerTeam(source) --exports['skill']:changeProtectedElementDataEx(source, "uzi_skill", tonumber(setstat)) <--- I tried with this. Complete FAIL(I know why) if getTeamName(cteam) == getTeamName(pteam) then return false elseif attacker and getElementType(attacker) == "player" and (attackerweapon == 28 or attackerweapon == 32) and (statz < 999) then setPedStat(attacker, 75, setstat) end if (statz > 980) then setPedStat(attacker, 75, 999) end end addEventHandler("onPlayerDamage", getRootElement(), uzi) I want a bit help, just one example how to do this with this. (Please don't ask in fragments. Also I don't know where to put that script fragment). I'd be happy if someone could help me
  15. Hello, I am creating a PIN system on my server and wanted to ask you for help in my code. When I send the client to the server a trigger wanted to validate if the pin sent from the client to the server is an element of my table if yes setElementData will work and the Pin used will be unable to use again but in my script when it uses a pin all The others are disabled, can you help me? Note: I'm Brazilian, I'm sorry for English. local pins15k = {"UAIFKAJDKEFC15K", "KYJFKAJDEFKC15K", "BESFKSLLKEFC15K"} function PinEdit(Pin) if validatePin(Pin) then if getElementData(source, "Diamond") then setElementData(source, "Diamond", getElementData(source, "Diamond")+10000) else setElementData(source, "Diamond", 10000) end for k, v in ipairs(pins15k) do outputChatBox("["..k.."] = "..v) end else outputChatBox("Pin invalido", source) outputChatBox(tostring(pins15k)) end end addEvent("PinEdit", true) addEventHandler("PinEdit", getRootElement(), PinEdit) function validatePin(pin) local result = false for k, v in ipairs(pins15k) do if (pin == v) then pins15k[k] = nil result = true break end end return result end
  16. Hello again. I have problem with table.insert. I have vehicle shop that saves data to tables and tables to element data. Always when you buy new vehicle, it should add sub-table to main-table and fill sub-table with data that i want to save. I also have panel where you can control your vehicles. Instead of showing data, the gridlist shows only number 1 in first column. Part of my code: [Server] local data = getElementData(client, "") if not data then setElementData(client, "", {}) end local data = getElementData(client, "") local ids = #data + 1 local x, y, z = getElementPosition(wangvehicle[client]) local rx, ry, rz = getElementRotation(wangvehicle[client]) local t = {} table.insert(t, getVehicleName(wangvehicle[client])) table.insert(t, tonumber(id)) table.insert(t, tonumber(ids)) table.insert(t, tonumber(price)) table.insert(t, c1 .. ", " .. c2 .. ", " .. c3 .. ", " .. c4 .. ", " .. c5 .. ", " .. c6) table.insert(t, x .. ", " .. y .. ", " .. z .. ", " .. rx .. ", " .. ry .. ", " .. rz) table.insert(t, "indrive") table.insert(data, t) setElementData(client, "", data) [Client] function refreshlist() guiGridListClear(vlist) guiGridListAddColumn(vlist, "Vehicle name", 0.3) guiGridListAddColumn(vlist, "Sell price", 0.3) guiGridListAddColumn(vlist, "ID", 0.3) local table = getElementData(localPlayer, "") if not table then setElementData(localPlayer, "", {}) end for i=1, #table do local row = guiGridListAddRow(vlist) guiGridListSetItemText(vlist, row, 1, table[i][1], false, false) guiGridListSetItemText(vlist, row, 1, table[i][4], false, false) guiGridListSetItemText(vlist, row, 1, table[i][3], false, false) end end The values are tested and they're working fine. No errors in debugscript.
  17. --[[ -- Resource Name: Information. -- Author: Om (RipeMangoes69) -- Date: 4/12/2016 -- File: client.lua ]]-- -- GUI GUIEditor = { window = {}, label = {}, memo = {} } function createInfoObjects() local markers = { {area = "Los Santos Airport", x = 1582.45, y = -2286.32, z = 12}, {area = "Las Vegas Airport", x = 1674.30859375, y = 1444.9501953125, z = 9.2} } for _, m in ipairs(markers) do local marker = createMarker(m.x, m.y, m.z, "cylinder", 1, 255, 255, 255, 100) GUIEditor.window[1] = guiCreateWindow(645, 250, 266, 378, "Information: " .. m.area, false) guiWindowSetSizable(GUIEditor.window[1], false) guiSetVisible(GUIEditor.window[1], false) GUIEditor.label[1] = guiCreateLabel(5, 353, 190, 15, "* Click anywhere on GUI Window to close it.", false, GUIEditor.window[1]) guiSetFont(GUIEditor.label[1], "default-small") GUIEditor.memo[1] = guiCreateMemo(9, 24, 247, 324, "", false, GUIEditor.window[1]) guiMemoSetReadOnly(GUIEditor.memo[1], true) end end addEventHandler("onClientResourceStart", getRootElement(), createInfoObjects) function openGUI( hitElement, matchingDimension ) if getElementType( hitElement ) == "player" then if isPedInVehicle(hitElement) then outputChatBox("You cannot access GUI from vehicle!", 255, 0, 0) guiSetVisible(GUIEditor.window[1], false) showCursor(false) else guiSetVisible(GUIEditor.window[1], true) showCursor(true) end end end addEventHandler("onClientMarkerHit", resourceRoot, openGUI) function closeGUI() guiSetVisible(GUIEditor.window[1], false) showCursor(false) end addEventHandler("onClientGUIClick", resourceRoot, closeGUI) How am i suppose to "change" the GUI Title ? (area in the table). thanks.
  18. Buenas, estoy creando un sistema de nametags cliente y estoy usando tablas, para que así cuando se loguee/desloguee, se muestre o no el texto en cuestión (el nametag). Todo va correcto, el problema que tengo es a la hora de usar table.insert, que sigue renderizando el nombre local nametags = { } local font = dxCreateFont( "fuente.ttf" ) addEvent( "nmtgs:onPlayerLogin", true ) addEvent( "nmtgs:onPlayerQuit", true ) addEventHandler( "onClientRender", root, function( ) if #nametags > 0 then for i=1, #nametags do local player = nametags[i] local px, py, pz = getElementPosition( player ) local x, y, z = getElementPosition( getLocalPlayer( ) ) local name = getPlayerNametagText( nametags[i] ):gsub("_"," ") end end end ) function addPlayerToTable( player ) if player then table.insert( nametags, player ) end end addEventHandler( "nmtgs:onPlayerLogin", getRootElement( ), addPlayerToTable ) function removePlayerFromTable( player ) if player and nametags[ player ] then table.remove( nametags, player ) end end addEventHandler( "nmtgs:onPlayerQuit", getRootElement( ), removePlayerFromTable ) ¿Alguna idea? Gracias de antemano.
  19. Hello everyone I currently have this function that develops, and some time and I wanted to make a change most do not know it as good is simple. local positions = { { 371, -2040, 8 }, { 2274, -1036, 52 }, { -2245, -1723, 482 }, { -155, -2889, 428 }, } function DisappearPlayer (NamePlayer, Admin) local azar = math.random ( #positions ) local veh = getPedOccupiedVehicle(NamePlayer) if (veh) then setElementPosition(veh, unpack ( positions [ azar ] ) ) else setElementPosition(NamePlayer, unpack ( positions [ azar ] ) ) end end addEvent("random",true) addEventHandler("random",getRootElement(),DisappearPlayer) This teleports the player into a random position map using a table of coordinates. Ok everything works perfectly. But I wanted it stores up the item from the table that has already been used and not used again until the last was used or the successor. Ex local positions = { { 1 }, { 2 }, { 3 }, { 4 }, } function DisappearPlayer (NamePlayer, Admin) local azar = math.random ( #positions ) local veh = getPedOccupiedVehicle(NamePlayer) if (veh) then setElementPosition(veh, unpack ( positions [ azar ] ) ) else setElementPosition(NamePlayer, unpack ( positions [ azar ] ) ) end end addEvent("random",true) addEventHandler("random",getRootElement(),DisappearPlayer) so that happens. 3,3,2,1,3,4,4 way I wanted it occurs. or in a way that the same n repeita then! Anyone know how to do?
  20. Good'm creating a tuning shop for my RPG server. most did not want to use files files to decrease the MB script ... so I had the idea of creating music using random using playSound3D URL .. but I have two errors. ERROR 1 = Table does not work. ERROR 2 = He is not changing the interior or the size of the element. can anyone point me a correct direction or point out the error in my script? Client Sid local URLMusics = { {''}, {''} } function ShowDxMenuStartTuning() addEventHandler("onClientRender", root, DXMenuPrincipal) showCursor(true) PainelMenuPrincipal = true MusicTuning() end addEvent("ShowPainelMenuStartTuning", true) addEventHandler("ShowPainelMenuStartTuning", getRootElement(), ShowDxMenuStartTuning) function MusicTuning() local randomize = math.random ( #URLMusics ) local TuningSound = playSound3D('URLMusics[randomize]',1383,-22,1001,true) setSoundMaxDistance(TuningSound,50) triggerServerEvent("StartSond", root, TuningSound) end Server Sid DIMS___ = 1 function DimensionSond(TuningSound) setElementDimension(TuningSound,DIMS___) setElementInterior(TuningSound,1) setElementPosition(TuningSound,1383,-22,1001) DIMS___ = DIMS___ + 1 end addEvent("StartSond", true) addEventHandler("StartSond", getRootElement(), DimensionSond)