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Hello guys I have a little problem with this code, when a player enter the jail it start counting the timer without a problem

but when another player enter the jail too (means they become 2 in jail), the text timer stop counting for the first player (it freezes for example in Time Left: 0:40 seconds)

and start counting for only the second player

Code

function startJailTimer(source,jailtimex) -- to start mission timer ..
	if source then
		TimerDisplay = textCreateDisplay()
		m,s,cs = msToTimeStr(jailtimex)
		fullTime = m..":"..s
		TimerText = textCreateTextItem ( "Time Left: "..tostring(jailTime).."", 0.39, 0.7 ,"medium",255,255,255,255,2.0,"left","center",255)
		textDisplayAddText ( TimerDisplay, TimerText )
		textDisplayAddObserver ( TimerDisplay, source )
		sortTimer:~(source,TimerText,jailtimex)
	end
end

function msToTimeStr(ms)
	if not ms then
		return ''
	end
	
	if ms < 0 then
		return "0","00","00"
	end
	
	local centiseconds = tostring(math.floor(math.fmod(ms, 1000)/10))
	if #centiseconds == 1 then
		centiseconds = '0' .. centiseconds
	end
	local s = math.floor(ms / 1000)
	local seconds = tostring(math.fmod(s, 60))
	if #seconds == 1 then
		seconds = '0' .. seconds
	end
	local minutes = tostring(math.floor(s / 60))
	
	return minutes, seconds, centiseconds
end

function sortTimer:~(source,timer,time) -- to sort timer's :~ ..
	if timer and time then
		if isTimer(timer:~Timer) then
		killTimer(timer:~Timer)
	end
		timer:~Timer = setTimer(function(source)
				time = time - 60
				m,s,cs = msToTimeStr(time)
				fullTime = m..":"..s
				textItemSetText(timer,""..tostring(fullTime).."")
		end , 50 , 0 ,source )
	end
end

function stopJailTimer(source)
	textDestroyDisplay(TimerDisplay)
	if TimerText then
	textDestroyTextItem(TimerText)
	end
	if isTimer(timer:~Timer) then
		killTimer(timer:~Timer)
	end
end

any help please?

Edited by TorNix~|nR
Link to post

:~ what is this? some swer word?

I see why, you should use tables to store timers like this:

local allJailTimers = {};

function jailPlayer(player, time)
	if not isTimer(allJailTimers[player]) then
		allJailTimers[player] = setTimer(jailHim, time, 1, player);
	else
		outputChatBox("Already in jail");
	end
end

This is as simple as it can be, if you need further help just ask ! :)

Link to post

Sorry, that :~ I think is caused by changing the LUA to HTML I think, it's not like that in my code

You think I can use this?

local allJailTimers = {};

function jailPlayer(plr,timer,time)
if not isTimer(allJailTimers[player]) then  
	if plr and timer and time then
		if isTimer(timer:~Timer) then
		killTimer(timer:~Timer)
	end
		timer:~Timer = setTimer(function(plr)
				time = time - 60
				m,s,cs = msToTimeStr(time)
				fullTime = m.." M "..s.." S"
				textItemSetText(timer,""..tostring(fullTime).."")
		end , 50 , 0 ,plr )
        end
	end
end

 

Link to post

First of all I highly encourage you to carefully read this tutorial for better understanding Lua tables

 

Second of all 

local allJailTimers = {};

function jailPlayer(plr, timer, time)
	if plr and timer and time then
		if isTimer(allJailTimers[plr]) then
			killTimer(allJailTimers[plr]);
		end
		allJailTimers[plr] = setTimer(function(plr)
			time = time - 60;
			m,s,cs = msToTimeStr(time);
			fullTime = m.." M "..s.." S";
			textItemSetText(timer, ""..tostring(fullTime));
		end, 50, 0, plr);
    end
end

-- 'allJailTimers' this is a table; In Lua a table is generally used to store data;
-- You need a way of storing UNIC timers so we can make use of Lua tables like this in order to make unic tables
local table = {}; -- an empty table.
-- In order for this table to be unic for eatch player we add a SUB TABLE like this 
table[player] = {}; --When adding subtables we first need to be sure our table was created *see above;
-- note that we added the player with [] square brackets, so this will make something like this;
-- note2 when defining a subtable we never call it local
local table = { -- the table
	[player] = { -- this will be a subtable
		
	},
	[player_2] = { -- this will be another subtable for another player

	},
	--etc
};

I have tried, you may not understand so I highly recommend you read the tutorial above! :)

Edited by Tekken
typo
Link to post

Yeah it's working @Tekken

the working code:

local timerTimer = {};

function sortTimer(plr,timer,time)
	if plr and timer and time then
		if isTimer(timerTimer[plr]) then
		killTimer(timerTimer[plr]);
	end
		timerTimer[plr] = setTimer(function(plr)
				time = time - 60;
				m,s,cs = msToTimeStr(time);
				fullTime = m.." M "..s.." S";
				textItemSetText(timer,""..tostring(fullTime).."");
				if ( tonumber(m) <= 0 and tonumber(s) <= 0 and tonumber(cs) <= 0 ) then
				stopJailTimer(plr, timer)		
				end
		end , 50 , 0 ,plr );
	end
end

function stopJailTimer(plr)
	textDestroyDisplay(TimerDisplay) ------HERE IS THE PROBLEM
	if TimerText then
	textDestroyTextItem(TimerText) ------HERE IS THE PROBLEM
	end
	if isTimer(timerTimer[plr]) then
		killTimer(timerTimer[plr])
	end
end

but a little more problem

when 2 players are in jail and the timer is counting, when they get out, only the last player get the destroy of the text, but the other it doesn't disappear

here's the code:

function startJailTimer(plr,jailTime)
	if plr then
		TimerDisplay = textCreateDisplay()
		m,s,cs = msToTimeStr(jailTime)
		fullTime = m..":"..s
		TimerText = textCreateTextItem ( ""..tostring(jailTime).."", 0.39, 0.7 ,"medium",255,255,255,255,2.0,"left","center",255)
		textDisplayAddText ( TimerDisplay, TimerText )
		textDisplayAddObserver ( TimerDisplay, plr )
		sortTimer(plr,TimerText,jailTime)
	end
end

help please?

Edited by TorNix~|nR
Link to post

You have to apply the same method I’ve showed you, with tables. All I can do It’s to encourage you to learn how tables work! 
Just follow the example I gave you.

 

Good luck!

  • Thanks 1
Link to post

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