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HELP_fastPlease


mtamaster97

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Can someone tell me whats wrong with this code??

Client.lua:

  
topTable = { } 
  
addEvent ( "returnTable", true ) 
addEventHandler ( "returnTable", getRootElement(), 
    function ( newTable ) 
        topTable = newTable 
        setTimer(removeEventHandler,5000,1,"onClientRender", getRootElement(), renderMapWins) 
    end 
) 
  
local winners = { } 
local localData = { } 
local mapName = "" 
local state = false 
local sx, sy = guiGetScreenSize ( ) 
local x,y = guiGetScreenSize ( ) 
  
function renderMapWins ( ) 
    if ( state ) then    
        dxDrawRectangle ( x-250, 60, 240, 200, tocolor(0,0,0,180), false ) 
        dxDrawRectangle ( x-250, 60, 240, 26, tocolor(255, 0, 0, 200), false ) 
        dxDrawText ( tostring ( mapName ), x-245, 80, 250, 60, tocolor(255, 255, 255, 255), 1.00, "default-bold", "left", "center", false, false, true, false, false ) 
        for index = 1, 8 do 
                        local top = topTable [ index ] 
               dxDrawText ( "\n\n\n\n\n#FF0000".. tostring ( index ) ..". #FFFFFF".. tostring( top.name ), x-245, ( 20 * index ), 250, 120, tocolor(255, 255, 255, 255), 1.00, "default-bold", "left", "top", false, false, true, true, false ) 
                        dxDrawText ( "\n\n\n\n\n"..tostring ( top.data ).." #ff0000wins", x-50, ( 20 * index ), x-15, 40, tocolor(255, 255, 255, 255), 1.00, "default-bold", "right", "top", false, false, true, true, false ) 
        end 
    else 
        removeEventHandler ( "onClientRender", root, renderMapWins ) 
    end 
end 
  
addEvent ( "onClientMapStarting", true ) 
addEventHandler ( "onClientMapStarting", root, 
    function ( mapInfo ) 
        mapName = mapInfo.name 
        addEventHandler ( "onClientRender", root, renderMapWins ) 
        bindKey ( "F5", "down", showMapWins ) 
        state = true 
        --triggerServerEvent ( "mapWins:requestList", localPlayer ) 
        hideTimer = setTimer ( 
            function ( ) 
                if ( state ) then 
                    showMapWins ( ) 
                end 
            end 
            ,10000, 1 
        ) 
    end 
) 
  
addEvent ( "mapWins:returnList", true ) 
addEventHandler ( "mapWins:returnList", root, 
    function ( winners_ ) 
        winners = { } 
        localData = { } 
        for index, winner in ipairs ( winners_ ) do 
            if ( index < 11 ) then 
                table.insert ( 
                    winners, 
                    { 
                        serial = winner.serial, 
                        nick = top.name, 
                        wins = top.kill 
                    } 
                ) 
            end 
            if ( winner.serial == getPlayerSerial ( ) ) then 
                localData = 
                    { 
                        rank = index, 
                        nick = winner.nick, 
                        wins = winner.wins 
                    } 
            end 
        end 
    end 
) 
  
addEvent ( "onClientMapStopping", true ) 
addEventHandler ( "onClientMapStopping", root, 
    function ( ) 
        removeEventHandler ( "onClientRender", root, renderMapWins ) 
        winners = { } 
        localData = { } 
        unbindKey ( "F5", "down", showMapWins ) 
        state = false 
        mapName = "" 
        if ( isTimer ( hideTimer ) ) then 
            killTimer ( hideTimer ) 
        end 
    end 
) 
  
function showMapWins ( ) 
    state = ( not state ) 
    removeEventHandler ( "onClientRender", root, renderMapWins ) 
    if ( state ) then 
        --triggerServerEvent ( "mapWins:requestList", localPlayer ) 
        addEventHandler ( "onClientRender", root, renderMapWins ) 
    else 
        if ( isTimer ( hideTimer ) ) then 
            killTimer ( hideTimer ) 
        end 
    end 
end 
  
addEvent ( "mapWins:show", true ) 
addEventHandler ( "mapWins:show", root, 
    function ( ) 
        if ( not state ) then 
            showMapWins ( ) 
        end 
    end 
) 
  

Server.lua:

  
function topmap( player, command ) 
    local map = getResourceName ( exports['mapmanager']:getRunningGamemodeMap ( ) ) 
    local tableOrder = { } 
    for i, v in ipairs ( getAccounts ( ) ) do 
    table.insert ( 
        tableOrder, 
        { 
            name = getAccountData ( v, "nick") or getAccountName(v), 
            data = getAccountData ( v, map) or 0 
        } 
            ) 
    end 
    table.sort ( 
        tableOrder, 
        function ( a, b ) 
            return ( tonumber ( a.data ) or 0 ) > ( tonumber ( b.data ) or 0 ) 
        end 
                ) 
    triggerClientEvent ( "returnTable", getRootElement(), tableOrder ) 
end 
addEventHandler ( "onMapStarting", root, topmap) 
  
function refresh(thePlayer) 
    local account = getPlayerAccount(source) 
    setAccountData(account, "nick", getPlayerName(source) ) 
end 
addEventHandler("onPlayerConnect", getRootElement(), refresh) 
addEventHandler("onPlayerWasted", getRootElement(), refresh) 
addEventHandler("onPlayerChangeNick", getRootElement(), refresh) 
addEventHandler("onPlayerLogin", getRootElement(), refresh) 
  

Link to comment
  • 2 weeks later...
        for index = 1, 8 do 
                        local top = topTable [ index ] 
               dxDrawText ( "\n\n\n\n\n#FF0000".. tostring ( index ) ..". #FFFFFF".. tostring( top.name ), x-245, ( 20 * index ), 250, 120, tocolor(255, 255, 255, 255), 1.00, "default-bold", "left", "top", false, false, true, true, false ) 
                        dxDrawText ( "\n\n\n\n\n"..tostring ( top.data ).." #ff0000wins", x-50, ( 20 * index ), x-15, 40, tocolor(255, 255, 255, 255), 1.00, "default-bold", "right", "top", false, false, true, true, false ) 
        end 

Here you aren't checking to see if topTable is actually populated with results before trying to find index's. Also you should check to make sure each index garners a result as well before attempting to get the .data and .name from it.

Also I don't see the events you're creating every being triggered in the scripts, which is obviously your own deal, but topTable is only populated through the first event, so if you're never triggering it, you'll never be able to get anything from it.

Other than that it looks OK, good luck!

Link to comment
can u fix the code above? cuz I bought this resource and it doesn't work. guy that sold me that deleted me on skype and I don't understand what u mean by checking each index. If anyone have bit of time to fix it I 'd appreciate that

Well I guess you just got scammed by this guy, however indexes are easy to check, just check if a certain index returns nil like this:

theTable = { } 
if theTable[theIndex] then 
    -- theTable has a value at theIndex 
else 
    --  theTable is empty at theIndex 
end 

Multi dimensional arrays is a bit tricky thought but here 's one way you could solve it:

theTable = {{ }} 
if theTable[theIndex] then 
    -- theTable has a value at theIndex 
else 
    theTable[theIndex] = { }  -- Make a new array if empty 
end 

We're here to help, not to do your job.

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