Xabi Posted February 1, 2015 Share Posted February 1, 2015 Hi all, I have a problem with a client event not being triggered on first server startup, but it does when I disconnect and login back. It should show the login interface but, as I said, when I first launch the server it doesn't show it (the window is being created) but, if I disconnect from the server and go in again, without restarting neither the server nor the game, it shows the window correctly. I will leave you the relevant code as it will explain how is done: function checkPlayerStatus() ... if status == "playable" then triggerClientEvent(source, "onPlayerRequestLogin", source) -- This trigger returns True ... end addEventHandler("onPlayerJoin", getRootElement(), checkPlayerStatus) function createLoginWindow() -- This function is called local X = 0.375 local Y = 0.375 local Width = 0.25 local Height = 0.25 wdwLogin = guiCreateWindow(X, Y, Width, Height, "Please Log In", true) -- define new X and Y positions for the first label X = 0.0825 Y = 0.2 -- define new Width and Height values for the first label Width = 0.25 Height = 0.25 -- create the first label, note the final argument passed is 'wdwLogin' meaning the window -- we created above is the parent of this label (so all the position and size values are now relative to the position of that window) guiCreateLabel(X, Y, Width, Height, "Username", true, wdwLogin) -- alter the Y value, so the second label is slightly below the first Y = 0.5 guiCreateLabel(X, Y, Width, Height, "Password", true, wdwLogin) X = 0.415 Y = 0.2 Width = 0.5 Height = 0.15 edtUser = guiCreateEdit(X, Y, Width, Height, "", true, wdwLogin) Y = 0.5 edtPass = guiCreateEdit(X, Y, Width, Height, "", true, wdwLogin) -- set the maximum character length for the username and password fields to 50 guiEditSetMaxLength(edtUser, 50) guiEditSetMaxLength(edtPass, 50) X = 0.415 Y = 0.7 Width = 0.25 Height = 0.2 btnLogin = guiCreateButton(X, Y, Width, Height, "Log In", true, wdwLogin) addEventHandler("onClientGUIClick", btnLogin, loginButtonSubmited, false) -- make the window invisible guiSetVisible(wdwLogin, false) end function showLogin() -- This function is not called on first login, but it does when login the second time -- output a brief welcome message to the player outputChatBox("Welcome to My MTA:SA Server, please log in.") -- if the GUI was successfully created, then show the GUI to the player if (wdwLogin ~= nil) then guiSetVisible(wdwLogin, true) else -- if the GUI hasnt been properly created, tell the player outputChatBox("An unexpected error has occurred and the log in GUI has not been created.") end -- enable the players cursor (so they can select and click on the components) showCursor(true) -- set the input focus onto the GUI, allowing players (for example) to press 'T' without the chatbox opening guiSetInputEnabled(true) end function loginButtonSubmited(button, state) if button == "left" and state == "up" then -- get the text entered in the 'username' field local username = guiGetText(edtUser) -- get the text entered in the 'password' field local password = guiGetText(edtPass) -- if the username and password both exist if username and password then -- trigger the server event 'submitLogin' and pass the username and password to it triggerServerEvent("submitLogin", getRootElement(), username, password) -- hide the gui, hide the cursor and return control to the player guiSetInputEnabled(false) guiSetVisible(wdwLogin, false) showCursor(false) else -- otherwise, output a message to the player, do not trigger the server -- and do not hide the gui outputChatBox("Please enter a username and password.") end end end addEvent("onPlayerRequestLogin", true) addEventHandler("onPlayerRequestLogin", localPlayer, showLogin) addEventHandler("onClientResourceStart", resourceRoot, createLoginWindow) Thanks in advance for your help. Link to comment
Gallardo9944 Posted February 1, 2015 Share Posted February 1, 2015 You can simply create the panel clientside without the triggers. onClientResourceStart + resourceRoot will do the trick. In case you need join verification: 1. When a player joins, set him into a table 2. onClientResourceStart + resourceRoot + triggerServerEvent so you can trigger server to tell that the player is ready 3. Check if the player is in table table, triggerClientEvent and remove him from the table. Link to comment
Xabi Posted February 1, 2015 Author Share Posted February 1, 2015 You can simply create the panel clientside without the triggers. onClientResourceStart + resourceRoot will do the trick. In case you need join verification:1. When a player joins, set him into a table 2. onClientResourceStart + resourceRoot + triggerServerEvent so you can trigger server to tell that the player is ready 3. Check if the player is in table table, triggerClientEvent and remove him from the table. The problem with this solution is that the server script and client script are in different resources. Link to comment
Gallardo9944 Posted February 1, 2015 Share Posted February 1, 2015 Since when is it a problem? If both are running, the results will be the same. Link to comment
Xabi Posted February 1, 2015 Author Share Posted February 1, 2015 Since when is it a problem? If both are running, the results will be the same. Ok, after few attemps got it working, thanks for all Link to comment
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