botanist
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Everything posted by botanist
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Which is included with the "blah" arguments, forgot to mention that So, that can't be the reason. Wait, I think I got the problem. Give me a moment. Yep, stupid me. I always forget to check variablenames for any mistakes. So, solved. Lol.
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Hi thar, after some inactivity I picked my Handling Editor project back up and started with optimalization of the code. But, now I need to get a table that's made clientside into the server using triggerServerEvent. What I'm currently doing does not work: -- Client log = {} -- Not local! log.succes = "Test String" triggerServerEvent ( "onEvent", blah, log ) -- Where "blah" are some irrelevant arguments -- Server addEvent ( "onEvent", true ) addEventHandler ( "onEvent", root, function ( blah, log ) string.format ( log.succes, blah ) -- Produces the "Not Indexed" error end ) Is there any way to do this correct?
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Learn english. As I said, that script is supposed to crash since it's an infinite, fast looping, instable process. That's not a MTA bug, it's the law of computers. Ofcourse MTA could make "deny" thing for that, but MTA is about the game, not about computer limitations. You can make a denier for that easily by yourself.
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Are you f*cking serious? That is SUPPOSED to crash. I'd rather call it computer instability than a bug made by MTA.
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Holy f*cking sh*t! Good you posted it here, that's amazing!
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It's for my handlingeditor. It would be nice to revert changes since some values can give LSOD's. Those changes just contain numbers, bools, strings, or a simple small table. So, this should be stored: oldValue["settingName"] = data --string,bool,number --or oldValue["centerOfMass"] = { x, y, z } --table for centerOfMass Nothing else, and my script can easily understand how to handle those different types of data. So that's not a problem.
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Why is it really hard to make? Almost every simple program has an undo/redo button. And I just have to store small data. Besides, after searching some articles using google, I haven't found something useful yet. It's all text, but no tutorials or examples.
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So, I should change this: --When I change something history[#history+1] = what_it_is_now -- Get the current value h_Val = #history -- Store the current history time --Now change the thing that needs to be changed Into this: --When I change something history[#h_Val+1] = what_it_is_now -- Get the current value h_Val = h_Val+1 --Now change the thing that needs to be changed Or I'm getting wtf-ed..
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Why should I? If I said my map runs on daytime, I won't change it. Reason needed? This map is not for the Race gamemode, but for my stunt gamemode. And it has a global time, not just a map time. Also, are there any more nice objects to use for roads, other than the 3 vgncarshade models?
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local history = {} local h_Val = 0 --When I change something history[#history+1] = what_it_is_now -- Get the current value h_Val = #history -- Store the current history time --Now change the thing that needs to be changed -- When I press undo setting = history[h_Val] -- Get the previous history item h_Val = h_Val-1 -- backward the history time -- When I press redo setting = history[h_Val+1] -- Get the next history item h_Val = h_Val+1 -- Forward the history time Is that correct, or is this way completely inefficient?
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How I always do it: Select the controlpoint, press and hold X, than rotate. But you can also select a powermodifier, goto the F3 menu, and change it's rotations with numbers.
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Title explains all.
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So I gotta need nice daytime objects.
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That's Dutch, in an English forum dude I keep talking English. Those are just buildings, but these seem to look the best on nighttime. And, I prefer to use more different objects than just 6, and if possible, more nature objects which are suitable. A lot nature objects are small, so are there any bigger nicer ones? And, I vgncarshade already, otherwise I couldn't create a map lol
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Hi all, I made a DM map today, but its only the track atm, so it's kinda empty. Now, I'm curious which objects (ids?) are good to use to decorate the track and everything next to it while my track is high in the air and running on daytime. Any suggestions?
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Oh, map files aren't downloaded into the cache by the client? Because I thought it was. Well, ty
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Ah, good to know that. But, what about the second question? What will happen if I load huge maps serverside? Will that cause massacre lag, or will it just work a little bit less good then clientside? Imagine a playercount of 5.
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Just curious: Are objects in map files the same way loaded as with createObject? And what will be the effects if I load huge maps serverside?
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Update: Cazomino05 fixed the suspension functions! Had a test with him some minutes ago. Whoops D: Parking place much?
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K, I'll do that. Ty
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Is there also any way to avoid that? Because dictionary tables are way easier to use than indexed, since you know what every key is and contains.
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Well, see this script. Currently, it should store one map file into the table. But, when I try to output the size of that table with #teleTable, it returns 0. What's wrong? I don't see any mistake. Note: This function is called by the client, with the local player as the source.
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How to check a vehicle's ID against a table.
botanist replied to AGENT_STEELMEAT's topic in Scripting
oh, so it was >_> next time, I have to listen better to my brain -
How to check a vehicle's ID against a table.
botanist replied to AGENT_STEELMEAT's topic in Scripting
if notAllowed[getElementModel(hitElement)] then outputChatBox ( "That vehicle is not allowed!" ) end That should it be.
