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XetaQuake

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Everything posted by XetaQuake

  1. A gridlist looks different then a tabpanel, but thanks for that Idea. I'm using it now.
  2. Hey R3mp, i have a little question. When i create a tab-panel using the GUI Editor without adding an Tab, it looks like this: As you can see, there is no Tab, just a Tab-Panel. But when i export the Code and build it in my script, it looks like this: Now, there is a Tab named "Tab" above the Tab-Panel, but i don't want them. I tried everything to remove this "Tab"-Element, but if i remove this or set it transparent, every children will get this state too. Can you say me, why is this "Tab" not visible in Gui Editor (until i export them) - i want to remove it.
  3. You could make the relevant part clientside.
  4. zorrigas, i think i have found an bug. When i make a looping with an helicopter or plane, the glued car fall down - and when i press X after the vehicle was fallen down, the vehicle get teleported to me again . I'm using Nightly r1218.
  5. Try to make it like this, possible this will help you. local DMArea = createColCuboid ( 1442.970, -1718.917, -14, 73.66 , 113.233 , 500 ) local DMRadar = createRadarArea ( 1475.358, -1668.3005 , 78 , 118, 255, 0, 0, 175 ) local entered = nil function DM_enter (thePlayer, matchingDimension ) if (getElementType(thePlayer) == "player") and (entered == nil) then entered = true outputChatBox( getClientName(thePlayer) .. " entered DM-zone", getRootElement(), 241, 166, 10 ) takeAllWeapons ( thePlayer ) giveWeapon (thePlayer, 38, 9999 ) end end addEventHandler ( "onColShapeHit", DMArea, DM_enter ) function DM_exit (thePlayer, matchingDimension ) if (getElementType(thePlayer) == "player") then if (isPlayerDead (thePlayer ) ~= true) and (entered == true) then entered = nil outputChatBox( getClientName(thePlayer) .. " exit DM-zone", getRootElement(), 241, 166, 10 ) takeWeapon ( thePlayer, 38 ) end end end addEventHandler ( "onColShapeLeave", DMArea, DM_exit )
  6. Have you read what 50p and i have posted?
  7. Haha - looks funny! But is "player to vehicle" also working, or are two glue scripts needed for this? (This and the original version) Would be cool if you releasing an version that works with players and vehicles! //EDIT: Oh, i see - both is working, great work
  8. Oh, thanks, good to know - i will change it on my script i'm working on
  9. You can try to add an string like entered = nil. If a player enters the colshape just set it to entered = "yes". After spawn you just need to check the string with if ( entered == "yes" ) then. That should help also.
  10. XetaQuake

    client side

    And where is takePlayerMoney in your code?
  11. Thehookerkiller01, just press strg + f and search for "Stadium"...
  12. I saw it also some days ago - and now its here Realy great work R3mp, thats genius! Xeta
  13. Hey guys, i started scripting for the nightly's for two weeks, and i decided to take a look at the forum once again. Anyway, this Script Editor looks really amazing - but as i can see its not released yet. Is there any release date yet? PS: Not sure its implement already, but it would be cool if you can right click on a function and open the wiki using a button "Goto Wiki" or so. So long, XetaQuake
  14. Thanks for answer and bring light in this. The funny think is: I found already a possible reason why this problem appears. Tomorrow i test it with our team, and see if that cause is true what i'll think - after that, i will answer No, it works realy good. Okay, possible they is one or two little typing error in this example-function - i writes it just for this thread. On my original script, its called sqlTableSelect[2] (too by creating the table), but this phpBB board doesn´t showed though it was in a tag, rofl So, see you! Xeta
  15. Hey Gamesnert Oh yes, sorry, forgetting that. I'm still scripting with DP2.3, and i'm using DP2.3 too Lua sould write the player nick and username in a specific row. But sometimes, it doesn't happens! It's to buy properties, so when a player start buying it, they need to pay the properties but after that the properties is not owned by them SOMETIMES. Sure, here is a example (doesn´t want to past everyting here, so this part is trimmed a little bit): function functionName( pickup ) local nickName = getClientName ( myPlayer ) local userAccount = getClientAccount ( myPlayer ) local userName = getAccountName ( userAccount ) local x, y, z = getElementPosition ( pickup ) local sqlTableSelect = executeSQLSelect( "SQLTableName", "specificValue1, specificValue2, specificValue3" ) for v, sqlTableSelectAll in ipairs ( sqlTableSelect ) do executeSQLUpdate ( "SQLTableName", "nick = '" .. nickName .. "', user = '" .. userName .. "'", "sqlTableSelect[v][1] = '" .. x .. "' AND sqlTableSelect[v][2] = '" .. y .. "' AND sqlTableSelect[v][3] = '" .. z .. "'") end end addEventHandler( "onPlayerPickupUse", getRootElement(), functionName ) Thats not the same code as my, but the "problem zone" a nearly the same: the for tables let lua rollover from time to time. I'm not sure with this, but i want to know if this is a possible cause. My script are to big and to branched to post it, you would not understood it fastly. XetaQuake
  16. Hey all. I get a problem, and i hope anybody can confirm this problem too, or knows a workaround etc. Okay, let me beginning: i'm working with SQLLite databases for a MTA Lua-Script. It works all fine, there is but one not repeatable bug i get sometimes. If some more peaple are playing, sometimes lua rollover himself (Thats my thesis)! It's like lua are not executing a line correctly. This happened sometimes when a player are launching a script-part that let's a SQLLite Row updating - but only on rows they containing a specific value. So, i let lua search all SQLLite Rows in a DB Table, using for i, blabla in ipairs ( allBlabla ) do .... i think you know what i mean. But sometimes lua doesn´t find this specific value on one of the rows - but this value a still exists! I think its because lua jumps over this row sometimes. Is this known, got anybody experience with such a problem already? Or is there any workaround - for example to "slack off" lua a little bit during search a value in tables? Hope anybody answers. Thanks for pay attention! XetaQuake
  17. I'm very sure it's a shader/effect or what ever, but not a object. Because of the surface of light on the floor. If it's a Object, it doesn´t would realy lighten the floor - not with that engine. A function to create this shader (or what ever) would be nice
  18. You have a second function inside the first function - but only one end Try this: function loginWindow ( ) loginGui = guiCreateWindow ( 300, 250, 500, 350, "test gui", false ) CloseGui = guiCreateButton( 0.60, 0.90, 0.30, 0.05, "close", true, loginGui) showCursor ( true ) function guiExit ( button ) guiSetVisible (loginGui, false ) showCursor ( false ) outputChatBox ( "test" ) end end Or better, try this: function loginWindow ( ) loginGui = guiCreateWindow ( 300, 250, 500, 350, "test gui", false ) CloseGui = guiCreateButton( 0.60, 0.90, 0.30, 0.05, "close", true, loginGui) showCursor ( true ) end function guiExit ( button ) guiSetVisible (loginGui, false ) showCursor ( false ) outputChatBox ( "test" ) end
  19. Oh my god! I doesn't belive it!!! I loaded the 4633 createObject's big file now with the latest nightly build: IT RUNS ABSOLUTLY PERFECT! I can see all objects - so they a realy created! ^^ It runs realy smooth...not only a little bit smooth - no, realy smooth! Like in Singeplayer! Woot, i thank you MTA developers, and also Talidan, Hankey and Buffalo Now i just hope for the final release of 1.0 in the next time ^^ Thread are finish
  20. Hm? But i think that makes no difference? Its only matter that the Player is not in the same dimension as the Objects i think, huh? So it should be irrelevant what element i set in another dimension - the main point is that the two elements (object and player) are not in the SAME dimension, right?
  21. Hey Talidan Thanks for help The problem with Dimensions is, that MTA doesn't run faster when all the Objects are in another Dimension as the player. I tried it already by setting me in another Dimension (for test purpose). It doesn't matter wo i'am on the Map. For example, when i stand in los santos, and the objects in the desert (Area 51 or so), mta runs exactly same badly as i would stand by all the objects in the desert. And when i set me in another Dimension - it absolutly runs not better, it runs same badly as i see all the objects on the monitor... Thats realy strange, possible MTA stream ANY objects to the Clients - also when they not in range? That should be fixed i think?!
  22. hey Hankey unfortunately the objects are not saved in a map format, so they have no string IDs Also i would prefer to disable the objects or so, not delete - that can be a problem in some kinds Other Ideas pleas
  23. Hey Buffalo setElementStreamable looks good - but yea, as you said already, i better doesn't should use this for nearly 4500 Objects: Hmm...destroying is a bad idea, because new objects can be created (with offedit) on our server (for peaple with Mapper rank) - so, when you destroy all streamed objects on your client and save the map, you destroy the complete map, because i am sure the client objects saves on the server! Also its a bad idea, because new created objects will be appear...so...destroying objects is not realy a option... I REALY missing a function like "setServerSideResourceActiveOnClient", or "setClientElementCalculable" or "IgnoreElementInput" or so... Any ideas?
  24. Hey Talidan As i write already, i tried it with different Dimensions already I just moved me in Dimension 100, using the Admin Panel. But yea, when i am in another dimension as the Objects, i just get around 5FPS more - but looongly not so much as if i stop the Object-Resource. And thats my problem...
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