
Remp
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Everything posted by Remp
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any gui made with the editor (since you joined the server) does not need to be loaded. Any gui that already existed when you joined the server (or is made by another resource) will need to be loaded and if you dont unzip it, you can find the output file in the resource cache instead (MTA San Andreas\server\mods\deathmatch\resource-cache\unzipped\guieditor)
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sadly, shooting while hanging would be very tricky to do (if possible). currently the only way for you to shoot like that is to enable driveby, which requires you to be inside a vehicle. so you'd have to create invisible vehicles, attach them to heli then driveby from it, which wouldn't even look like hanging anyway i'm unsure if you can shoot while attached to something, so i don't know if simply 'standing' on the side of the heli and shooting normally would work as for climbing into the heli while hanging, this is probably possible but it wouldn't look very good at all i actually fixed the errors you posted a few months ago, but i must have forgotten to upload it. id like to re-write parts of the code again now, so (as its a relatively minor problem) i'll hold that fix for a more substantial release
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nope (assuming you are already using v1.2), post the errors you are getting and i will try and fix them
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Ok, so post your new code with the changes you made the more you help us understand what you are doing the more we can help you
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Ok, so post your new code with the changes you made the more you help us understand what you are doing the more we can help you
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yep, looks like you are right. the logic is all there in the code, its just that the right click option itself is missing i'll add this fix into the next release, in the mean time you can add it yourself by navigating to the gui editor folder (\MTA San Andreas\server\mods\deathmatch\resources\GUIEditor\client\) and opening right_click_menus_c.lua then replace line 16 with this: [11] = {"Set Title","Set Variable",--[["Move","Resize",]]"Add Tab",--[["Copy",]]"Delete Tab Panel","Create Button","Create Label","Create Checkbox","Create Memo","Create Edit","Create Gridlist","Create Progress Bar","Create Tab Panel","Create Radio Button","Create Image","Parent","Set Property","Get Property","Cancel"}, -- tab (or if you understand the code, simply add the "Create Tab Panel" option to the table yourself)
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yep, looks like you are right. the logic is all there in the code, its just that the right click option itself is missing i'll add this fix into the next release, in the mean time you can add it yourself by navigating to the gui editor folder (\MTA San Andreas\server\mods\deathmatch\resources\GUIEditor\client\) and opening right_click_menus_c.lua then replace line 16 with this: [11] = {"Set Title","Set Variable",--[["Move","Resize",]]"Add Tab",--[["Copy",]]"Delete Tab Panel","Create Button","Create Label","Create Checkbox","Create Memo","Create Edit","Create Gridlist","Create Progress Bar","Create Tab Panel","Create Radio Button","Create Image","Parent","Set Property","Get Property","Cancel"}, -- tab (or if you understand the code, simply add the "Create Tab Panel" option to the table yourself)
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'information' is not the same as 'Information'. Your button variables use a capital I, not lower case i Additionally, you cannot have variables that start with a number as you do in your serverside function function moveThePlayer(-2222,-2222,-2222,4) ... If your intention is to spawn the player at -2222, -2222, -2222 (which is probably not a good idea, -2222 z is a long way down) you will need to define the x,y,z variables and instead pass your position from the client in your triggerServerEvent lines function moveThePlayer(x,y,z,rotation) You also need to modify your teleportPlayer function to look for your 'Information' variables in source, rather than the old 'teleportButton' variables: function teleportPlayer(button,state) if button == "left" and state == "up" then if source == Information then ...
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'information' is not the same as 'Information'. Your button variables use a capital I, not lower case i Additionally, you cannot have variables that start with a number as you do in your serverside function function moveThePlayer(-2222,-2222,-2222,4) ... If your intention is to spawn the player at -2222, -2222, -2222 (which is probably not a good idea, -2222 z is a long way down) you will need to define the x,y,z variables and instead pass your position from the client in your triggerServerEvent lines function moveThePlayer(x,y,z,rotation) You also need to modify your teleportPlayer function to look for your 'Information' variables in source, rather than the old 'teleportButton' variables: function teleportPlayer(button,state) if button == "left" and state == "up" then if source == Information then ...
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version 2.3.0 uploaded, with some changes based on robhols comments changes: - implemented support for DX Drawing functions (Text, Line(2d), Rectangle and Image) - updated tutorial with DX information (+ created tutorial version setting) - minor code tweaks & cleaning (notably: clearer true/false input, colours 0 rather than 000, settings, gridlist font) - added element snapping & alignment based on a series of clientside settings (defaults to being turned off)
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version 2.3.0 uploaded, with some changes based on robhols comments changes: - implemented support for DX Drawing functions (Text, Line(2d), Rectangle and Image) - updated tutorial with DX information (+ created tutorial version setting) - minor code tweaks & cleaning (notably: clearer true/false input, colours 0 rather than 000, settings, gridlist font) - added element snapping & alignment based on a series of clientside settings (defaults to being turned off)
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set propagated to false in your event handler
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set propagated to false in your event handler
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your first button is almost entirely covered by your label. make the height of your label smaller to be able to click the button text on gui elements can be updated with guiSetText and they can be destroyed with destroyElement
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your first button is almost entirely covered by your label. make the height of your label smaller to be able to click the button text on gui elements can be updated with guiSetText and they can be destroyed with destroyElement
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are you sending the price just like that? you will need to remove the dollar sign and the comma, eg: "$86,140" -> "86140" then tonumber() it
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are you sending the price just like that? you will need to remove the dollar sign and the comma, eg: "$86,140" -> "86140" then tonumber() it
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which line is the actual error on? i cant see much we can do with the code you provided, can you also show us your gridlist text? by the looks of it your 'price' variable is global, so if thats your problem variable then make sure it actually has a value theres no reason why tonumber would return nil if you are actually passing a numeric string, make sure there are no currency signs, erroneous spaces, etc as well
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which line is the actual error on? i cant see much we can do with the code you provided, can you also show us your gridlist text? by the looks of it your 'price' variable is global, so if thats your problem variable then make sure it actually has a value theres no reason why tonumber would return nil if you are actually passing a numeric string, make sure there are no currency signs, erroneous spaces, etc as well
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I agree that it can be tricky, a lot of my own gripes with the editor stem from it being visually very difficult to judge accurate coordination between elements, something that is incredibly easy to do with raw code this has been the motivation and inspiration for many of the alignment and sizing/moving updates, with things such as the left/right ctrl key alignment being one solution for what you describe implementing a background grid would be trivial in comparison to what you are suggesting, and ive put a lot of thought into ways of solving the problem the aspect of that kind of feature that i dont like is forcing peoples hand with default behaviour. That is, if you are carefully moving an element near to another and it snaps to position when you didnt actually want it to thinking about it now, it may make sense to have that as default behaviour and modify the existing "loose manipulation" feature to bypass it, or maybe the other way around with it defaulting to bypass automatically and creating a "grid manipulation" key. With the clientside settings file that now exists this choice could probably be handed over to the user, which would help, though im not sure how many people using the editor are aware of these more obscure features ive also previously thought that simple guidelines following along (and slightly beyond) the edges of nearby elements would be helpful, if only as a visual aid, as an interim between completely free movement and snapping would be nice to hear your thoughts on this, most of these updates roll out with very little input beyond my own frustrations
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I agree that it can be tricky, a lot of my own gripes with the editor stem from it being visually very difficult to judge accurate coordination between elements, something that is incredibly easy to do with raw code this has been the motivation and inspiration for many of the alignment and sizing/moving updates, with things such as the left/right ctrl key alignment being one solution for what you describe implementing a background grid would be trivial in comparison to what you are suggesting, and ive put a lot of thought into ways of solving the problem the aspect of that kind of feature that i dont like is forcing peoples hand with default behaviour. That is, if you are carefully moving an element near to another and it snaps to position when you didnt actually want it to thinking about it now, it may make sense to have that as default behaviour and modify the existing "loose manipulation" feature to bypass it, or maybe the other way around with it defaulting to bypass automatically and creating a "grid manipulation" key. With the clientside settings file that now exists this choice could probably be handed over to the user, which would help, though im not sure how many people using the editor are aware of these more obscure features ive also previously thought that simple guidelines following along (and slightly beyond) the edges of nearby elements would be helpful, if only as a visual aid, as an interim between completely free movement and snapping would be nice to hear your thoughts on this, most of these updates roll out with very little input beyond my own frustrations
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uploaded version 2.2.0 This is a fairly substantial release, containing: - added "resize" option for captured elements (so you can resize multiple elements at once) - added info window, with update checker (optional automatic update checks) (this requires the GUI Editor to have access to the callRemote function) - added alignment dividers, accessed by scrolling the mouse wheel while moving an element - created an interactive GUI Editor tutorial detailing some of the features - created clientside settings file (opening up the posibility of default settings and such) - added "Move X" and "Move Y" options to only move along a single axis - fixed issue with stopping/restarting the guieditor while editing disabling your controls Dividers:
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uploaded version 2.2.0 This is a fairly substantial release, containing: - added "resize" option for captured elements (so you can resize multiple elements at once) - added info window, with update checker (optional automatic update checks) (this requires the GUI Editor to have access to the callRemote function) - added alignment dividers, accessed by scrolling the mouse wheel while moving an element - created an interactive GUI Editor tutorial detailing some of the features - created clientside settings file (opening up the posibility of default settings and such) - added "Move X" and "Move Y" options to only move along a single axis - fixed issue with stopping/restarting the guieditor while editing disabling your controls Dividers:
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When you post code on the forums, please use [lua] [/lua] tags, it makes it much easier to read the function you are after is bindKey Put it in your 'INFO' function and set it to trigger a function that calls guiSetVisible on your window
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When you post code on the forums, please use [lua] [/lua] tags, it makes it much easier to read the function you are after is bindKey Put it in your 'INFO' function and set it to trigger a function that calls guiSetVisible on your window