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.:HyPeX:.

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Everything posted by .:HyPeX:.

  1. Hey guys, i got a function to show my script gui after the login panel logins you, but apparently my script somehow only detects when using /login, althought the login panel does this: logIn(source, account, password) Any idea how to fix this?
  2. But Tables are lost on script unload (It will be on every join to the server if client, or on every script restart if server)
  3. But Tables are lost on script unload (It will be on every join to the server if client, or on every script restart if server)
  4. Ur being too plain... Race Created the objects And assigned an event on a collision with them, and for creating them you gotta do the EDF part wich is not easy. Probably Just Load a map with race definitions, it might display them (if you added them in the map)
  5. This happens randomly, can someone tell me whats going on with my editor?
  6. There's no error, im reciving true as a return, Due to triggerClientEvent has no return part, it is returning true becouse it was successful, i need a way to take it back to client-side. About the wheels thing: Wheels = { { name = "Big Ray Wheel", price = "25000", upgrade = 1074 }, { name = "Black Badass", price = "25000", upgrade = 1076 }, { name = "Black Style Wheels", price = "25000", upgrade = 1085 }, { name = "Common Badass", price = "25000", upgrade = 1098 }, { name = "NFS Wheel 1", price = "25000", upgrade = 1075 }, { name = "Cool Wheel 1", price = "25000", upgrade = 1077 }, { name = "Styled Black", price = "25000", upgrade = 1096 }, { name = "Cool Grey", price = "25000", upgrade = 1081}, { name = "NFS Wheel 2", price = "25000", upgrade = 1080 }, { name = "Organe", price = "25000", upgrade = 1073 }, { name = "Cool Wheel 2", price = "25000", upgrade = 1078 }, { name = "Golden Style", price = "25000", upgrade = 1025 }, { name = "Really White Wheels", price = "25000", upgrade = 1082 }, { name = "Cool Wheel 3", price = "25000", upgrade = 1079 }, { name = "Cool Rays", price = "25000", upgrade = 1083 }, { name = "NFS Wheel 3", price = "25000", upgrade = 1097 }, { name = "4x4", price = "25000", upgrade = 1084 } }
  7. Im getting return "true", when there's no reason specified for that... client: function RadioButtonClick() local cash = triggerServerEvent("getAccData", getLocalPlayer(), "cash") local row, column = guiGridListGetSelectedItem ( RadioGrid ) local name = guiGridListGetItemText( RadioGrid, row, 1 ) outputChatBox(cash) for i, v in ipairs(Wheels) do if tostring(v.upgrade) == tostring(name) then if cash >= v.price then local cash = cash - v.price triggerServerEvent("setAccData", getLocalPlayer(), "cash", cash) outputChatBox("#00aaff[WheelPanel]: Wheels Bought!", 255,255,255,true) v.price = "Bought!" else outputChatBox("#00aaff[WheelPanel]: You dont have enought money!", 255,255,255,true) end end end end server: function getAccData(data) outputChatBox("Recived player: ".. getPlayerName(source), getRootElement(), 255,255,255,true) outputChatBox("Recived data: ".. data, getRootElement(), 255,255,255,true) local acc = getPlayerAccount(source) local data = getAccountData(acc, data) return data end addEvent("getAccData", true) addEventHandler("getAccData", getRootElement(), getAccData
  8. Hello guys, how can i set vehicle upgrades? i know there was a function or smth, but i cant find it...
  9. Nevermind, found out it was becouse the image wasnt loaded in the meta.
  10. i was passing a wrong arg to the function, now i got a problem, i output the upgrade to load right? i draw the same filename as upgrade, i checked the file and it is okay, but it loads the same image for 2 selects.. how this happened: i selected 2 wheels and previewed them, and they were same. Another player saw other 2 wheels same, but my match was okay for him.. So it is a strange thing. EDIT: Wondering arround changed some names, Found that it is the same One at the table whos bugging up, if i show it first it doesnt shows anything (somehow), but if i select another one and play it it shows, then i go back to the previous and it shows the one i had shown before. table: Upgrade: 1082 name: Really White Wheels Wheels = { { name = "Big Ray Wheel", price = "25000", upgrade = 1074 }, { name = "Black Badass", price = "25000", upgrade = 1076 }, { name = "Black Style Wheels", price = "25000", upgrade = 1085 }, { name = "Common Badass", price = "25000", upgrade = 1098 }, { name = "NFS Wheel 1", price = "25000", upgrade = 1075 }, { name = "Cool Wheel 1", price = "25000", upgrade = 1077 }, { name = "Styled Black", price = "25000", upgrade = 1096 }, { name = "Cool Grey", price = "25000", upgrade = 1081}, { name = "NFS Wheel 2", price = "25000", upgrade = 1080 }, { name = "Organe", price = "25000", upgrade = 1073 }, { name = "Cool Wheel 2", price = "25000", upgrade = 1078 }, { name = "Golden Style", price = "25000", upgrade = 1025}, { name = "Really White Wheels", price = "25000", upgrade = 1082 }, { name = "Cool Wheel 3", price = "25000", upgrade = 1079 }, { name = "Cool Rays", price = "25000", upgrade = 1083 }, { name = "NFS Wheel 3", price = "25000", upgrade = 1097 }, { name = "4x4", price = "25000", upgrade = 1084 } }
  11. Hey guys, any tip on how to make this actually work? if i select a manual one it works.. local path = "WheelImages/"..upgrade..".png" local image = guiCreateStaticImage( 0.1, 0.1, 0.8, 0.6, tostring(path),true, ShowWindow)
  12. Found out in the end that the script was not compatible with adding an object ontop, so i simply now add it on the last place and it works perfectly
  13. What i could do then? and could you help me, i never heared about indexed or not indexed tables
  14. .:HyPeX:.

    Gui Help!

    Im doing something wrong? the wheels arent being shown when i open the gui.. local x,y = guiGetScreenSize() RadioWindow = guiCreateWindow(0.1, 0.2, 0.85, 0.6, "Wheel Script by HyPeX", true) RadioButton = guiCreateButton ( 0.05, 0.1, 0.2, 0.1, "Buy Wheels", true, RadioWindow ) DeleteButton = guiCreateButton( 0.3, 0.1, 0.2, 0.1, "Refund Wheels", true, RadioWindow) RadioPlayButton = guiCreateButton( 0.05, 0.25, 0.2, 0.1, "Select Wheels", true, RadioWindow) RadioWindowCloseButton = guiCreateButton( 0.05, 0.68, 0.45, 0.1, "Close Window", true, RadioWindow) RadioStopButton = guiCreateButton( 0.3, 0.25, 0.2, 0.1, "Unload Wheels", true, RadioWindow) RadioGetNameButton = guiCreateButton( 0.05, 0.4, 0.2, 0.1, "Show Selected Wheel", true, RadioWindow) RadioGrid = guiCreateGridList( 0.55, 0.1, 0.4, 0.8, true, RadioWindow) guiGridListSetScrollBars(RadioGrid,false,true) StationIDColumn = guiGridListAddColumn( RadioGrid, "ID", 0.2) StationNameColumn = guiGridListAddColumn( RadioGrid, "Wheel Name", 0.4) StationLinkColumn = guiGridListAddColumn( RadioGrid, "Price", 0.5) Wheels = {} Wheels["1085"] = {name = "Big Ray Wheel", price = "25000"} Wheels["1096"] = {name = "Black Badass", price = "25000"} Wheels["1097"] = {name = "Styled Wheels", price = "25000"} Wheels["1098"] = {name = "Common Badass", price = "25000"} Wheels["1079"] = {name = "NFS Wheel 1", price = "25000"} Wheels["1075"] = {name = "Cool Wheel 1", price = "25000"} Wheels["1074"] = {name = "Styled Black", price = "25000"} Wheels["1081"] = {name = "Cool Grey", price = "25000"} Wheels["1080"] = {name = "NFS Wheel 2", price = "25000"} Wheels["1073"] = {name = "Organe", price = "25000"} Wheels["1077"] = {name = "Cool Wheel 2", price = "25000"} Wheels["1083"] = {name = "Golden Style", price = "25000"} Wheels["1082"] = {name = "Shainy White", price = "25000"} Wheels["1078"] = {name = "Cool Wheel 3", price = "25000"} Wheels["1076"] = {name = "Cool Rays", price = "25000"} Wheels["1084"] = {name = "Golden Badass", price = "25000"} Wheels["1025"] = {name = "4x4", price = "25000"} for i,v in ipairs(Wheels) do local text = guiGetText( v.name ) local text2 = guiGetText( v.price ) local row = guiGridListAddRow ( RadioGrid ) local count = i guiGridListSetItemText ( RadioGrid, row, StationIDColumn, tostring(count), false, false ) guiGridListSetItemText ( RadioGrid, row, StationNameColumn, text, false, false ) guiGridListSetItemText ( RadioGrid, row, StationLinkColumn, text2, false, false ) end guiSetVisible(RadioWindow, false) addCommandHandler("gui", function () if guiGetVisible(RadioWindow) == true then guiSetVisible(RadioWindow, false) showCursor(false) else guiSetVisible(RadioWindow, true) showCursor(true) end end, false)
  15. Yeah, worked, i did it some hours ago =D
  16. The client side Just outputs correctly the name: function handleMapInfo(mapInfo) name = mapInfo.name or "Unknown" triggerServerEvent("RedoVoteInfo",getRootElement(),name) outputChatBox("Map: ".. name, 0,175,255,true) end addEventHandler("onClientMapStarting",getRootElement(), handleMapInfo) But, then, when it is set by voteredo, map name is unknow.. idk why: Server side: VotedTable = {} VotedTable2= {} function OnMapStart(mapName) RedoSet = nil VotedTable = {} VotedTable2 = {} if ClearNext then Restarted = nil ClearNext = nil end if not Restarted then outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffNow enabled!", getRootElement(), 255,255,255,true) else ClearNext = true outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffRedo Already done, #00cc55disabling votes!", getRootElement(), 255,255,255,true) end end function onMapStart2() if NextRedoSet then NextRedoSet = nil end if AlreadyDone then AlreadyDone = nil end end addEventHandler("onResourceStart", getRootElement(), onMapStart2) function onMapStart1(MapName) if AlreadyDone then return end AlreadyDone = true OnMapStart() RedoMap = MapName end addEvent("RedoVoteInfo",true) addEventHandler("RedoVoteInfo", getRootElement(), onMapStart1) function tablelength(t) local count = 0 for _ in pairs(t) do count = count + 1 end return count end function VoteRedo(player,cmd) if not VotedTable2[player] then VotedTable2[player] = player table.insert(VotedTable, player) local voteCount = tablelength(VotedTable) local PlayerCount = getPlayerCount() local NeededCountPre = PlayerCount / 100 local NeededCount = NeededCountPre * 60 outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaff".. getPlayerNametagText(player).." Voted for Redo!, #00cc55Vote Count: #66ffaa[ ".. voteCount.." / "..NeededCount.." ]", getRootElement(), 255,255,255,true) if voteCount >= NeededCount then local mapName = RedoVotemapName if not NextRedoSet then NextRedoSet = true local redoMap = RedoMap AddMap2("apanel", redoMap, true) end end else outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffYou Already #66ffaaVoted!", player, 255,255,255,true) end end addCommandHandler("vr", VoteRedo, false,false) function RedoVoteMap(map) if RedoSet then return end if #mapQueue == 0 then outputChatBox("#00aaff[Panel]: Next Map set for Redo", getRootElement(), 255,255,255,true) else triggerEvent("onBoughtMap",getRootElement(),mapQueue[1]) outputChatBox("#00aaff[Panel]: Maps Queued for player after Redo", getRootElement(), 255,255,255,true) end RedoSet = true table.insert(mapQueue, 1, mapName) callClientFunction(getRootElement(),"updateMapQueueList",mapQueue) end -- Buy a next map function AddMap2(thePlayer,mapName,command) local account = getAccount("apanel") if not (isGuestAccount(account)) then local playerCash = tonumber(getAccountData(account,"cash")) if not (mapName == "") then if playerCash >= 0 then if command then mapName = getMapName(mapName) else mapName = tostring(mapName) end table.insert(mapQueue,1,mapName) local freeMaps = tonumber(getAccountData(account,"freeMaps")) if freeMaps ~= 0 then addStat(account,"freeMaps",-1) else setAccountData(account,"cash",playerCash - 0) end addStat(account,"buyedMaps",1) setTimer(resetMapTimer,900000,1,mapName) outputChatBox("#00aaff[Panel]: Map ".. mapName .." was set for redo!", getRootElement(), 255,255,255,true) callClientFunction(getRootElement(),"updateMapQueueList",mapQueue) else showServerMsg(thePlayer,"Add Queue","#FFFFFFYou don't have enough money to set a map!") end else showServerMsg(thePlayer,"Add Queue","#FFFFFFPlease select a map from the list first!") end end end Also, the 60% of players gives most times a decimal number, how can i round it up or down?
  17. Hey guys, somehow my GTA resolution was changed (i didnt do it) and now it is out of the range my monitor can admit, so i can not nopen gta nor MTA since my monitor fails to display screen. Any idea how to reset it? Thanks HyPeX
  18. I wanna call fake here, default race will tp you and make you play, it is by force, edited.
  19. Bump, i did this work perfectly, with a single exception, i cant seem to be able to count the table, wich is driving me crazy as fk. Im blocked to vote again, it says you already voted, but #Table displays 0. wth is going on here? VotedTable = {} function OnMapStart(MapName) RedoVotemapName = MapName for v,i in ipairs(getElementsByType("player")) do VotedTable[v] = nil end local PlayerCount = getPlayerCount() local NeededCountPre = PlayerCount / 100 local NeededCount = NeededCountPre * 60 if ClearNext then Restarted = nil ClearNext = nil end if not Restarted then outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffNow enabled!", getRootElement(), 255,255,255,true) else ClearNext = true outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffRedo Already done, #00cc55disabling votes!", getRootElement(), 255,255,255,true) end end function onMapStart2() if AlreadyDone then AlreadyDone = nil end end addEventHandler("onResourceStart", getRootElement(), onMapStart2) function onMapStart1(MapName) if AlreadyDone then return end AlreadyDone = true OnMapStart(MapName) end addEvent("RedoVoteInfo",true) addEventHandler("RedoVoteInfo", getRootElement(), onMapStart1) function VoteRedo(player,cmd) if not VotedTable[player] then VotedTable[player] = player local voteCount = #VotedTable local PlayerCount = getPlayerCount() local NeededCountPre = PlayerCount / 100 local NeededCount = NeededCountPre * 60 outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaff".. getPlayerNametagText(player).." Voted for Redo!, #00cc55Vote Count: #66ffaa[ ".. voteCount.." / "..NeededCount.." ]", getRootElement(), 255,255,255,true) if voteCount >= NeededCount then RedoVoteMap(RedoVotemapName) end else outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffYou Already #66ffaaVoted!", player, 255,255,255,true) end end addCommandHandler("vr", VoteRedo, false,false) function RedoVoteMap(mapName) mapName = tostring(mapName) if #mapQueue == 0 then outputChatBox("#00aaff[Panel]: Next Map set for Redo", getRootElement(), 255,255,255,true) else outputChatBox("#00aaff[Panel]: Maps Queued for player after Redo", getRootElement(), 255,255,255,true) end table.insert(mapQueue, 1, mapName) end
  20. .:HyPeX:.

    DX GUI

    Saves some hours of works and makes the same result
  21. .:HyPeX:.

    DX GUI

    Not completly true. You can actually create an aplha 0 gui button and combine Dx with Gui to make it easier.
  22. No errors, aparently it worked only from client side and sending a trigger to server side, now im facing the trouble of making the table work, it is not counting the votes. (You cant vote again) PS: your code doesnt do anything at all. VotedTable = {} function OnMapStart(MapName) RedoVotemapName = MapName voteCount = 0 for v,i in ipairs(getElementsByType("player")) do VotedTable[i] = nil end local PlayerCount = getPlayerCount() local NeededCountPre = PlayerCount / 100 local NeededCount = NeededCountPre * 60 if ClearNext then Restarted = nil ClearNext = nil end if not Restarted then outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffNow enabled!", getRootElement(), 255,255,255,true) else ClearNext = true outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffRedo Already done, #00cc55disabling votes!", getRootElement(), 255,255,255,true) end end addEvent("RedoVoteInfo",true) addEventHandler("RedoVoteInfo", getRootElement(), OnMapStart) function VoteRedo(player,cmd) if not VotedTable[player] then VotedTable[player] = player local voteCount = #VotedTable local PlayerCount = getPlayerCount() local NeededCountPre = PlayerCount / 100 local NeededCount = NeededCountPre * 60 outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaff".. getPlayerNametagText(player).." Voted for Redo!, #00cc55Vote Count: #66ffaa[ ".. voteCount.." / "..NeededCount.." ]", getRootElement(), 255,255,255,true) if voteCount >= NeededCount then RedoVoteMap(RedoVotemapName) end else outputChatBox("#00aaff[Vote#00cc55Redo]: #00aaffYou Already #66ffaaVoted!", player, 255,255,255,true) end end addCommandHandler("vr", VoteRedo, false,false) function RedoVoteMap(mapName) mapName = tostring(mapName) if #mapQueue == 0 then outputChatBox("#00aaff[Panel]: Next Map set for Redo", getRootElement(), 255,255,255,true) else outputChatBox("#00aaff[Panel]: Maps Queued for player after Redo", getRootElement(), 255,255,255,true) end table.insert(mapQueue, 1, mapName) end
  23. Hi guys, i know there's a model ID for replacing the DFF files of each wheel, but, whats the Model ID for replacing the wheel TXD? function loadWheels() txd = engineLoadTXD ( "data/files/J2_wheels.txd" ) engineImportTXD("data/files/J2_wheels.txd", ID) -- WTh here? dff = engineLoadDFF("data/files/wheel_gn1.dff", 1082 ) engineReplaceModel(dff, 1082) dff = engineLoadDFF("data/files/wheel_gn2.dff", 1085 ) engineReplaceModel(dff, 1085) dff = engineLoadDFF("data/files/wheel_gn3.dff", 1096 ) engineReplaceModel(dff, 1096) dff = engineLoadDFF("data/files/wheel_gn4.dff", 1097 ) engineReplaceModel(dff, 1097) dff = engineLoadDFF("data/files/wheel_gn5.dff", 1098 ) engineReplaceModel(dff, 1098) dff = engineLoadDFF("data/files/wheel_lr1.dff", 1077 ) engineReplaceModel(dff, 1077) dff = engineLoadDFF("data/files/wheel_lr2.dff", 1083 ) engineReplaceModel(dff, 1083) dff = engineLoadDFF("data/files/wheel_lr3.dff", 1078 ) engineReplaceModel(dff, 1078) dff = engineLoadDFF("data/files/wheel_lr4.dff", 1076 ) engineReplaceModel(dff, 1076) dff = engineLoadDFF("data/files/wheel_lr5.dff", 1084 ) engineReplaceModel(dff, 1084) dff = engineLoadDFF("data/files/wheel_or1.dff", 1025 ) engineReplaceModel(dff, 1025) dff = engineLoadDFF("data/files/wheel_sr1.dff", 1079 ) engineReplaceModel(dff, 1079) dff = engineLoadDFF("data/files/wheel_sr2.dff", 1075 ) engineReplaceModel(dff, 1075) dff = engineLoadDFF("data/files/wheel_sr3.dff", 1074 ) engineReplaceModel(dff, 1074) dff = engineLoadDFF("data/files/wheel_sr4.dff", 1081 ) engineReplaceModel(dff, 1081) dff = engineLoadDFF("data/files/wheel_sr5.dff", 1080 ) engineReplaceModel(dff, 1080) dff = engineLoadDFF("data/files/wheel_sr6.dff", 1073 ) engineReplaceModel(dff, 1073) end
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