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Everything posted by IIYAMA
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@Angel02 Why don't place some debuglines in your code? Simply: outputDebugString("HEY this **** is actually working!") (you can view those in your debugscript) and if it doesn't output, you know you have done something wrong in the code before that message. Easy right? Just fill up your entire code with debug messages and you will know @Angel02 "FFS"!!! what's @Angel02 "f.ing" going on! and after you showed me what's wrong, I am happy to help. YES?
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A counter has to have a start / number value. local counter = 10
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IIYAMA: "EEEEEEeeeen POST hier? Nee hier?! WAT?!" Ik ben al door mijn LUA afkick verschijnselen heen. Dus aan mij heb je voorlopig niks haha. Maar goed dat je bezig bent met lekker veel talen. (misschien een overkill) Tip: Nog geen jQuery leren, eerst JS basic!! jQuery library downloaden is zonde van je bandbreedte, tenzij het niet anders kan. Pssst... En nu begin ik weer een beetje... extreem. --FOR YOU-- print(string.char(72,65,80,80,89,32,66,73,82,84,72,68,65,89,33,33,33,33,33,33,33,33,33,33,33,33,33,33,33)) local theString = "Secret message!" local newString = "" local length = string.len(theString) for i = 1, length do newString = newString .. string.byte(string.sub(theString, i, i)) .. (length ~= i and "," or "") end print(newString) Try out here!
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Deze post is in maart gepost en hij heeft maar 1 post, dus ik denk niet dat hij nog gaat reageren.
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You can't delete serverside-colshapes clientside. (but you can do that with objects/markers and some other elements) Try it yourself. Which means that serverside is most likely relying partly on clientside detection too.
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For what purpose so many colshapes? Is it serverside? Because for every time you enter/exit an colshape, you will be sending this information to the server. Also, colshapes are elements, your players might load less objects of custom maps, because of the streaming engine. It will be ok because of the streaming engine(if colshapes can be streamed out???), but there is an 'impact' in your server. You will have to test it with multiple clients.
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Take a look at this tutorial and the screenshots with it.
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if progress <= 0 then progress = 0 -- + stop it. end
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That hurts, yet so true.
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Maybe it is map-manager. I can assure you that the camera never fades to black, after the camera has been faded to visible. Unless a resource is doing it.
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Add another two lua files clientside and serverside, load those files as last. Add in both a wrapper function called fadeCamera and the traceback function from the site bellow. local fadeCamera2 = fadeCamera function fadeCamera (...) fadeCamera2(unpack({...})) traceback () end function traceback () local level = 1 while true do local info = debug.getinfo(level, "Sl") if not info then break end if info.what == "C" then -- is a C function? outputChatBox("C function") else -- a Lua function outputChatBox(string.format("[%s]:%d", info.short_src, info.currentline)) end level = level + 1 end end https://www.lua.org/pil/23.1.html
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Doesn't have the event onZombieSpawn a source element? Also clean your table...
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local weaponSkill = math.floor(level/100 * 999) As simple as that.
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1 - Progress = invert
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Vehicles are also serverside?
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local myContent = { thisIsMyTable = {"value1","value2","value3","value4","value5"}, otherTable = {"value1","value2","value3","value4","value5"} } Read it and loadstring. As simple as that. Yet, why aren't you just use a lua file? And more important, what is the endresult? Or use only XML, which is in my opinion much more flexible and easy to use.
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The text is orange, so a serverside function.
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A very quick ban haha But good that you think about it.
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1.3 Quick start up menu What can you do with this kind of 'quick start up'? If you join the server, it will automatic open up based on your serial. So you don't have to login with your admin account to access the debug console. Of course you can't manage quick_start_up accounts, when you haven't logged in as admin. Which also means you can give it to (trusted) people in your server, who might can help you with understanding a error or warning, without giving them full admin rights. Manage your own personal account Manage other developers their accounts Add accounts > Synchronized editing accounts (window can be used by multiple users at the same time) No reconnecting required while adding/removing
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I tested it again and it sometimes does work and sometimes not. I think I will keep it this way. Thank you for your time, I really appreciate it.
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Has anybody every used guiSetInputMode("no_binds_when_editing") ? Because it doesn't do anything for me. guiSetInputMode("no_binds_when_editing") I want to use binds unless I am editing inputs, but it is simple doing nothing at all.
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Ask the creator of the script to fix it or try another resource. This is not something we are suppose to fix, unless it is your own code. "Pls be aware of the rights of creations." (IIYAMA, 2016)
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The default map editor doesn't have that function. You could try to search on the community for an alternative editor or request this feature on: https://bugs.multitheftauto.com Good luck.
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It has been a while that I last posted on this topic. I was very busy, sorry for that. Anyway, is on the agenda: QuickStartUp(99%) QuickStartUp makes it possible to use the console even if you are not logged in. Open/close/minimize the window(90%) A database(30%) ■ Finished ■ Working on ■ Waiting... I haven't had much feedback lately, does that mean that everything is working for everybody?
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Keep it serverside, because (most of) the client scripts are starting after the download. You could try to use a delay: addEventHandler("onPlayerJoin", root, function() setTimer(function (player) if isElement(player) then outputChatBox("**Please wait, download in progress**", player, 255, 0, 0) fadeCamera(player, true) setCameraMatrix(player, 2003, -881, 130, 1832, -1249, 64) end end, 3000, 1, source) end)
