-
Posts
6,089 -
Joined
-
Last visited
-
Days Won
216
Everything posted by IIYAMA
-
It is a bit strange that serverside does not validate the code. This even makes it even possible for other players to modify your code, if those players can inject Lua. But about your problem, 1 of the 2 have to be incorrect: iprint("theCode=", theCode, "\ninputCode=",inputCode) Debug to figure out which one is broken.
-
There are 2 events: https://wiki.multitheftauto.com/wiki/Client_Scripting_Events#Object_events
-
That depends on the CPU speed as well as the drive. If you change from HDD to SSD, you will nearly eliminate the search time on that drive. But make sure you have enough space on it. ? Also check if there are user input ways that can be abused by your players. If there is a rotten apple in your server, the database is an easy target for exploiting command/input spams that will indirect execute a database request. Counter part. Thank you! ?
-
I read an article that stated that SQLite is creating temporary files for queries (I didn't know that), these files are of course not included in the size of your database. Are you sure you are not saving too much all the time so that your database can catch-up? It matches your case, as it happens over time and you can't open XML files because of the `missing space`.
-
Before (without element): guiSetText(switchData.languages[language] or switchData.langauges[defaultLanguage] or select(2, next(switchData.languages)) or guiGetText(switchData.element)) After (with element): guiSetText(switchData.element, switchData.languages[language] or switchData.langauges[defaultLanguage] or select(2, next(switchData.languages)) or guiGetText(switchData.element)) Also please stop putting confusing reactions on most of my replies, it marks them as confusing in general while most of them are not. Sure, I do not mind, if my reply does not make sense at all. You could using emotions in your own replies instead, that makes more sense. @TorNix~|nR
-
Provide the gui element. switchData.element And then you are ready to go
-
You need to index one more time with .languages, before you index with the actually language you want. 1. So: switchData.languages[language] 2. Same goes for the other lines that make use of that table. switchData.langauges[defaultLanguage] select(2, next(switchData.languages))
-
It is the moment of switching languages. It should at least be executed after creating the button. Now it is executed before that. Try to run this line with a command handler or with onClientResourceStart. (that is if you know if the value is set before that)
-
{Spanish = "policía", English = "Police"} You could swap es with Spanish, does that help? guiSetLanguageSwitch (getElementData(localPlayer, "Language")) -- call the function local defaultLanguage = "Spanish"
-
You could try this, not tested. But it is a start. local languageSwitch = {} local defaultLanguage = "nl" function guiSetLangaugeSupport (element, languages) languageSwitch[#languageSwitch + 1] = {element = element, languages = languages} guiSetText(element, languages[defaultLanguage] or guiGetText(element)) return element end function guiSetLanguageSwitch (language) for i=1, #languageSwitch do local switchData = languageSwitch[i] guiSetText(switchData.element, switchData[language] or switchData[defaultLanguage] or select(2, next(switchData)) or guiGetText(switchData.element)) end end switchData[language] or -- The option you want switchData[defaultLanguage] or -- default language select(2, next(switchData)) or -- First possible item guiGetText(switchData.element) -- previous text ;O local button = guiSetLangaugeSupport(guiCreateButton(0, 0, 0, 0, "", false, panel), {en = "Police", nl = "Politie"})
-
You can create a ` web page` in MTA, which helps you access resource data and that access can be scoped by the rights of the resource. This eliminates the 'log in' requirement. https://wiki.multitheftauto.com/wiki/Resource_Web_Access https://wiki.multitheftauto.com/wiki/HttpWrite * In there you can find the querystring variable. <* querystring *> Might be worth looking in to.
-
btw. How are you going to login without password? ? For each request you need to provide the username and password. Fields: "user", "password" (mta account) Also make sure that the function can be accessed (in the meta.xml), you probably already did that.
-
I don't think component rotations are based on player input. They are probably based on values that are set by setVehicleComponentRotation. setVehicleComponentRotation > changes the value of: getVehicleComponentRotation If the value is set by setVehicleComponentRotation that changes the rotation, then yes it might be a scripting issue. But also in that case, the wheel will be locked in that position and there is no need to set the same value. If not, then this will maybe help you to get the correct value: https://wiki.multitheftauto.com/wiki/GetPedAnalogControlState If the value is correct: setVehicleComponentRotation( defaultRot + maxRotationOffset * constrolState) --[[ When entering the vehicle ]] -- reset this to default -- and set the analalogControlState again. These are my recommendations, keep in mind that there is no guaranty that those will work, since I haven't build this myself yet.
-
Use a different command. /start is reserved for starting resources.
-
Function names are variables. local variables are only available within their block. local variables are faster in speed. (performance) Blocks: Local functions can't be called from another file. Local functions can't be called outside of: (other) Function if statement Loop etc. -- file 1 local function test () end -- -- file 2 iprint(test) -- nil -- if true then local function test () end end iprint(test) -- nil function something () local function test () end end iprint(test) -- nil Depending on how the function variable is defined: local function test () iprint(test) -- function... end local test = function () iprint(test) -- nil (The function is created, before the variable is available.) end iprint(test) -- Function... local test test = function () iprint(test) -- function... end
-
isPeadDead Typo
-
-- Vector3 only: function tableToVector (theTable) return Vector3(theTable.x, theTable.y, theTable.z) end function vectorToTable(theVector) return {x = theVector.x, y = theVector.y, z = theVector.z} end theVehicle:setData("lastPos", vectorToTable(theVehicle:getPosition())) ------ local vec = veh:getData("lastPos") if vec then vec = tableToVector(vec) end Elementdata will always make a (deep)copy of the data, but vectors can't be (deep)copied. You also can't send vectors with triggerServer/ClientEvent, because there is (deep)copy also applied. Turning vectors in to tables, will solve the issue. But it might be even better to remove the elementData when the resource stops.
-
This happens at the moment/distance that the lowLOD will swap with the default object. I set the opacity of the lowLOD to 0 and it was visible for a single frame during the swap, so I guess some of it's properties are re-applied at that moment. But it can also be something entirely different, except for the `moment` it occurs.
-
The base64 format can be used to neutralize characters that would break the code otherwise. Therefore it can be used inside of other languages, with as result the possibility of having `images` inside HTML or CSS. Just upload an image on that website and you will see.
-
We do not support leaked resources.
-
You can read xml from a string. So you got your xml tree scoped by your own script. https://wiki.multitheftauto.com/wiki/XmlLoadString But keep in mind that there is no MTA function yet to convert it back to a string. (unless you make one yourself)
-
Without library, you have to use triggerClientEvent to send a message back. You can't use the return keyword to send data back. "onClientGUIClick" > triggerServerEvent > isObjectInACLGroup... > triggerClientEvent > guiSetVisible...
- 1 reply
-
- 1
-
-
I haven't done/tested this before, but you can change the vehicle engine type. Not sure if that affects the audio as well. setVehicleHandling ( theVehicle, "engineType", "electric")
-
Maybe you could get the model from the database instead, since you already fetched the vehicle data. But that only works correctly if the database is up to date. It could become de-synced if: the vehicle model can be changed for the same ID AND the database does not receive an update after every elementdata change.
-
Just some format examples, the right format depends on how you work with them: itemProperties = { ["water"] = { ["friendlyName"] = "Water" }, ["sandwitch"] = { ["friendlyName"] = "Sandwitch" } } items = { ["water"] = {-- Item 1 ["amount"] = 2 }, ["sandwitch"] = {-- Item 2 ["amount"] = 1 }, } -- or items = { {-- Item 1 ["amount"] = 2, ["id"] = "water" }, {-- Item 2 ["amount"] = 1, ["id"] = "sandwitch" }, } combine_list = { { ["ingredients"] = { ["water"] = 2, -- 2x water ["sandwitch"] = 1, -- 1x sandwitch }, ["newItem"] = "water sandwitch" }--[[, { -- next combination ["ingredients"] = { ["water"] = 2, -- 2x water ["sandwitch"] = 1, -- 1x sandwitch }, ["newItem"] = "water sandwitch" }]] }
