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Everything posted by IIYAMA
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Recommendation: It is best do not nest timer functions. Just create new named functions outside: local timers = {} --[[ if not timers[hitPlayer] then timers[hitPlayer] = setTimer(stage1, 3000, 1, hitPlayer) end ]] function stage1 (hitPlayer) timers[hitPlayer] = setTimer(stage2, 3000, 1, hitPlayer) end function stage2 (hitPlayer) timers[hitPlayer] = setTimer(stage3, 3000, 1, hitPlayer) end function stage3 (hitPlayer) timers[hitPlayer] = nil end function stopStageTimer (player) if timers[ player ] then if isTimer(timers[ player ] ) then killTimer(timers[ player ] ) end timers[ player ] = nil end end addCommandHandler("stopTimer", stopStageTimer) If your code works in stages, adding more timer tables will create more complexity. It is best to use 1 single timer table for all stages. Especially when you do this: end, 2000, 0 ) end, 12000, 0 ) This combo can kill your server at a given moment. Never create an infinity timer inside of another infinity timer. It will just multiply. Even if you create something that will prevent this inside of the function. > If there is an error inside the most inner function, the function will stop and it is not prevented any more. The following code can be used for: Stopping a timer Prevent double timers if timer2[ hitPlayer ] then if isTimer(timer2[ hitPlayer ] ) then killTimer(timer2[ hitPlayer ] ) end timer2[ hitPlayer ] = nil end
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It is fine. That being said. 2x eventHandler will use more CPU. That is not a problem at this stage, but when you add more scripts, it might become a problem later for players that are using toasters. Just him, since the exact same copy of code is running on each player their pc. There is only 1 server. = 1x serverside There can be multiple clients/players. = for each player there is an unique clientside. (repeat: `which is running on their pc`)
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Locked, this post has a double. That one is unlocked.
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You can manage it like this: function startDrawing() welcome() drawpistol() end --[[ addEventHandler("onClientPreRender", getRootElement(), startDrawing); -- removeEventHandler("onClientPreRender", getRootElement(), startDrawing); ]]
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All players. There is only 1 serverside, since there is only 1 server. There can be multiple clientside(s), since there are multiple clients/players. A table will help to manage which player wears which hat: local hats = {} addCommandHandler("hat", function(p) local hat = createObject(2053, 0, 0, 0) hats[p] = hat local id = getElementModel ( p ) if id == 0 then exports.bone_attach:attachElementToBone(hat, p, 2, 0.01, -0.02, -0.48, 0, 0,110) elseif id == 287 then exports.bone_attach:attachElementToBone(hat, p, 2, 0, -0.01, -0.45, 0, 0,100) elseif id == 285 then exports.bone_attach:attachElementToBone(hat, p, 2, 0.005, -0.01, -0.45, 0, 0,100) end end ); function removeHat () local hat = hats[source] if hat then hats[source] = nil if isElement(hat) then destroyElement(hat) end end end addEventHandler( "onPlayerWasted", root, removeHat) addEventHandler( "onPlayerQuit", root, removeHat)
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By default: yes bool setElementData ( element theElement, string key, var value [, bool synchronize = true ] ) If synchronize is disabled: no
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That is the tricky part about strings and numbers, they are represents each other a lot, but at the core they are very different. The console will indeed not show any difference between strings and numbers, that is also because everything inside of the debug console is already converted to a string. All string indications " " - ' ' - [[ ]] are not included. To debug that correctly, you can use the type function.
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Convert both codes to a string. Maybe one is a number and one is a string. if tostring(theCode) == tostring(inputCode) then end That is what people normally do for security reasons. Do what you want.
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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.
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There are 2 events: https://wiki.multitheftauto.com/wiki/Client_Scripting_Events#Object_events
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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! ?
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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`.
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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
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Provide the gui element. switchData.element And then you are ready to go
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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))
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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)
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{Spanish = "policía", English = "Police"} You could swap es with Spanish, does that help? guiSetLanguageSwitch (getElementData(localPlayer, "Language")) -- call the function local defaultLanguage = "Spanish"
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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"})
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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.
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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.
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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.
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Use a different command. /start is reserved for starting resources.
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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
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isPeadDead Typo
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-- 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.
