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IIYAMA

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Everything posted by IIYAMA

  1. Not sure about replacing it without affecting the original fire. But if you look closely at the fire animations, you can see that it exist out of 2x > 2D animations. Each of them starts at one of the feet. Which you could draw with: dxDrawMaterialLine3D (that is if you have the frames or a shader) Note: Too much of those calls can be demanding, make sure to optimise the textures. Please consider replying on your other topic.
  2. Just move the text by 1 pixel: local borderSize = 1 dxDrawText(v.text, sx - (0.5 * width) - borderSize, yPos, sx - (0.5 * width) - borderSize, yPos - (i * fontHeight), tocolor(0,0,0), 1, font, "left", "top", false, false, false) dxDrawText(v.text, sx - (0.5 * width) + borderSize, yPos, sx - (0.5 * width) + borderSize, yPos - (i * fontHeight), tocolor(0,0,0), 1, font, "left", "top", false, false, false) dxDrawText(v.text, sx - (0.5 * width) - borderSize, yPos, sx - (0.5 * width) + borderSize, yPos - (i * fontHeight), tocolor(0,0,0), 1, font, "left", "top", false, false, false) dxDrawText(v.text, sx - (0.5 * width) + borderSize, yPos, sx - (0.5 * width) - borderSize, yPos - (i * fontHeight), tocolor(0,0,0), 1, font, "left", "top", false, false, false) dxDrawText(v.text, sx - (0.5 * width), yPos, sx - (0.5 * width), yPos - (i * fontHeight), tocolor(unpack(v.color)), 1, font, "left", "top", false, false, false)
  3. Yes, you use the event system for that. --[[ Ⓒ FLUSHBICEPS ]] addEventHandler("onClientKey", root, function(button, press) if not press then return end if button == "mouse_wheel_up" then selectedIndex = selectedIndex - 1 if selectedIndex < 1 then selectedIndex = #nearbyPlayers end elseif button == "mouse_wheel_down" then selectedIndex = selectedIndex + 1 if selectedIndex > #nearbyPlayers then selectedIndex = 1 end else return end local selectedPlayer = nearbyPlayers[selectedIndex] if not isElement(selectedPlayer) then return end triggerEvent("onClientSelectPlayer", selectedPlayer, selectedIndex) end ) addEvent('onClientSelectPlayer', false) addEventHandler('onClientSelectPlayer', root, function (selectedIndex) iprint('Player-element:', source, ', index:', selectedIndex) end)
  4. It is not possible at the moment with the help of gravity functions, because there is only a gravity function for vertical for non vehicle elements. That being said, you might be able to fake it. With some inspiration from the superman resource. But it will not be easy.
  5. -- Run this one time local fuelImage = dxCreateTexture ("fuel.png", "argb", true, "clamp") And: dxDrawImageSection(screenX - ScaleY(289), screenY - ScaleY(19), ScaleY(47), ScaleY(-(123*(fuel/100))), 0, 0, ScaleY(47), ScaleY(-(123*(fuel/100))), fuelImage , 0, 0, 0, tocolor(2,153,0,255), false)
  6. This is fine. You could transform it in 1 query. But that basically means that you will have to split them up later with Lua. SELECT name, 'time' AS type, time, NULL AS kills FROM general ORDER BY time DESC LIMIT 20 UNION ALL SELECT name, 'kills' AS type, NULL AS time, kills FROM general ORDER BY kills DESC LIMIT 20
  7. To solve this problem, you have to use debug lines(iprint) to get to the problem. I fixed here a logic issue, where the player is not removed from the database when he is not ingame. function unmutePlayer(serial, punisherName, ruleNumber, ruleDescription) local player = getPlayerFromSerial(serial) iprint( "<unmutePlayer> mutedPlayers[serial]:", mutedPlayers[serial], ", player:", player ) if mutedPlayers[serial] then if mutedPlayers[serial].unmuteTimer then killTimer(mutedPlayers[serial].unmuteTimer) end mutedPlayers[serial] = nil iprint("<unmutePlayer> remove from database") executeSQLQuery("DELETE FROM punishments WHERE serial = ?", serial) if player then local playerName = getPlayerName(player) setPlayerMuted(player, false) outputChatBox("#00FF00" .. playerName .. " has been unmuted by #FFFFFF" .. punisherName .. " #006600[#FFFFFFReason: Manual unmute#006600]", getRootElement(), 255, 255, 255, true) end elseif player then local playerName = getPlayerName(player) outputChatBox(playerName .. " is not currently muted.", getRootElement(), 255, 255, 255, true) end end And here I added some debug lines, tweaked the select query and removed the loop. addEventHandler("onPlayerJoin", root, function() local player = source local playerName = getPlayerName(player) local playerSerial = getPlayerSerial(player) local query = executeSQLQuery("SELECT * FROM punishments WHERE serial = ? LIMIT 1", playerSerial) iprint('<onPlayerJoin> query:', query) if query and #query > 0 then local row = query[1] local totalDuration = tonumber(row.duration) local ruleNumber = row.reason local ruleDescription = rulesTable[ruleNumber] iprint('<onPlayerJoin>', "totalDuration:", totalDuration, ", difference:", (getRealTime().timestamp - row.timestamp), ", remaining:", totalDuration - (getRealTime().timestamp - row.timestamp)) local remainingDuration = totalDuration - (getRealTime().timestamp - row.timestamp) if remainingDuration <= 0 then executeSQLQuery("DELETE FROM punishments WHERE serial = ?", playerSerial) else setPlayerMuted(player, true) mutedPlayers[playerSerial] = { duration = remainingDuration, startTime = row.timestamp } mutedPlayers[playerSerial].unmuteTimer = setTimer(unmutePlayer, remainingDuration * 1000, 1, playerSerial, "Console", ruleNumber, ruleDescription) outputChatBox("#FFFFFF".. playerName .. " has been muted by #FFFFFFConsole. Reason: RULE #" .. ruleNumber .. ": " .. ruleDescription .. ". Duration: " .. formatTime(remainingDuration), getRootElement(), 255, 255, 255, true) end end end)
  8. Don't use playername, use serial. And don't pass the player to this function: function unmutePlayer(player, punisherName, ruleNumber, ruleDescription) Pass over it's serial function unmutePlayer(serial, punisherName, ruleNumber, ruleDescription) local player = getPlayerFromSerial ( serial ) -- utility function copy from: https://wiki.multitheftauto.com/wiki/GetPlayerFromSerial if player then -- is the player in the server? -- inform the player that he has been unmuted end
  9. How does the data looks like? And what type does it have?
  10. Keep it simple: local hit = processLineOfSight(pedX, pedY, pedZ + distanceOfStart, lineEndX, lineEndY, pedZ+ distanceOfStart, true, false, false) local colorSet = hit and 1 or 2 dxDrawLine3D(pedX, pedY, pedZ + distanceOfStart, lineEndX, lineEndY, pedZ+ distanceOfStart, tocolor(color[colorSet][1], color[colorSet][2], color[colorSet][3]), 2)
  11. Normally this combination should be working. But there is one thing that is incorrect, and that is where the event is triggered. Currently it should trigger for all players, but multiplied by the amount of players. Since there is no player target set to where the event is sending to. triggerClientEvent("raceCevent", thePlayer) My recommendations: Serverside triggerClientEvent( thePlayer, -- send to this player "raceCevent", resourceRoot -- source is resourceRoot ) Clientside addEvent("raceCevent", true) addEventHandler("raceCevent", resourceRoot, -- activate the event based on the source resourceRoot function () end, false) -- disable propagate for security reasons
  12. IIYAMA

    Help with SQL

    It is intended behaviour, your query is doing something that is not allowed: The correct way to solve this (making sure it will always work) is to insert those default values when you insert a new row inside of the database. INSERT INTO accounts ( name, email, ... etc, usedEmails /* the column */ ) VALUES ( ?, ?, ... etc, '[ [ ] ]' /* the intial value */ ) Note: I do not expect that you will be able to fix this in one go. Make sure to make a backup!
  13. Not sure if it is related, but there are missing some .. after the variable user: outputChatBox ( user .. " " .. pass .. " " .. mail, player, 255, 0, 0,) This code is located in Checkplayer.lua or Connect.lua?
  14. And what if you do: ^[A-Za-z_0-9]+$|^$ | = OR ^ = START $ = END ^$ = allows empty string since there is nothing between the START and the END.
  15. In that case you might want to view those in the debug console and check how they differ. iprint(result[1]["password"], pass)
  16. See this post with a similar issue.
  17. if result[2]["password"] == pass then And if you do: if result[1]["password"] == pass then Since normally you want to get the username and password from the same row.
  18. The tonumber function is used to convert a string to a number. A string is basically text "abcdef12345!@$#%" and a number is 1234567890. local thisIsAString = "1234" print(type(thisIsAString)) -- string thisIsAString = tonumber(thisIsAString) -- convert a string to number print(type(thisIsAString)) -- number Why is it trying to convert a string to a number? Probably just to be sure, since the code will not work if strings are using for example for the position x, y, z This function is used to add information icons. Please specify errors are shown when using the following command: /addii And mark them in the function with a comment: local id = SmallestID() -- for example this line
  19. In that case it might be handy if we know at which line + file the error is occurring.
  20. SELECT * FROM `informationicons` AS infoIcons WHERE infoIcons.id IS NULL OR infoIcons.x IS NULL OR infoIcons.y IS NULL OR infoIcons.z IS NULL OR infoIcons.interior IS NULL OR infoIcons.dimension IS NULL Does this query gives you any results? (run in mysql interface) (note this query does only check for null values) If this query does not give you results. Add a log to the following function, in case of a missing x, y or z, it will log the ID of that database row (and abort the loading process). function loadAllInformationIcons() local ticks = getTickCount( ) local counter = 0 local result = mysql:query("SELECT * FROM `informationicons`") while true do local row = mysql:fetch_assoc(result) if not row then break end local id = tonumber(row["id"]) local createdby = tostring(row["createdby"]) local x = tonumber(row["x"]) local y = tonumber(row["y"]) -- bunlar tuhaf local z = tonumber(row["z"]) local rx = tonumber(row["rx"]) local ry = tonumber(row["ry"]) local rz = tonumber(row["rz"]) local interior = tonumber(row["interior"]) local dimension = tonumber(row["dimension"]) local information = tostring(row["information"]) --------------------------------------------- if not x or not y or not z then iprint("Data is corruption starts at ID", id) break end --------------------------------------------- informationicons[id] = createPickup(x, y, z, 3, 1239, 0)--createObject(1239, x, y, z, rx, ry, rz) setElementInterior(informationicons[id], interior) setElementDimension(informationicons[id], dimension) setElementData(informationicons[id], "informationicon:id", id) setElementData(informationicons[id], "informationicon:createdby", createdby) setElementData(informationicons[id], "informationicon:x", x) setElementData(informationicons[id], "informationicon:y", y) setElementData(informationicons[id], "informationicon:z", z) setElementData(informationicons[id], "informationicon:rx", rx) setElementData(informationicons[id], "informationicon:ry", ry) setElementData(informationicons[id], "informationicon:rz", rz) setElementData(informationicons[id], "informationicon:interior", interior) setElementData(informationicons[id], "informationicon:dimension", dimension) setElementData(informationicons[id], "informationicon:information", information) counter = counter + 1 end After wards you can look the id up like this (replace ID 1 with the one in the debug logs) SELECT * FROM `informationicons` AS infoIcons WHERE infoIcons.id = 1
  21. You might want to check if there is actually is data and what the data structure is. iprint("Validating variable Data:", inspect(Data)) -- debug in /debugscript 3 if not Data then return LogAlert("EmptyRectangle") end -- something is really wrong local loginCredentials = Data[1] if not loginCredentials then return LogAlert("EmptyRectangle") end -- no loginCredentials local username = loginCredentials[1] local pass = loginCredentials[2] if (username ~= "" or pass ~= "") then return LogAlert("EmptyRectangle") end -- no user name of password triggerServerEvent("attemptLogin", resourceRoot, username, hash("sha512", pass))
  22. The units of png and jpg are always measured in pixels. In Photoshop you can edit your settings to pixels. (Edit > Preferences > Units & Rulers) Scaling of images can be optimised by enable mipmap. Mipmaps are smaller copies of the original, making rendering smaller variants faster. Mipmaps will be recreated every time you create a texture with dxCreateTexture (by default mipmaps are enabled, see argument mipmaps).
  23. IIYAMA

    HELP

    You will have to cancel the following event when you are glued. You can for example check if the player is attached to anything and then cancel the event. https://wiki.multitheftauto.com/wiki/OnVehicleStartEnter addEventHandler ( "onVehicleStartEnter", root, function (player) if getElementAttachedTo (player) then -- check here if you are glued or not. cancelEvent() end end )
  24. IIYAMA

    Help ! acl

    @scolen You can give this utility function a try (untested). It is important to know that you can only check this information serverside. --[[ Check if the player is inside of an acl group with a specific name Argument 1: player element Argument 2: aclGroupName string ]] function isPlayerInAclGroupWithName (player, aclGroupName) -- Check if the player argument is filled in correctly if not isElement(player) or getElementType(player) ~= "player" then error("Expected player element at argument 1, got " .. inspect(player), 2) end -- Check if the aclGroupName is filled in correctly if type(aclGroupName) ~= "string" then error("Expected string at argument 2, got " .. inspect(aclGroupName), 2) end -- Get the player account and check if the player is logged in local account = getPlayerAccount ( player ) if isGuestAccount(account) then return false end -- Get the acl group local aclGroup = aclGetGroup ( aclGroupName ) if not aclGroup then return false end -- Check if the account name of the user is inside of the acl group local accountName = getAccountName ( account ) return isObjectInACLGroup ("user." .. accountName, aclGroup) end Usage: if isPlayerInAclGroupWithName(player, "police") then outputChatBox("I am the police", player) end
  25. Please show the JSON, that is the easiest way of checking why the conversion is failing. Also don't use the following array formatting: { [1] = {}, [2] = {} } Keep it clean, no gaps if possible, if you do have gaps add a false value or an empty table: { {}, {} } The conversion between Lua and JSON is rather sensitive if you do not follow the JavaScript Object Notion rules. Another golden rule: Don't mix keys of different key types, it is either strings or integer each (sub)table. If one of them is a string, all of them become strings. There is no such thing as a table in JavaScript, there is only an default object(key strings) or an array(key integers).
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