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Everything posted by ..:D&G:..
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I like DX, it looks nicer and it's better optimized (in a way...).
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I don't know why, I don't know how, but look:
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I managed to find the problem, but I am so pissed that I can't figure out how to solve it :@ So if I do this: outputDebugString(""..userName.."WORD") it comes up as: INFO: Username WORD, now how do I remove the space at the end of the username so I have the username and 'WORD' joined together?
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showChat(false) -- hide chat showChat(true) -- show chat or use guiSetInputMode("no_binds_when_editing")
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PLEASE someone tell me what is wrong with this before I go nuts! function checkLoginCreditals(name, pass) local result = db:query( "SELECT * FROM users WHERE name ='"..name.."'") if result then if md5(pass) == tostring(result[1]['password']) then return true else return false end end return false end It outputs the password and username as it should, but from line 3 onwards it doesn't work.... I've used THE SAME THING, in another function and it works perfectly! function setPlayerDatas(player, accountName) local result = db:query("SELECT * FROM users WHERE name = '"..accountName.."'") if result then setData(player, "deaths", tonumber(result[1]['deaths'])) setData(player, "woodHarvested", tonumber(result[1]['woodHarvested'])) setData(player, "kills", tonumber(result[1]['kills'])) setData(player, "accountName", tostring(accountName)) end end addEvent("setPlayerDatas", true) addEventHandler("setPlayerDatas", getRootElement(), setPlayerDatas) So what the hell is wrong with the first function? -.-
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I sorted it out now, now it removes the handler for the old function before adding it to a new one, and now there is only 1 function for the buttons. But now after a few seconds, the font just failes and turns to a boolean, and when I click a "button", it clicks 2 times instead of once...
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So I made this login panel with DX, but after a few seconds having the window (renderLoginWindow()) open and clicking the buttons a few times, my game freezes but it doesn't go into "not responding". loginMod = 0 local rustFont = dxCreateFont(":Main/files/Rust.ttf", 30) function build_loginWin() loginMod = 1 dxDrawText("Login", s[1]*161/1920, s[2]*635/1080, s[1]*357/1920, s[2]*718/1080, tocolor(255, 255, 255, 255), 1.00, rustFont, "center", "center", false, false, false, false, false) dxDrawText("Register", s[1]*136/1920, s[2]*728/1080, s[1]*380/1920, s[2]*799/1080, tocolor(255, 255, 255, 255), 1.00, rustFont, "center", "center", false, false, false, false, false) dxDrawText("Quit", s[1]*161/1920, s[2]*809/1080, s[1]*347/1920, s[2]*886/1080, tocolor(255, 255, 255, 255), 1.00, rustFont, "center", "center", false, false, false, false, false) showChat(false) showCursor(true) guiSetInputMode("no_binds_when_editing") end function showLoginOnJoin() addEventHandler("onClientRender",root,build_loginWin) addEventHandler("onClientClick", getRootElement(), onLoginButtonsClick ) end addEventHandler("onClientPlayerJoin", getRootElement(), showLoginOnJoin) function showLoginOnStartup() showLoginOnJoin() end addEventHandler("onClientResourceStart", getRootElement(), showLoginOnJoin) function renderLoginWindow() createLoginEditBoxes() loginMod = 2 dxDrawText("Close", s[1]*1130/1920, s[2]*613/1080, s[1]*1260/1920, s[2]*662/1080, tocolor(255, 255, 255, 255), 1.00, lRustFont1, "center", "center", false, false, false, false, false) dxDrawText("Login", s[1]*931/1920, s[2]*613/1080, s[1]*1109/1920, s[2]*662/1080, tocolor(255, 255, 255, 255), 1.00, lRustFont1, "center", "center", false, false, false, false, false) end function onLoginButtonsClick() if clickLoginClose and (getElementData(getLocalPlayer(), "loggedin") == false) and (loginMod == 2) then removeEventHandler("onClientRender",getRootElement(),renderLoginWindow) loginMod = 1 elseif clickLoginButt and (getElementData(getLocalPlayer(), "loggedin") == false) and (loginMod == 2) then -- LOGIN FUNCTION elseif clickLogin and (getElementData(getLocalPlayer(), "loggedin") == false) and (loginMod == 1) then addEventHandler("onClientRender",root,renderLoginWindow) elseif clickRegister and (getElementData(getLocalPlayer(), "loggedin") == false) and (loginMod == 1) then outputDebugString("Clicked register") --addEventHandler("onClientRender",root,renderRegisterWindow) elseif clickQuit and (getElementData(getLocalPlayer(), "loggedin") == false) and (loginMod == 1) then outputDebugString("Quit") --addEventHandler("onClientRender",root,renderQuitWindow) end end Thanks.
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Wut? I don't get it What does that have to do with having an event handler in more than 1 function?
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So I need more than 1 function to have the onClientClick handler, but it says that the handler is already tied to another function and the player just freezes... So, is there a way to have onClientClick on more than 1 function? Thanks.
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The image doesn't change, its just only 1 that flashes like mad. I'm lucky I don't have epilepsy, lol
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Well, this was supposed to do that: if apmode == true then if ap < 255 then ap = ap + 5 else ap = 255 end else if ap > 0 then ap = ap - 5 else ap = 0 end end It fades out at the first image, then nothing, it just changed to the next image.
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Well it kinda works, but the images don't fade in and out as they should... And their alpha is like 50, I can barely see them, lol
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The pictures just flash on the screen for like half a second. If you want I can give you the server details and you can have a look.
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Oh gosh, I did that before and I ended up creating 100 of timers and crashed the server
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Managed to make it add, by adding this in the code: i = i+1
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Here, use this: local frame = 0 local goingRight = true local goingLeft = false function rotateCamera( ) if frame <= 400 and goingRight then local a, b, c, d, e, f = getCameraMatrix() setCameraMatrix(a, b, c, d + 0.2, e + 0.2, f) elseif frame <= 200 and goingLeft then local a, b, c, d, e, f = getCameraMatrix() setCameraMatrix(a, b, c, d - 0.2, e - 0.2, f) end frame = frame + 1 if frame == 400 and goingRight then goingRight = false goingLeft = true frame = -400 elseif frame == 200 and goingLeft then goingRight = true goingLeft = false frame = -200 end end And add this in the function where you render your login panel: addEventHandler("onClientRender", getRootElement(), rotateCamera) Don't forget to use removeEventHandler when you remove your login panel.
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I think I know why it's not working... It's because I took off onClientRender so that it doesn't create 100 of renders.
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Sooo, I did this yeah... local ap = 0 local apmode = true time = 5000 i = 0 local images ={ ":Main/files/images/menu_bg1.jpg", ":Main/files/images/menu_bg2.jpg", ":Main/files/images/menu_bg3.jpg", ":Main/files/images/menu_bg4.jpg", ":Main/files/images/menu_bg5.jpg", ":Main/files/images/menu_bg6.jpg" } function testBackground(current) if apmode == true then if ap < 255 then ap = ap + 5 else ap = 255 end else if ap > 0 then ap = ap - 5 else ap = 0 end end image = images[current] if current == #image then i = 0 end dxDrawImage(s[1]*0/1440,s[2]*0/900, s[1]*1440/1440,s[2]*900/900, image, 0, 0, 0, tocolor(255, 255, 255, ap),false) end setTimer(testBackground,time,#images,i + 1) But it doesn't get the image It kinda looks weird that "current" isn't defined anywhere, but maybe it's something I don't know..
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Yeah, I had a closer look at the table and noticed that it had the paths inside tables But I don't know how to make the images to change every 5 seconds. I never used this "for i = 1, #images do" thing and I don't know how it works..
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Still gets the table "images" instead of its content
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It says it gets a table instead of the image path
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Hey, I want to do this cool intro for a project server I am working on. I don't really know how to loop through a series of pictures without repeating them. Here is what I managed to do till now: local ap = 0 local apmode = true function testBackground() if apmode == true then if ap < 255 then ap = ap + 5 else ap = 255 end else if ap > 0 then ap = ap - 5 else ap = 0 end end dxDrawImage(s[1]*0/1440,s[2]*0/900, s[1]*1440/1440,s[2]*900/900, ":Main/files/images/menu_bg1.jpg", 0, 0, 0, tocolor(255, 255, 255, ap),false) end I have 6 image files that go like this: "menu_bg1.jpg, menu_bg2.jpg, menu_bg3.jpg, etc" and at the start, the image will have a fade out effect, and what I want to do is have the current image fade in and disappear after 5 seconds, and the new image should fade out and appear clearly (255 alpha) on the screen. Thanks.
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Try this: addEventHandler( "onClientRender", root, function() for i, vehicle in ipairs(getElementsByType("vehicle")) do local x, y, z = getElementPosition( vehicle ) local sX, sY = getScreenFromWorldPosition( x, y, z ) local health = math.floor( getElementHealth( vehicle )/10) local Rhealth = 50 local lineLength = 56 * ( health / 100 ) if health < 25 then health = 0 else math.floor( getElementHealth( vehicle )/10) end if isElementOnScreen( vehicle ) then if sX then dxDrawText( health, sX, sY ) dxDrawRectangle( sX-32, sY-82, 60, 14, tocolor( 0, 100, 0, 120 ) ) dxDrawRectangle( sX-30, sY-80, 56, 10, tocolor( 0, 220, 0, 120 ) ) dxDrawRectangle( sX-30, sY-80, lineLength, 10, tocolor( 0, 220, 0 ) ) end end end end ) Those changes should render the HP bar for all the vehicles.
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I don't know which link is the one that has both the good dff's and col's as both kinda have cols Thanks for offering to help!
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It's not that. The thing is that the map is made from small pieces. Each col/dff represents 1 part of the map, but I want the whole map assembled and made into only 1 dff/col file. Doesn't matter if the dff is separated from the col, I just want the entire map assembled.