Jump to content

scratcher911

Members
  • Posts

    105
  • Joined

  • Last visited

Everything posted by scratcher911

  1. Still doesn't work. I've made the columns and all in PHPmyAdmin
  2. I've fixed that but now the insert does not work.
  3. scratcher911

    MySQL

    function insertToMySQL() mysql_query(database, "INSERT INTRO prresourcename ( Serial, AccountName, Password ) VALUES ( Serial = '123', AccountName = 'Lala', Password = 'But' " ) end addEventHandler("onResourceStart", resourceRoot, insertToMySQL) It shows that at argument 1 is handler expected. Please don't fix the code for me just explain me what am I doing wrong¸ EDIT: function connectToMySQL() local database = mysql_connect( "127.0.0.1", "root", "", "XXXXX" ) if database then outputDebugString ('MySQL Service -- Connected') else outputDebugString ("MySQL Service -- Truble") end end addEventHandler("onResourceStart", resourceRoot, connectToMySQL) This is how I get Connection
  4. I see a lot of people in this forum are from Slovenia. So I will request a board. Slovenian / Slovenski We have already added in Balkan. But they are all writing in Croatian language. But I and some other people does not understand.
  5. 1 question more. Is there any website or wiki where I can find Query handlers ?
  6. function player_Spawn ( posX, posY, posZ, spawnRotation, theTeam, theSkin, theInterior, theDimension ) setElementData( source, "Protection", true ) setElementAlpha( source, 125 ) setTimer( function() setElementData( source, "Protection", false ) setElementAlpha( source, 255 ) end , 1000, 1) end addEventHandler ( "onPlayerSpawn", getRootElement(), player_Spawn ) why is source nil ?
  7. I didn't know that this function exist. Thanks Solid
  8. nope. I don't have setElementFrozen in not even one script...
  9. setElementVisibleTo( element, getRootElement(), false ) for k, v in ipairs (getElementsByType("player")) do if getTeamName(getPlayerTeam(v)) == "TEAMNAME" then setElementVisibleTo(element, v, true ) end end
  10. scratcher911

    Spawn

    function loadAccounts () local serial = getPlayerSerial ( source ) local result = mysql_query ( database ,"SELECT * FROM `accounts` WHERE `serial` = '"..serial.."'") if result then while true do local row = mysql_fetch_assoc(result) if not row then break end spawnPlayer( source, row.x, row.y, row.z) setElementInterior ( source, row.intterior ) setElementDimension ( source, row.demension ) setPedSkin ( source, row.skin ) setPlayerMoney ( source, row.money ) setElementHealth ( source, row.health) setPedArmor ( source, row.armor ) setPlayerWantedLevel ( source, row.wanted ) outputChatBox ('You were warped at latest position',source,255,255,255,true) break end end end addEventHandler ( "onPlayerLogin", getRootElement(), loadAccounts ) Hi. I don't own this scripts so all rights to author. Why when it spawn me i'm frozen ?
  11. Any errors ? Off: Dude how much accounts do you have on this forum
  12. function settextServer () local accn = getPlayerAccount ( source ) local accdata = getAccountData ( accn, "owner" ) triggerClientEvent ( source, "setextClient", source, accdata ) -- You forgot to add accdata end addEvent ( "settextServer", true ) addEventHandler ( "settextServer", root, settextServer ) function setextClient ( data ) guiGridListSetItemText (GUIEditor_Grid[2], GUIEditor_Row[2], GUIEditor_Column[1], data, false, true) end addEvent ( "setextClient", true ) addEventHandler ( "setextClient", root, setextClient )
  13. 1 question more. How can I detect when player click button and release it ? ( on keyboard not GUI )
  14. 1. Create new file called client_anim.lua 2. Put this in it: --[[ Client animation library by arc_ Version 1.0.0 Licence ---------------- You are free to modify this file and redistribute it with your changes. However, always mention that you changed it (and eventually what changes you made) and keep the original author, version number and licence intact. Selling this script or a derivative of it is not allowed. Documentation ---------------- Terminology - Animation: a sequence of phases that act on one or more elements and follow each other sequentially in time. Multiple animations can be running at the same time. All defined animations run in parallel. An animation is in fact one phase with several subphases (see below), with animation specific functions available. - Phase: a part of an animation sequence. A phase consists of a paramater that linearly goes from a given starting value to a given ending value, over the specified amount of time, and is applied to one certain element. While a phase is running, its callback function will be called onClientRender with the following arguments: phase.fn(element elem, float param, table phase) Specifying time and callback function is optional. If no time is specified but a function is, phase.fn(elem) will be called once. If no function is specified but a time is, the phase consists of simply waiting during that time, doing nothing. A phase can be run once, repeated multiple times or loop infinitely. Phases can also contain phases. In that case the parent phase consists of completing all child phases, in order. This allows you to f.e. make an element move left and right continuously: define a phase for moving it to the left, followed by a phase for moving it back to the right, and encapsulate these two phases in a parent phase that loops forever. Phases can be nested to arbitrary depth. The element a subphase works on is inherited from its parent phase (or, if the parent phase doesn't specify an element, from the grandparent, etc). Definition of a phase A phase is simply a table containing properties and (optionally) subphases. Available phase properties are: (the values for the properties are examples, not default values) phase = { from = 0, -- the starting value of the parameter to = 1, -- the ending value of the parameter [time = 1000,] -- the time (in ms) in which to go from start to end [fn = callback,] -- the function to call on each frame update [repeats = 5,] -- how many times to run this phase before going on to -- the next. defaults to 1 [subphase1,] -- optional subphases. if one or more of these are included, [subphase2,] -- only the "repeats" property is valid for this parent phase ... } Available functions anim = Animation.create(elem, phase1, phase2, ...) Creates and returns a new animation. This means nothing more than creating a new phase, putting the specified phases in it as subphases, and making the functions of the Animation class available to it. Once an animation is created, it is not yet running. anim = Animation.createAndPlay(elem, phase1, phase2, ...) Creates a new animation and immediately starts playing it. anim = Animation.createNamed(name, elem, ...) If an animation with the specified name exists, returns that animation. Otherwise creates a new named animation. You can look the animation up again later with Animation.getNamed(name). anim = Animation.createNamedAndPlay(name, elem, ...) Self explanatory. anim = Animation.getNamed(name) Returns the animation with the specified name if it exists, false otherwise. anim:play() Start playing a newly created animation or resume a paused animation. anim:pause() Pauses the animation. Resume it later with anim:play() or delete it with anim:remove(). anim:remove() Deletes the animation completely. It can not be resumed anymore. anim:isPlaying() Returns true if the animation is currently playing, false if not. Animation.playingAnimationsExist() Returns true if there is any animation that is currently playing. anim:addPhase(phase3), phase2:addPhase(phase3) Appends a new subphase to the animation or phase. Can be done while the animation is playing. Note that to be able to use phase2:addPhase(), phase2 first has to be processed (default values filled in, made part of the Phase class) by being passed as an argument to Animation.create[AndPlay] or addPhase. Examples Fade in a picture: local pict = guiCreateStaticImage(...) Animation.createAndPlay(pict, { from = 0, to = 1, time = 2000, fn = guiSetAlpha }) Fade in a picture using a preset (for more presets, see the end of this file): local pict = guiCreateStaticImage(...) Animation.createAndPlay(pict, Animation.presets.guiFadeIn(2000)) Move a label to the right while fading it in: local label = guiCreateLabel(10, 100, 150, 20, 'Test', false) Animation.createAndPlay(label, Animation.presets.guiMove(200, 100, 2000)) Animation.createAndPlay(label, Animation.presets.guiFadeIn(2000)) Move a label left and right forever, without presets: function guiSetX(elem, x) local curX, curY = guiGetPosition(elem, false) guiSetPosition(elem, x, curY, false) end local label = guiCreateLabel(10, 100, 150, 20, 'Test', false) Animation.createAndPlay( label, { repeats = 0, { from = 10, to = 200, time = 2000, fn = guiSetX }, { from = 200, to = 10, time = 2000, fn = guiSetX } } ) ]]-- Phase = {} Phase.__index = Phase Animation = setmetatable({}, { __index = Phase }) Animation.__index = Animation Animation.collection = {} function Animation.create(elem, ...) local anim = setmetatable({ elem = elem, ... }, Animation) anim:_setup() return anim end function Animation.createAndPlay(elem, ...) local anim = Animation.create(elem, ...) anim:play() return anim end function Animation.createNamed(name, elem, ...) local anim = Animation.getNamed(name) or Animation.create(elem, ...) anim.name = name return anim end function Animation.createNamedAndPlay(name, elem, ...) local anim = Animation.createNamed(name, elem, ...) anim:play() return anim end function Animation.getNamed(name) local i, anim = table.find(Animation.collection, 'name', name) return i and anim end function Animation:isPlaying() return self.playing or false end function Animation.playingAnimationsExist() return table.find(Animation.collection, 'playing', true) and true end function Animation:play() if self.playing then return end if not table.find(Animation.collection, self) then table.insert(Animation.collection, self) end if not Animation.playingAnimationsExist() then addEventHandler('onClientRender', getRootElement(), updateAnim) end self.playing = true end function Animation:pause() self.playing = false if not Animation.playingAnimationsExist() then removeEventHandler('onClientRender', getRootElement(), updateAnim) end end function Animation:remove() table.removevalue(Animation.collection, self) if not Animation.playingAnimationsExist() then removeEventHandler('onClientRender', getRootElement(), updateAnim) end self.playing = false end function Phase:_setup(parent) self.parent = parent if self[1] then for i,phase in ipairs(self) do if type(phase) == 'function' then phase = { fn = phase } self[i] = phase end setmetatable(phase, Phase) phase:_setup(self) end self.curphase = 1 elseif self.time then self.from = self.from or 0 self.to = self.to or 1 self.speed = (self.to - self.from) / self.time end self.repeats = self.repeats
  15. Any debug errors? Here can be possible you can't see because it's only moving for 100 pix or because you didn't add client_anim.lua to resource or before script in meta. Show meta
  16. I don't think that anybody will edit 300 lines code ...
  17. function animationWindow() GUIEditor_Image[1] = guiCreateStaticImage(389,709,250,57,"image.png",false) Animation.createAndPlay(GUIEditor_Image[1], Animation.presets.guiMove(300, 600, 1000)) end addEventHandler ( "onClientResourceStart", getRootElement(), animationWindow )
×
×
  • Create New...