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Everything posted by Captain Cody
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Table = {} Table["Value"] = value
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How would I do that aye?
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Yes you can create a table client side, it's a shared function.
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function loadScoreboardData () data.ids = nil data.players = nil data.ids = {} data.players = {} local players = getElementsByType ("player") for k,v in ipairs(players) do if v ~= getLocalPlayer() then local ID = getElementData (v,"id") table.insert(data.players,ID) data.ids[ID] = v end end table.sort (data.players) local ID = getElementData(getLocalPlayer(),"playerid") data.ids[ID] = getLocalPlayer() table.insert(data.players,1,ID) data.length = #data.players --data.slots = maxP --data.serverName = sName data.maxHeight = 800 if sy-200 <= data.maxHeight then data.maxHeight = sy-200 end end Replace first part with this, clears the table. Originally it just added onto the already existent table thus, doubling the values.
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Any one?
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triggerServerEvent ( "closeAllDoor", root) or if its from the same resource triggerServerEvent ( "closeAllDoor", resourceRoot) And function closeAllDoor() local vehicle = getPedOccupiedVehicle (client) if vehicle then for i=0,5 do setVehicleDoorOpenRatio ( vehicle, i, 0) end end end addEvent("closeAllDoor", true) addEventHandler( "closeAllDoor", getRootElement(), closeAllDoor )
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dxDrawImage is indeed clientSide. If you were asking. But now realizing what you may have been asking you wanna send the response data client side, and define it client side.
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Any way to make a shader come out the color you want when applying over a dark colored object? Due to the darkness of the object, the shader is just staying black instead of changing to the color I'm trying to set it to.
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There's other ways of doing it then, I'll take a look at the possible handling fields in a bit, and report back with info I gather.
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I'll take a look at it in a bit.
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Well I what I meant was assigning it separate from the setText, then combing it in.
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Is client.lua the code that you posted? if so there's no apparent errors at line 29, or did you not copy it correctly?
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Maybe temperately freezing the rhino when it explodes as to prevent the jump.
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local localPlayer = getLocalPlayer() function stop_turret_rotation() local veh = getPedOccupiedVehicle(localPlayer) local id = getElementModel ( veh ) if id == 432 or id == 601 then setVehicleTurretPosition(veh, x1, y1) end end function event() addEventHandler("onClientRender", root, stop_turret_rotation) x1, y1 = getVehicleTurretPosition ( getPedOccupiedVehicle(localPlayer) ) end addCommandHandler("lockturrent", event) function event2 () removeEventHandler("onClientRender", root, stop_turret_rotation) end addCommandHandler("unlockturrent", event2)
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You realize all that code does is set the turrent positon to the current position? -- Try thus -- local localPlayer = getLocalPlayer() function stop_turret_rotation() local veh = getPedOccupiedVehicle(localPlayer) local id = getElementModel ( veh ) if id == 432 or id == 601 then local x, y = getVehicleTurretPosition(veh) if x and y then setVehicleTurretPosition(veh, 0, 0) -- Forward Look end end end function event() addEventHandler("onClientRender", root, stop_turret_rotation) end addCommandHandler("event", event)
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Try defining (v.'Whatever') as another variable first then setting it rtext = v.Whatever And have you tried out putting it server side, or client side?
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Well I know you can do it by modifying the dff file. But I'm asking if theres a way to just do it with shaders. Trying to keep download as low as possible.
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The vehicleID variable is not being sent over correctly.
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From what I'm getting out of this: He wants to use the regular rhino shooting sound, then 7 seconds after he wants to play the (Reload.mp3) Fire(Rhino Sound) -> 7s Reload(Reload.mp3)
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There is something wrong with your "Hill_Exit" function, it's not finding it.
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[2016-03-17 17:55:01] [Network] OutCommandQueue > 600000 msgs. This is due to server overload or script freeze [2016-03-17 17:55:01] Temporarily suspending outgoing sync packets [2016-03-17 17:56:47] Resuming outgoing sync packets OutCommandQueue is over 6 thousand, may be your issue there.
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Not sure you understand what I mean. I'm asking if there is a way to use shaders to add changable secondary colors to vehicles
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Clear your debug with /cleardebugscript, then launch the script and post the whole debug here.
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If you're trying to decrease the acceleration you wanna decrease the Acceleration setting and the vehicles drag, to allow it to actually reach the top speed you want.
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Not sure, but if you see any major errors just post them here.
