Controlled
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Posts posted by Controlled
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Another bug, https://wiki.multitheftauto.com/wiki/GetElementsByType is a shared function, in your pack it is listed as server side only.
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I was bored so I come out with this code:
aTable = {"Test", abc = "hello", "bla", "421312", www = "a1c234", "W2", "$!@#%!", ["AV"] = true} -- Your table aTableMaxEx = 5 -- Max continuous executing. function doLoop() if not aTableKey then aTableKey, aTableValue = next(aTable, nil) end while aTableKey do if (aTableCount or 0) >= aTableMaxEx then aTableCount = 0 setTimer(doLoop, 5000, 1) break end --Your code outputChatBox(tostring(aTableKey)..", "..tostring(aTableValue)) -- Example -- aTableKey, aTableValue = next(aTable, aTableKey) aTableCount = (aTableCount or 0) + 1 end end doLoop() -- Start the loop
It works with both the numerical keys and the string keys.
Cool thanks!
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Its not possible to remove the MD5 encryption. So you have to encrypt whatever the player put in the "Password" field of your login panel and compare it to the encrypted MD5 in the SQL.
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https://forum.multitheftauto.com/viewtopic.php?f=108&t=44652
Decent. Sync issues can be expected though.
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Coroutines are threads that can suspend their execution until they are resumed: http://www.lua.org/manual/5.1/manual.html#2.11
Having trouble understanding it... Can you give me a example?
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Bump
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[lua]
someRandomTable = {}
someRandomTabl = {}
for i, v in ipairs(someRandomTable) do
setTimer(runLoop, 5000, 1, someRandomTable)
break
end
function runLoop(t)
for i, v in ipairs(someRandomTable) do
end
end
That would be the exact same outcome, just 5 seconds later. It wouldn't separate them by a time because your first loop is setting a timer really quick anyways....
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Is it possible to slow down how fast a loop runs? Normalling I know it just goes one after the other, is it possible to set some kind of delay there? Right now it causes the whole server to have some lag issues while it runs, I want to slow it down so it lasts longer but doesn't halt the server.
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Is it possible to assign a dxdraw to the front or back? Like GUI elements?
Or anyway around this?
use the argument postGUI or creating just before or after your dxdraw
Thing is I need one DXDraw to be infront of other DXDraws lol.
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Is it possible to assign a dxdraw to the front or back? Like GUI elements?
Or anyway around this?
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Would be nice to see what you can do
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getDistanceBetweenPoints3D returns a distance in GTA Units and 1 GTA Unit is approximately 1 meter (you can't equate fictional units with real-world units).
Approximately is fine then, Thanks for the help!
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Does anyone know if this uses a set in game distance? For example meters?
Or anyway to convert it to be the distance in meters?
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Its in your meta twice. Remove the duplicate.
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Don't know wtf your talking about.
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Or make a script to reload the ACL via cmd.
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Jusonex
That's a problem, if the client didn't install it.. it won't work?
Because I can't make every member in my community install it ._.
He literally just explained how the client has to use his Awesomium client. It could be implemented into MTA at some point. But seriously just try for a second and read the replies he posted above.
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So I put a table in a shared file for both server and client to add to. When I add something to the table in server side,
table[row][2] = value
It doesn't return in the client side. I tried syncing it with a function in the shared file like this:
Shared:
function syncTables(row, value, info) if row and value and info then table[row][value] = info end end
Server:
syncTables(1, 2, "Hi")
Client:
for key, value in pairs(table) do outputDebugString(value[2]) end
Client will return nil whereas the server will return "Hi" properly...
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But does it assign the data to the element? It just doesn't appear as element data out of no where.
Windows
in Scripting
Posted
Any idea on how to make a shader for this?