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Posts
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Everything posted by NeXuS™
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Can you do a screenshot of the actual debugscript error?
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Can you send me the dbExecute line?
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Ohh man, just realised something, Give me a minute, gonna fix it, and send it here. local vehicles = { {411,80000}, {509,5000}, {481,10000}, {462,35000}, {521,115000}, {463,95000}, {510,14000}, {522,175000}, {461,100000}, {448,50000}, {468,95000}, {586,95000} } local carNames = { [500] = "Dozer", [455] = "BMW M4", [597] = "Test" } function getVehicleRealName(vehicleModel) if carNames[vehicleModel] then return carNames[vehicleModel] else return getVehicleNameFromModel(vehicleModel) end end for i,v in ipairs(vehicles) do local row = guiGridListAddRow(bikglVehicleSelection) guiGridListSetItemText(bikglVehicleSelection,row,1,getVehicleRealName(v[1]),false,true) guiGridListSetItemText(bikglVehicleSelection,row,2,tostring(v[2]),false,true) end This one should work.
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@SyiN, we won't make a script for you from totally nothing. Try making it, and if you stuck somewhere, we'll help you.
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@LopSided_, did you try freezing the element before setting it's collision to disabled?
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For the index error btw Change line nr. 29 return getVehicleNameFromModel(v[1]) to return getVehicleNameFromModel(vehicleModel) Try spawning the car which has the 500 ID.
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If you do not have a custom name for the model, it wont show it's "custom name", which doesnt exist. if carNames[vehicleModel] then For the 411 (Infernus), you dont have a custom name in your table.
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Change local vehicleModel = getElementModel(vehicle) to local vehicleModel = tonumber(getElementModel(vehicle))
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Try adding a col which is actually as big that it can cover the whole model. I think the texture is only shown, if the model's col is visible on your screen.
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I'll do a thing, which'll do these things for ya. (Stay tuned for tomorrow, working on it hard.)
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I think the texture actually gets unloaded. What's the col file on that model?
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Any errors? And maybe provide the code.
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@TheMOG are ya from Hungary dude?
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Try guiBringFont(childImage)
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@harryh, just an another link.
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NeXuS™ presents dxScrollText Introduction Do you want to make a scrollable text? It's easy with just a helper. Status IN DEVELOPMENT It's still IN DEVELOPMENT but it's published. Screenshot Usage Go ingame, put the file inside resources, start it, and press F7. After it, create your panel, by left clicking and dragging, and press enter. If you are done with that, start typing, and press enter. Voala, it's done. Download MTA:SA Community Link (At the moment, the download link is unavaible, because the resource got suspended by sbx320. I'm talking with him in PMs, to sort this out. If you need the ready resource, hit me up here with a PM, and I'll send it to you.) Syntax - Source code
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addEventHandler("onPlayerChat", getRootElement(), function(msg) if (isObjectInACLGroup("user." .. getAccountName(getPlayerAccount(source)), aclGetGroup("Admin")) then cancelEvent() outputChatBox("[Admin] " .. getPlayerName(source) .. ": " .. msg, getRootElement(), 255, 255, 255, true) end end) Should work, not tested tho.
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This one works totally fine for me: Just tested your script, works perfectly for me.
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Whenever you type in /savestats on your server, it saves/updates the data of the player into the backup.db
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You'll have this "internal.db", and you'll have only those datas which have been saved via /savestats, and you'll have to write an another function to retrieve those datas from the database with /getstats
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You can just fileCopy the file, so it'll be doubled with the exact same datas in it.
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You are not getting data from "internal.db" at the moment. You are saving data into internal.db. You had no data in your "password" account data, so it was false, and if you set a integer an invalid value, it'll be 0.
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Try removing <export function="onWeatherChange" type="server" /> from your meta. It's not a function.
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Then use random numbers, and output them into the chat. (math.random(10000))
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Why do you have to save the players password?