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Awang

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    Hungary
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    Lua, HTML5, CSS3, JQuery, PHP

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  1. Yeah, actually you are right... I overlooked the fact... I think sorting the table every time when a new layer filled with data can lose the data of the layer index. I think, it's can be a good solution, if we specify a maximum number for the layer, like 100. Now with this information we can do like this: local imgTable = {} function drawImages() for i=1,100 do if imgTable[i] then dxDrawImage(posX,posY,sizeX,sizeY,imgTable[i].path) end end end function addImgToTable(cmd,index,imgPath) imgTable[tonumber(index)] = {path = imgPath, active = true} end addCommandHandler("addimg",addImgToTable)
  2. Because there is difference beetween pairs and ipairs. And yes, you are find out the problem, what is it. When you use pairs the sequence will be not the sequence of the ordered number keys. Use the ipairs, and you might have what you want to earn.
  3. I think the reason is, that the first table has the index 1, but theres no need to show it by the iprint, beacuse it is trivial. Now the reason is, that the 2. and the 8. indexes has the printed key, that it is want to show, that beetwen the 2 key there are unused keys. I if you loop over the table by ipairs, you will get a key argument also for the first table.
  4. What you want to earn called texture projection. I never did it before in MTA, but I guess you could make it. Here is a good description with codes: http://www.rastertek.com/dx11tut43.html In my understanding, by getting the world coordinates and your camera direction, you can project a texture into the world. You can get these matrices from the mtasa-helper.fx, you can get it from the wiki: https://wiki.multitheftauto.com/wiki/Element/Shader Sometime I see, that scripters earn this effect by drawing a picture into the 3D world and place it with the element coordinates, combined with the ground level. I know its not showing good on uneven ground, but more easier to implement. dxDrawMaterialLine3D() getGroundPosition()
  5. I suggest you to make shaders for every player or you can optimalize the method by create shaders for players who are in streamed in and destroy for who are exiting from the streaming range. Because MTA only can use 1 core of your CPU in client side, its a good tactic to depend more on memory instead on CPU by making texture moving in the render function before every player. local streamed_players = {} function render() for player in pairs(streamed_players) do -- Do what you want with the shader and renderTarget end end addEventHandler( "onClientElementStreamIn",root,function() if getElementType(source) == "player" then streamed_players[source] = {shader = dxCreateShader(shaderFile), renderTarget = dxCreateRenderTarget(arg1, arg2, true)} end end) addEventHandler( "onClientElementStreamOut",root,function() if getElementType(source) == "player" then streamed_players[source] = nil end end) About RenderTargets, some videocard not really like them, so I suggest you, if you want to just put some material together and after you not want to really change them, than you can read the texture from the target and save out into a simple texture. local target = dxCreateRenderTarget(arg1, arg2, true) dxSetRenderTarget(target) dxDrawImage(...) dxDrawText(...) dxSetRenderTarget() local texture = dxCreateTexture(dxGetTexturePixels(target)) target = nil Basically, you burn together the textures and after you save out, but you cant change it after all.
  6. # operator gives you back the size of the following table. In the example what @IIYAMA write to you means, that the forloop loops over all of the players one by one and if its found the value what you seach for just simple stop the looping. And yes, math.random(#players) give you back a random index from the range of the players table. With the index you can get the player element from the players table and give an element data for it.
  7. Do not use dbPoll with -1 query time, its will couse server side freeze if one of the query comeback with timeout. You can use the dbQuery's callback function with zero timeout instead of, like this: function LoadMessages() local query = dbQuery(function(qh) result = dbPoll(qh,0) end,connection, "SELECT * FROM messages WHERE characterID = 1") for x, ad in ipairs( result ) do local res = result[x]['message'] end end addEvent("LoadMsg", true) addEventHandler("LoadMsg", resourceRoot, LoadMessages) You can read more about there: https://wiki.multitheftauto.com/wiki/DbQuery
  8. I reccomend to use this resource to monitor the usages of your scripts: https://community.multitheftauto.com/index.php?p=resources&s=details&id=12364 But basicly, I dont believe, that your precalculate will decrease the usage. Multiply two number is not a hard task for the CPU, even in every frame.
  9. You need to understand first of all the MTA's element tree. Object's, vehicle's, player's, ped's objects are inherited from Element class. If you want to override the setData for all of these classes, you should override in the Element class. Element._setData = setElementData function Element:setData(name,data) self:_setData(name,data) outputDebugString("Element Data `"..name.."` changed to `"..tostring(data).."` for the element: "..tostring(self)) end Self element will be the element, what you called before the function. Important thing, that you need to call with ':', like: localPlayer:setData("source.inheritance",localPlayer) These classes, which are in the element tree are automaticly declaired by MTA, so you do not need to declair them. But if you want for example an other specific override for just players, you can do it: Player._setData = setElementData -- Unfortunatelly, if you want it to replace it to the parent class, for a real inheritance, it will cause stack owerflow... function Player:setData(name,data) self:_setData(name,data) -- this will be the original setData function, not the function of the parent class... outputDebugString("Element Data `"..name.."` changed to `"..tostring(data).."` for the player: "..self.name) end https://wiki.multitheftauto.com/wiki/Element
  10. Awang

    Multi Language

    Due to the fact, that each of the scripts are running over an own virtual machine you need to avoid from call export functions often, like in a render loops for a better performance. I suggest to get the language text on the resourceStart and store them in each scripts. It will be costs more ram, but you will save CPU as @IIYAMA said. My experiences that we need to save more CPU usage rather than RAM for a better performance. ~o~ Arra a tényre alapozva, hogy a scriptjeid mindegyike egy külön Lua virtuális gépen futnak, a közöttük lévő kommunikáció viszonylag lassabb, ezért nem ajánlom az export funkciókat sokszor hívni, mint például egy onClientRender-rel megfuttatott funkcióban. Azt ajánlom, hogy kérd ki a szükséges szövegeket a resource indulásakor és tárold őket lokálisan. A tapasztalatom azt mutatja, hogy jobb teljesítményt lehet elérni akkor, ha inkább RAM-ot használsz mint CPU erőforrást.
  11. Its not about speed, its about the permission of read/write/change... Like in Linux, you can doit in Windows...
  12. Yes, but if somebody just simple do a trick with the writing/reading/deleting acces of the folder then can allow to create the font, but after the script has no right for delete it... Thats why I prefer raw data like in shaders, models other lower sized files, send to cliens with LatentEvents...
  13. Hey Community! I wonder, if its possible to make dxCreateFont function to load font files from raw data in the future updates? Could be a good way to secure my paid fonts.
  14. Yous can use the marker's elementData for it. Like, when player z enter to marker x, the player set the marker with setElementData(theMarker,"marker.player",localPlayer) Now, whenever other player hit the marker, you can look for the elemenet data. If it is a player, you do nothing, otherwise you set the ElementData. When player z leave the marker, then you set the ElementData to nil, so now other player can acces it. But you should think about, what if the player quit from the server, while it is the "root" of the marker, or there is a teleport by other player... Maybe you can check it double, like with getElementColShape() and isElementWithinColShape() or getElementsWithinColShape()
  15. local Timer = 12300 function timer() setTimer(function() if Timer <= 0 then Timer = Timer-2300 outputChatBox("Time is:".. Timer) timer() end end, 2300,1) end Thats what you can do with setTimer()
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