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KillerX

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    KillerX reacted to IIYAMA for a status update, WIKI Yesterday I added my first wiki page. Which is not necessary something you call   
    WIKI
    Yesterday I added my first wiki page. Which is not necessary something you call 'news'. But it was a lot of fun figuring out how the interface actually works. It is to be honest not very beginner friendly, even though there is a lot of documentation added. documentation
     
    The page/function which I added to the useful functions list:
    https://wiki.multitheftauto.com/wiki/CheckPassiveTimer
    This useful function allows you to use passive timers in your conditions. For example you want to prevent players repeatedly using a command.
    I named the function 'checkPassiveTimer', not sure if that is the best name for it, since it it does SET, CHECK and UPDATE, (+ Clean up cycle), depending on the situation. Checking is what you expect it actually does, so I picked that one.
     
    addCommandHandler("candy", function (player) if checkPassiveTimer("candy timer", player, 5000) then outputChatBox("YES, EAT!", player) else outputChatBox("NO CANDY FOR YOU!", player) end end)  
    Does anybody have any suggestions/idea's/?? Or more experience than me with the WIKI + suggestions or improvements for the format?
  2. Like
    KillerX reacted to IIYAMA for a status update, Hey people, how is prison? ? In 2015 I released a beta version of a resource that cre   
    Hey people, how is prison? ?
     
    In 2015 I released a beta version of a resource that created driving trains. But unfortunately I never finished it. So that is why I am making a final update for it, including rewriting and cleaning the old code.
    The this version will be uncompiled, so you can adjust it like you want.
    It will take some more days to finish it, so be patient.
     
    I can send you a pre-version, if you like to try it out before the release. No requirements for a pre-version, just a little bit feedback would be nice. To receive the pre-version, send me a personal message and I will send you the version within 1-3 days.
     
     
    The old topic:
     
  3. Like
    KillerX reacted to IIYAMA for a status update, /\ / \ / \ / \ / \ ---------- For those who have already downloaded the tool I post.   
    /\ / \ / \ / \ / \ ----------  
    For those who have already downloaded the tool I post. I found and removed a critical bug in it, which had to do with calling back the client. While testing (alone) I didn't notice that it was sending information back to all clients instead of the one that should receive it. My apologies about this.
     
    Change in the source code:
    https://gitlab.com/IIYAMA12/mta-communication-enchantment/commit/c425481b5e49da3ff4aab9b5552795e2f2563e98
     
    It is recommended to re-download the tool in that case.
    NOTE: I will not make feature announcements here, only critical bugs.
     
    Re-download
  4. Thanks
    KillerX reacted to IIYAMA for a status update, MTA-Communication-Enchantment It is finally far enough in development to share this w   
    MTA-Communication-Enchantment
    It is finally far enough in development to share this with you. I made an announcement a few days ago about solving some struggles, that people have with communicating between the server and the client. Today is the day that it isn't just rumour, but for you to use.
     
    Before I am going to write a topic for it, I prefer to solve any unknown issues first. That is where you guys might come in!
     
    Just an example:(1)
    Passing arguments like you used to@
    --CLIENT callServer("passingArguments", "arg1", "arg2", "arg3") -- SERVER function passingArguments (arg1, arg2, arg3) outputChatBox(arg1 .. " " .. arg2 .. " " .. arg3, client) end  
     
    Just an example:(2)
    Calling back!
    -- CLIENT callServer( "calculation", 50, 100, function (value) outputChatBox("Value: " .. value) end )  
    -- SERVER function calculation (value1, value2) return value1 + value2 end  
     
    Just an example:(3)
    Calling before a client has loaded his scripts!
    --SERVER addEventHandler("onPlayerJoin", root, function () callClientAwait(source, "testCallClientAwait") end)  
    -- CLIENT function testCallClientAwait () outputChatBox("Yes this works!") end  

     
     
     
     
    Thank you @Xwad and @JeViCo for early testing!
     
    Repository: (+ download)
    https://gitlab.com/IIYAMA12/mta-communication-enchantment
    [NOTE] The documentation on the repository is not 100% complete.
     
    Direct download link:
    [NOTE] On the repository there is syntax highlight
    https://gitlab.com/IIYAMA12/mta-communication-enchantment/-/archive/master/mta-communication-enchantment-master.zip
  5. Thanks
    KillerX reacted to IIYAMA for a status update, Dear scripters, A few days ago I started building on a new tool/enchantment for a mta   
    Dear scripters,
     
    A few days ago I started building  on a new tool/enchantment for a mta functionality. The tool is an enchantment for the trigger[Client/Server]Event function. It will be available for everybody once it is finished.
    I decided to build this tool as challenge for these issues:
    - The current trigger*events can be complex for some people to use.
    - CallBack functionality is not directly available.
    - Sending trigger events before the client has been loaded happens too often. This message will not be received.
    - Can't pass over arguments to the callback function without losing them or making copies. So a functionality that allows you to send tables and functions from(from A to B):
    [A] serverside > (clientside) > B  serverside callback
    (Clientside is left out, while passing  functions/tables)
     
    [A] clientside > (serverside) >  B  clientside callback
    (Serverside is left out, while passing these functions/tables)
     
    A question to you guys:
    Is there any other issue related to the trigger*Event functions that you would like to see automatically/easier?
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    KillerX got a reaction from TOUNSI |, السعأدة for a status update, hello   
    hello
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