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Map loader This is a map loader, which can let specific players download a map of choice. Maps will be generated clientside and the resource is capable of loading extreme large maps. Loading the map will be done with a speed the pc can handle. The code execution time will be reduced to circa 10 ms. Which is the frame time of a player with 100 fps. So technically when you have 100 fps you still have 98/100 fps when this resource is loading a map. But this is based on running only this resource and based on predictions/knowledge. Which you can't trust... The .map files are unloaded afterwards reading them. But the resource will keep a buffer of the processed data until no more players are using that map. This will speed up the resource when it is used for multiply players. The resource can be managed with the following functions (serverside): loadMapForTarget() Require: element player/root, string mapName Returns: boolean success, string message unloadMapForTarget() Require: element player/root, string mapName Returns: boolean success, string message getPlayerDownloadProgress() Require: element player Returns: int percentages or boolean false Version 1.0.1 or higher getPlayerMapStatus() Require: element player, string mapName Returns: string status or boolean false Status list: string "DOWNLOADING" -- Player is downloading the map. string "LOADING" -- Player is generating/loading the map string "LOADED" -- Player has loaded the map. boolean false -- Player value is invalid or the player hasn't started downloading this map. Events(serverside): "onPlayerLoadedMap" Source: element player Parameters: string mapName int loadTime "onPlayerUnloadedMap" Source: element player Arguments: string mapName Version 1.0.1 or higher "onPlayerCancelMapDownload" Source: element player Arguments: string mapName Events(clientside): "onClientPlayerLoadedMap" Source: element localPlayer Arguments: string mapName, int loadTime "onClientPlayerUnloadedMap" Source: element localPlayer Arguments: string mapName The same information about the functions and the events can be found inside the meta.xml Element types that are supported: objects, peds, vehicles, markers and pickups If you found any bugs, which might be in there. Don't be shy and let me know, I will exterminate them. And don't forget, this resource require some rights in order to read map files from other resources: DOWNLOAD 1.0.2 For developers a quick source code preview: Server Client
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Hello dear community. I'm doing a Error Tooltip Resource, I created an Error Client File for all the Errors from my Main Register Resource, and I tried to call that resource by Functions on the same resource, How can I call a Function from the same resource and get The Object File that I want?... This is my code - Error File (InitTooltipMessage.lua) ---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•--- ---| |--- ---| Script by "Kyonax - Pilar Perfeccionista" Synchronous member |--- ---| Github: https://github.com/Kyonax • G-Mail: [email protected] |--- ---| Code Script from Montgomery Country RP |--- ---| Resource-Script: [init] |--- ---| Name-Script: [InitTooltipMessage] |--- ---| Function-Script: Save all the posible Script Errors |--- ---| |--- ---| DEV-DATE: 31/08/2020 |--- ---| Server Script |--- ---| number: 001 |--- ---| MIT License |--- ---| |--- ---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•---•--- local tooltip = { error = { notDataDigit = { name = 'notDataDigit', syntax = 'NULL LABEL', message = 'El campo actual debe ser completado', description = 'El campo en donde te encuentras, es un campo de entrada, es decir necesitas ingresar información para poder continuar.', type = 'ERROR', number = '1' }, notFoundAccount={ name = 'notFoundAccount', syntax = 'NULL QUERY LOGIN', message = 'No se ha podido encontrar la cuenta en la Base de Datos.', description='Se ha recibido valor NULL al realizar la búsqueda Query del Usuario en la Base de Datos, es decir que el valor Buscado no existe en la Base de Datos.', type = 'ERROR', number = '2' }, notEqual = { name = 'notEqual', syntax = 'NOT EQUAL LABEL', message = 'Los datos ingresados no son iguales.', description = 'Se ha obtenido un ERROR de similitud a la hora de comparar dos valores que deben ser exactamente iguales.', type = 'ERROR', number = '3' } incorrectInformation ={ name = 'incorrectInformation', syntax = 'NOT EQUAL QUERY', message = 'La información ingresada es incorrecta.', description = 'La comparación de el dato obtenido de la Base de Datos y el Ingresado ha devuelto un ERROR de similitud, es decir los datos ingresados no son iguales a los registrados en la base de datos.', type = 'ERROR', number = '4' }, notFoundVariables = { name = 'notFoundVariables', syntax = 'NULL INFORMATION', message = 'Las variables esenciales tienen como valor NULL.', description = 'Variables necesarias para le ejecución del código son de valor NULL, lo que indica que los valores no han sido digitadas o que han sido corrompidos.', type = 'ERROR', number = '5' }, existAccount = { name = 'existAccount', syntax = 'MULTIPLE VALUES QUERY', message = 'El usuario digitado no se encuentra disponible.', description = 'El nombre de usuario para crear la cuenta ya se encuentra registrado en la Base de Datos, lo que causa un error de multiples valores registrados.', type = 'ERROR', number = '6' }, existDiscordID = { name = 'existDiscordID', syntax = 'MULTIPLE VALUES QUERY', message = 'La ID de Discord digitada ya se encuentra en uso.', description = 'La ID de Discord se encontró en la base de datos, lo que quiere decir que otra cuenta está registrada con esta ID.', type = 'ERROR', number = '7' }, notValidPassword = { name = 'notValidPassword', syntax = 'LOW SECURITY ACCOUNT', message = 'La contraseña no es segura', description = 'Existen algunos requerimientos para acceder al Servidor, uno de ellos es tener una contraseña de más de 6 carácteres.', type = 'ERROR', number = '8' } } } local function getError(name) return tooltip.error[name] end local function getTooltip(name) return tooltip.error[name].syntax...' '...tooltip.error[name].message...' '...' ['...tooltip.error[name].type...' #' ...tooltip.error[name].number...']' end and I tried to call the getTooltip Function from another File called - RegisterBackend.lua - It's a Server Lua File local test = exports['[init]']:getTooltip('notFoundAccount').message local test2 = exports['[init]']:getError('notFoundAccount').type Both Files are on the same Resource call [Init] And this is my Meta.xml Code <!--ERROR--> <file src="src/error/InitTooltipMessage.lua" type='client'></file> <!--Exported Functions--> <export function='getError' type='client'></export> <export function='getTooltip' type='client'></export> The error that I get when I run the Code is this What I need to do? to call correctly Plss I'm Stuck in this
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CALL FUNCTION DOESN'T WORK I tried to use "handbrake" command from Vehicle System resource (link: https://github.com/FlyingSpoon/vehicle-system). Of course, I've called to function, that I had to create either, because there were only command handlers, but the error kept showing up in console: failed to call 'vsys:handbrakeA'. IMPORTANT: I've added mark to meta file of Vehicle System that I want to export a function, even, I set one .Lua file to <shared>. (Server-side) function: function garage(player) local veh = getPedOccupiedVehicle(player) local x, y, z = getElementPosition(player) if veh then setElementPosition(veh, 4651.0595703125, -15999.06640625, -0.55000001192093) call(getResourceFromName("vsys"), "handbrakeA", player) call(getResourceFromName("vsys"), "parkA", player) removePedFromVehicle(player) setElementPosition(player, x, y, z) outputChatBox ("#09ff00Gotowe!", player, 255, 255, 255, true) else outputChatBox("#ff1100Musisz być w pojeździe!",player, 255, 255, 255, true) end end *Do not teleport urself to the coordinates! ? *outputChatBox messages translations: 1st - Done!, 2nd - You need to be in vehicle! CAN SOMEONE HELP, PLEASE? ?
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Hi guys, im asking if i can get name of resource that called a function from another resource. --- function from resource1 function Func() outputChatBox("That function called by: ".. resourceName) -- print 'That function called by: resource2' end --- resource2 exports["resource1"]:Func()
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function outputChatBoxRemote ( playerName, message, type, serverport ) outputChatBox ( "From " .. playerName .. " on " .. serverport .. ": " .. message ) return "hello sailor" end function finishedCallback( responseData, errno ) responseData = tostring(responseData) if responseData == "ERROR" then outputDebugString( "callRemote: ERROR #" .. errno ) elseif responseData ~= "hello sailor" then outputDebugString( "callRemote: Unexpected reply: " .. responseData ) else end end function playerChat ( message, type ) callRemote ( "87.229.77.40:22030", getResourceName(getThisResource()), "outputChatBoxRemote", finishedCallback, getPlayerName(source), message, type, getServerPort() ) end addEventHandler ( "onPlayerChat", getRootElement(), playerChat ) This is the code, but does not working.. what wrong?
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Hi guys I was looking into: call and I was wondering, for example; you have the function outputChatBox("") which works both client and server side with the same name. Will I be able to do the same with exports. Example; Client function drawDxStuff () --dx stuff end addEvent("drawDxStuff", true) addEventHandler("drawDxStuff", getRootElement(), drawDxStuff) Server function drawDxStuff() triggerClientEvent(source, "drawDxStuff", source) --source would probably be the player calling the function end Meta <export function="drawDxStuff" type="server"/> <export function="drawDxStuff" type="client"/> Would this work or will this give an error cause they have the same name or for other reasons? Kind Regards