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Showing results for tags 'callback'.
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trigger Help with TriggerServerEvent Client/Server Not Working
senior penguin posted a topic in Scripting
Hey guys please help!!! I have been researching and researching for almost 8 hours now. And I am just stuck as to what I am fundamentally getting wrong here. Main goal: I would like when the person gets into a vehicle, read the license plates, send plates to the server, read a table in the DB, then send info from table back to the client to use in other functions. What works: I am OK server side, I am able to read from the database and pass that back to the client, but can only trigger server side with a RegisterCommand. Issue: Client side, when I start using triggers inside of an if statement it stops working, (yes I am sure conditions are met). I am currently only able to trigger the server function with a register command, when I try to send a trigger from the client to the server, it will not launch the server function. Working code: client.Lua RegisterNetEvent("servertest:output_status") --from server.Lua AddEventHandler("servertest:output_status", function(argument) TriggerEvent("chatMessage", "[Success]", {0,255,0}, argument) TriggerEvent("servertest:vehStatus", argument) end) Citizen.CreateThread(function() while true do Citizen.Wait(1000) local playerPed = GetPlayerPed(-1) if IsPedInAnyVehicle(playerPed, false) then AddEventHandler("servertest:vehStatus", function(vehstatus) TriggerEvent("chatMessage", "[LOOP]", {0,255,0}, vehstatus) end) end end end) server.Lua: RegisterCommand("get", function(source, args) --I dont want to trigger this way, I want to trigger from client side MySQL.Async.fetchAll('SELECT * FROM vehicle_data WHERE plate = @plate', { ['@plate'] = "TSTPLATE1" }, function(result) if result[1] then local vehstatus = result[1].status TriggerClientEvent("servertest:output_status", source, vehstatus) cb(true) else cb(false) end end) end) What I want to do: client.Lua: RegisterNetEvent("servertest:output_status") --from server.Lua AddEventHandler("servertest:output_status", function(argument) TriggerEvent("chatMessage", "[Success]", {0,255,0}, argument) --never receive message TriggerEvent("servertest:vehStatus", argument) --not used now, save for later use end) Citizen.CreateThread(function() while true do Citizen.Wait(1000) local playerPed = GetPlayerPed(-1) if IsPedInAnyVehicle(playerPed, false) then local playerVeh = GetVehiclePedIsIn(playerPed, false) local vehPlates = GetVehicleNumberPlateText(playerVeh) TriggerServerEvent("servertest:sendInfo", vehPlates) --this trigger never happens even though criteria is met end end end) server.Lua: RegisterNetEvent("servertest:sendInfo") AddEventHandler("servertest:sendInfo", function(plates) MySQL.Async.fetchAll('SELECT * FROM vehicle_data WHERE plate = @plate', { ['@plate'] = plates }, function(result) if result[1] then local vehstatus = result[1].status TriggerClientEvent("servertest:output_status", source, vehstatus) cb(true) else cb(false) end end) end) I guess maybe what I need to know is just how to trigger something server side from the client side without using a RegisterCommand. I don't know how to structure it in my code, do I need to do it outside the while loop? I've tried but haven't been successful.- 1 reply
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Hello! Is it possible to make callbacks through resource without exports ? Like: resource1: function addCallback(theFunc) --Somehow store the func for later end function callCallback() --Call the callback when it's needed end resource2: function callback() --Callback handle something end exports.resource1:addCallback(callback) --Added the callback Any tip or solution?