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  1. Hola, tanto tiempo. Hago este post para realizar una pregunta... el siguiente código (client side) crea peds con distintas posiciones en su respectiva tabla, he tenido un problema: quiero que al matar un ped ESE específicamenre el que maté se destruya y reaparezca en 20 segundos pero al matarlo lo que sucede es que todos los peds de la tabla se destruyen, espero su ayuda.... por aquí dejo una pequeña parte de mi tabla; local PedPlaces = { {-1556, 2355, 10, 350}, {-1346, 2255, 10, 250}, {-1256, 2155, 10, 123}, {-1217, 1667, 10, 69} } for i, v in pairs (PedPlaces) do PED = createPed(15,v[1],v[2],v[3], v[4]) end
  2. Hello, i am trying to create a vehicle loader script that loads all the vehicle models from a Lua table instead of adding them manually one by one but i am getting "error unexpected symbol near .." Now i know my syntax is wrong in line 18 and 20 where i try to create a variable based from the name index on the Lua table but i don't know how to accomplish it. Any help would be appreciated. Thanks local vehiclesFileNames = { AE86 = 589, ToyotaSupra = 559, ToyotaAltezza = 402, Datsun240Z = 475, Nissan180SX = 602, SilviaS13 = 401, SilviaS14 = 576, SilviaS15 = 474, Skyline2000 = 535, SkylineR32 = 555, SkylineR34 = 562, SkylineGTR = 558, } function loadVehicleFiles() for name, id in ipairs(vehiclesFileNames) do local name..txd = engineLoadTXD ( "Cars/"..name.."/"..name..".txd") engineImportTXD ( name..txd, id ) local name..dff = engineLoadDFF ( "Cars/"..name.."/"..name..".dff") engineReplaceModel ( name..dff, id ) outputDebugString("name = "..name.." | id = "..id..".") end end addEventHandler("onClientResourceStart", resourceRoot, loadVehicleFiles())
  3. Hi there. Currently I'm writing large gamemode with smart NPCs and other features that needs a lot of data to be synchronized to all clients. Data update will be very short, I mean a lot of data needs to by sync every ~100ms. Should I use Element Data or may be I need to use one table with data every time sending to all clients? Please give me an advice. Because my current code seems to be really not good for server bandwidth. Also can somebody tell me how to track current bandwidth when scripts running? Thanks.
  4. client: local Admins = {} addEvent("updateAdmins",true) addEventHandler("updateAdmins",root, function(t) Admins = t end) function isPlayerAdmin(player) if(Admins[player]) then return true end return false end function asdi() for k,v in ipairs(Admins) do outputChatBox(k) end end addCommandHandler("asd",asdi) server: local Admins = {} function isPlayerAdmin(player) if(Admins[player]) then return true end return false end addEventHandler("onPlayerLogin",root, function() if isObjectInACLGroup ( "user." .. getAccountName ( getPlayerAccount ( source ) ), aclGetGroup ( "Admin" ))then if not(Admins[source])then Admins[source]= source triggerClientEvent("updateAdmins",source,Admins) end end end) addEventHandler("onPlayerQuit",root, function() if(Admins[source])then Admins[source]= nil triggerClientEvent("updateAdmins",source,Admins) end end) No errors, no warnings... What wrong?
  5. if i create a table, and i insert datas with table.insert, the datas are deleted when i reconnect.. why? how to save datas? sorry for my terrible english :ss
  6. APPENDIX DATA SYNCHRONIZATION. What is it? MTA's synchronization methods. Optimization tips. DATA SYNCHRONIZATION 1. What is it? Since unmemorable times humanity have faced problems caused mainly due to the storage of different ideas in almost each human. But thank God, machines storage methods are different and they have the possibility of having stored the same values in more than 100 machines. Well this is great, but those values must be set by someone, and here's where the server-side and client-side can be used as example of data synchronization. The server-side store's all the values given by each client-side and give's back those values to the all the client-sides ending up into something like this ( Figure 1 ). This is a way to get the same data in all the client-side, but there's also other methods well known like P2P. Figure 1. 2. MTA's synchronization methods. Since data sync it's a base element of every multiplayer game or mod, MTA is not an exception. That's why MTA scripting interface gives us two core ways to sync the server data with the client data or client data with server data. Well this two methods are the following one's. Element Data, it consists of assigning values to an element that are being stored under a key ( the key usually being a string like "health" ). This way is being used by a great amount of scripters in MTA because it's easy to use. But there are also negative points if this way is not being used properly like saving small amount of data in just one key and syncing it with the server or client's. An example of it would be: [[--CLIENT.LUA--]] local value = 0 local function handleStart() value = getTickCount() -- WE GET THE TIME THE SERVER HAS BEEN WORKING WHEN THE RESOURCE START setElementData( localPlayer, "start_tick", value, true ) -- WE SAVE THE 'value' VARIABLE INTO THE 'localPlayer' ELEMENT WITHIN THE KEY 'start_tick' AND WE SYNC IT TO GET THIS DATA TO THE SERVER. end addEventHandler( "onClientResourceStart", getResourceRootElement( getThisResource() ), handleStart ) [[--SERVER.LUA--]] local function handleCMD( thePlayer ) local mineTick = getElementData( thePlayer, "start_tick" ) -- WE RETRIEVE THE DATA, THAT HAS BEEN SAVED INTO 'thePlayer' DATA. local resultTick = getTickCount() - mineTick -- GET HOW MUCH TIME HAS PASSED SINCE THE RESOURCE STARTED FOR THE PLAYER outputChatBox( resultTick, thePlayer ) -- PRINT INTO THE CHAT THE RESULT end addCommandHandler( "mytime", handleCMD ) -- IN CASE YOU WANT TO TRY IT SAVE THE CODE WITH THE NAME MARKED ABOVE THEM. [[--META.XML--]] <meta> <script src="server.lua" type="server"/> <script src="client.lua" type="client"/> </meta> Events, this method is the one that elementData's one bases on, which means this is a 'rawer' method which can also be faster than elementData if it's being used efficiently. An event is just a message that's being send to one or various systems, if these systems handle the message then when the message is sent to the system there's a trigger which calls the functions that are defined like a reaction to that message that has been sent. It's pretty easy to understand, just think of this. You say hello to someone, the message in this case is 'Hello' and the system where is pointed to mainly is the person, the person gets the message and handles it by calling some cognitive functions, these functions at their time trigger another message as result which in the most common case would be 'Hello' or just a strange face motion because he or she doesn't know you. Maybe you will ask yourself about what does a hello to someone have to do with Events in MTA. Well let's convert the situation above into script. We've got to define first the message by using addEvent( "Hello" ), good we have defined our message, but if we stop here then we have made some useless stuff that's not going to be used ever, that's why we have to use this message somewhere and here is when we simulate the action of saying something the message by using triggerEvent( "Hello" ) but... wait who's supposed to say the message? Let's make it look like the localPlayer was saying the message so it would be like triggerEvent( "Hello", localPlayer ), okay we have said the message but do we talk alone? Maybe but it's not pretty normal, so we must find a receptor which in this case will be a ped so we add the a ped to the game by using createPed( 0, 105, 20, 5.5 ) supposing we are located in the position 104, 20, 5.5. Okay we have the receptor now but it won't answer to our message so let's obligate him to answer us by adding a handler for the message to the ped like this addEventHandler( "Hello", thePed ), okay but this way it will do the same as we wouldn't have used addEventHandler that's why we need to pass also a function to call like an argument which in this case is going to be called 'answerToHello' and we would finish up with addEventHandler( "Hello", thePed, answerToHello ). All this and little bit more of code below for simulating an answer to hello from a person in a non-realistic way. [[--CLIENT--]] -- EVENTS addEvent( "Hello", false ) -- LET'S MAKE IT LIKE JUST THE CLIENT CAN TRIGGER IT SO WE MAKE SURE JUST WE ARE GOING TO TALK TO THE PED -- VARIABLES local thePed = createPed( 0, 105, 20, 5.5 ) -- WE ADD THE PED SO WE DON'T FEEL LONELY -- FUNCTIONS -- SAY HELLO local function sayHello() -- THIS FUNCTION WILL BE USED TO SEND UP THE MESSAGE TO THE PED triggerEvent( "Hello", thePed ) -- WE SAY HELLO TO THE PED end -- ANSWER local function answerToHello() -- WE DEFINE THE MESSAGE HANDLER SO WE MAKE SURE THE PED ANSWERS TO US outputChatBox( "Hello to you too!" ) -- THE PED GET'S THE MESSAGE AND GIVES US BACK A MESSAGE THAT WE CAN CHECK INTO THE CHAT. end -- COMMANDS addCommandHandler( "sayit", sayHello ) -- WE'VE GOT TO SAY SOMEHOW HELLO TO THE PED SO LET'S USE A COMMAND -- EVENT HANDLERS addEventHandler( "Hello", thePed, answerToHello ) 3. Optimization tips. Well both methods can be used in large development but there are some tips you can follow to make sure your script will run in an efficient way. Pack reasonable amount of data into one's element data key, don't save values like ( health, armor, money ) into different keys, compress them into an only one by using tables, by using this method we pass 3 values packed in one sync meanwhile separating each value with one key creates upon 3 different syncs which would end up in a greater amount of packets sent between the server and the client. This tip can be used for both methods [ elementData, Events ]. local basic_data = { health = 100, armor = 100, money = 100 } -- COMPRESSED PLAYER INFO setElementData( thePlayer, "main", basic_data, true ) -- WE GIVE 3 DIFFERENT VALUES TO 'main' KEY BY USING JUST A VARIABLE THAT'S A TABLE 'basic_data' triggerClientEvent( thePlayer, "onSync", thePlayer, basic_data ) -- WE SEND A MESSAGE TO THE CLIENT IN ORDER TO MAKE IT SYNC THE DATA OF THE PLAYER TO THE ONE THAT IS BEING STORED IN THE SERVER Lua is a garbage collection language so the reduce the amount of global variables as much as possible in order to make it run faster. Hope you enjoyed the tutorial, if you have any question just feel free to ask it in this post or by PM, Skype ( killer.68x ) or Email ( [email protected] ) or Discord ( Simple01#1106 ).
  7. كيف اقدر اجيب قيم الجدول من الاول للنهاية ولما قيم الجدول توصل للنهاية تنعاد من اول مثلا مسوي مود يربح جوائز مثلا اول مرة يشوف اول قيمة بالجدول وياخذها بعدين لما يجي يشتري ثاني يجيب القيمة الثانية وإلخ لين يوصل للنهاية بعدين يعيد من اول
  8. Hi everyone, I am facing a small problem with tables, well I am not sure how to add something to a table by using addCommandHandler. Like, if this is my table local random = { -- x = y ['a'] = 'Two', ['b'] = 'One', ['c'] = 'Ten', } Then how can I add another line to this table by a command (addCommandHandler) For example If the command is "/add Q A" ~~~ ("/add d six") then it should add a new line to the table like -> local random = { ['a'] = 'Two', ['b'] = 'One', ['c'] = 'Ten', ['d'] = 'Six', } On the other hand, I have something like this in my mind for the command: local random = { -- x = y ['a'] = 'Two', ['b'] = 'One', ['c'] = 'Ten', ['d'] = 'Six', } function addabcdtotable(client, commandName, x, y) if (blabla ~= "18") then return false end if (x) then return false end --(Checks if (['d'] = 'Six',) already exists, if yes then it will simply return {where x = column and y = column-2}) Add-> (x,y) --(This will add {['d'] = 'Six',} to the table) end addCommandHandler("add", addabcdtotable) --For removing a line from table -> function removeabcdfromtable(client, commandName, x, y) if (blabla ~= "18") then return false end if (x) then --(Checks if (['d'] = 'Six',) already exists, if yes then it will be removed from the table {where x = column-1 and y = column-2) Remove-> (x, y) --(This will remove the whole line and fix the gap ['d'] = 'Six',) else return false end end end addCommandHandler("rem", removeabcdfromtable) -- NOW VERY IMPORTANT THE D IS ONLY THE EXAMPLE IT CAN BE ANYTHING LIKE (['ab'] = 'CD',) etc.. {X and Y is not the position please...}
  9. Приветствую всех. Уже давно не могу справится с одной проблемой. Схема такая: - Ресурс: vehicles - Ресурс: houses - Ресурс: businesses В каждом ресурсе есть своя глобальная таблица pl_vehs = {} houses = {} businesses = {} И проблема вот в чем, в ресурсе vehicles каждый игрок имеет 1-4 своих ячейки в таблице pl_vehs в таблицу pl_vehs = {} заносятся авто следующим образом: к примеру спавн: pl_vehs[carID] = createVehicle(tonumber(car_Info["model"]), x, y, z, 0, 0, rZ-90) Всё вроде хорошо, дальше задаётся элемент дата, играется прекрасно. Но вот спустя какое-то время при онлайне 100-300 чел. начинается следующая проблема: человек спавнит машину, и вместо неё телепортируется либо рандомный обьект маппинга, либо элемент (в виде пикапа) из houses[] или из bussineses[] Короче говоря функция createVehicle каким-то х... телепортирует уже существующий на сервере элемент, причем даже иногда игрока телепортирует. Как это возможно?! В дебаге и консоли никаких ошибок!(
  10. Alright, I've got the following JSON saved in my mysql: [ [ { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 } ], [ { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 } ] , [ { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 }, { "lastPlayed": 0, "experience": 0, "money": 20 } ] ] It are 6 elements inside 3 elements. Each of these 3 elements holds 6x the { "lastPlayed": 0, "experience": 0, "money": 20 }. Whenever I'm using fromJSON, it's returning the wrong information when I'm trying to access the first element out of the second collection. The code I'm using is as following: local saveData = fromJSON ( data [ 1 ].saves ); outputChatBox ( #saveData ); -- returns 6 elements (incorrect) outputChatBox ( #saveData [ 2 ] ); -- returns 3 properties (correct) outputChatBox ( tostring ( saveData [ 2 ] [ 1 ] ) ); -- returns nil The JSON is valid, I can use it in different languages too and every parser says it's correct. I'm starting to think that fromJSON is returning just the first collection instead of all 3. Has anyone encountered this problem? I'm not really a fan of putting it all into 1 collection, it's preventing me from adding more and more data later on.
  11. Hey, so, I would like to make a GTA like (it sounds strange) notification system, something like you can see in every singleplayer GTA, the upper left hand corner box notifications: I have the base script, everything renders and works fine, but I would like to make a special "timer" for it, which works like the following way: the longer the text is, the longer the notification lasts. This is one thing I would like to make, the other thing is: how is it possibble to make an export function for this, so I can make notifications from other resources with the text I give in the resource I'm calling it back from. I don't really understand tables and loops, I would be so happy if somebody could help me! I hope you can understand me, and what I am trying to do and explain, thanks for the help in advance! local displayWidth, displayHeight = guiGetScreenSize(); local borderDistance = 20 local tipBox = { string = "asfasfasafaasfasfasafsafsfasfasafsasfasfafsafssafasfsdwadsadwqwdasdasfasasafsaf" } local boxX, boxY = borderDistance * displayWidth / displayWidth, borderDistance * displayHeight / displayHeight local boxPadding = 10 local lineHeight = dxGetFontHeight( 1, "default-bold" ) local minimumWidth = 350 local offsetWidth = 25 addEventHandler( "onClientRender", root, function( ) local lines = 0 local wordbreak = false local lineWidth = dxGetTextWidth( tipBox.string, 1, "default-bold" ) while ( lineWidth + offsetWidth > minimumWidth ) do lineWidth = lineWidth - minimumWidth lines = lines + 1 wordbreak = true end local boxWidth, boxHeight = minimumWidth + ( boxPadding * 3 ), ( lineHeight * ( lines + 1 ) ) + ( boxPadding * 2 ) dxDrawRectangle( boxX, boxY, boxWidth, boxHeight, tocolor( 0, 0, 0, 180 ), true ) dxDrawRectangle( boxX, boxY+boxHeight, boxWidth, 4, tocolor( 200, 0, 100, 255 ), true ) local textX, textY = boxX + boxPadding, boxY + boxPadding local textWidth, textHeight = textX + minimumWidth + boxPadding, textY + lineHeight + boxPadding dxDrawText( tipBox.string, textX, textY, textWidth, textHeight, tocolor( 255, 255, 255, 255 ), 1, "default-bold", "left", "top", false, wordbreak, true ) end )
  12. السلام عليكم اليوم شفت واحد اسمه احمد 09 مشارك وكاتب local Buses = { {ID = 437, PosX = 0, PosY = 0, PosZ = 0, Freeze = true}, {ID = 431, PosX = 10, PosY = 0, PosZ = 0, Freeze = true} } addEventHandler("onResourceStart", resourceRoot, function() for _,v in ipairs(Buses) do local Bus = createVehicle(v["ID"], v["PosX"], v["PosY"], v["PosZ"]) setElementFrozen(Bus, v["Freeze"]) end end) أبي اعرف وش هي الجداول + وش الي بالسطر 8 وليش كتب 2 إند بالأخير ( 11 + 12 ) س
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