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[HELP] Binding


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Hey guys! Skarbonke here, need some help on binding this "blinker" script on a <,> and / idk why it isin't working, please help.

It should work when you press the button, and when you press it again it stops blinking.

 

-- Global data and pointers
toggler				= { }
dtype				= { }
syncTimer 			= { }
currHeadLightColor 	= {{ }}

function isVehicleBlinking( vehicle)
	if currHeadLightColor[vehicle] then
		return true
	else
		return false
	end
end

-- Toggling lights
function toggleLights( veh )
	if isElement( veh ) then
		setVehicleOverrideLights( veh, 2 )
		if toggler[veh] == 1 then
			setVehicleLightState( veh, 0, 1 )
			setVehicleLightState( veh, 1, 1 )
			setVehicleLightState( veh, 2, 1 )
			setVehicleLightState( veh, 3, 1 )
			if veh and isElement(veh) and (getElementType(veh) == "vehicle") and getVehicleTowedByVehicle( veh ) then
				local veh2 = getVehicleTowedByVehicle( veh )
				setVehicleLightState( veh2, 0, 1 )
				setVehicleLightState( veh2, 1, 1 )
				setVehicleLightState( veh2, 2, 1 )
				setVehicleLightState( veh2, 3, 1 )
			end
			toggler[veh] = 0
		else
			if dtype[veh] == "lleft" then
				setVehicleLightState( veh, 0, 0 )
				setVehicleLightState( veh, 1, 1 )
				setVehicleLightState( veh, 2, 1 )
				setVehicleLightState( veh, 3, 0 )
				if veh and isElement(veh) and (getElementType(veh) == "vehicle") and getVehicleTowedByVehicle( veh ) then
					local veh2 = getVehicleTowedByVehicle( veh )
					setVehicleLightState( veh2, 0, 0 )
					setVehicleLightState( veh2, 1, 1 )
					setVehicleLightState( veh2, 2, 1 )
					setVehicleLightState( veh2, 3, 0 )
				end
			elseif dtype[veh] == "lright" then
				setVehicleLightState( veh, 0, 1 )
				setVehicleLightState( veh, 1, 0 )
				setVehicleLightState( veh, 2, 0 )
				setVehicleLightState( veh, 3, 1 )
				if (getElementType(veh) == "vehicle") and getVehicleTowedByVehicle( veh ) then
					local veh2 = getVehicleTowedByVehicle( veh )
					setVehicleLightState( veh2, 0, 1 )
					setVehicleLightState( veh2, 1, 0 )
					setVehicleLightState( veh2, 2, 0 )
					setVehicleLightState( veh2, 3, 1 )
				end
			elseif (getElementType(veh) == "vehicle") and dtype[veh] == "warn" then
				setVehicleLightState( veh, 0, 0 )
				setVehicleLightState( veh, 1, 0 )
				setVehicleLightState( veh, 2, 0 )
				setVehicleLightState( veh, 3, 0 )
				if veh and isElement(veh) and (getElementType(veh) == "vehicle") and getVehicleTowedByVehicle( veh ) then
					local veh2 = getVehicleTowedByVehicle( veh )
					setVehicleLightState( veh2, 0, 0 )
					setVehicleLightState( veh2, 1, 0 )
					setVehicleLightState( veh2, 2, 0 )
					setVehicleLightState( veh2, 3, 0 )
				end
			end
			toggler[veh] = 1
		end
	end
end

-- Left
function lightHandler( player, cmd )
	if player and isElement( player ) and getPedOccupiedVehicle( player ) then
		local veh = getPedOccupiedVehicle( player )
		if ( not isTimer( syncTimer[veh] ) or cmd ~= dtype[veh] ) and getVehicleOccupants(veh)[0] == player then
			-- Save the current head light color
			setVehicleLightState( veh, 0, 1 )
			setVehicleLightState( veh, 1, 1 )
			setVehicleLightState( veh, 2, 1 )
			setVehicleLightState( veh, 3, 1 )
			if veh and isElement(veh) and (getElementType(veh) == "vehicle") and getVehicleTowedByVehicle( veh ) then
				local veh2 = getVehicleTowedByVehicle( veh )
				setVehicleLightState( veh2, 0, 1 )
				setVehicleLightState( veh2, 1, 1 )
				setVehicleLightState( veh2, 2, 1 )
				setVehicleLightState( veh2, 3, 1 )
			end
			if not currHeadLightColor[veh] then
				currHeadLightColor[veh] = { }
				currHeadLightColor[veh][1],currHeadLightColor[veh][2],currHeadLightColor[veh][3] = getVehicleHeadLightColor( veh )
			end

			-- Set the new headlight color to yellow
			setVehicleHeadLightColor( veh, 255, 200, 0 )

			-- Start the syn timer
			if isTimer( syncTimer[veh] ) then
				killTimer( syncTimer[veh] )
			end
			syncTimer[veh] = setTimer( toggleLights, 380, 0, veh )
			toggler[veh] = 1
			dtype[veh] = cmd
			toggleLights( veh )
		else
			if isTimer( syncTimer[veh] ) then
				killTimer( syncTimer[veh] )
				local vehID = getElementData( veh, "vehicleID")
				if vehID then
					local vehID = tonumber( vehID)
					local colorTable = exports.GTIvehicles:getVehicleData( vehID, "light_color") or "255,255,255"
					local cData = split( colorTable, ",")
					--setVehicleHeadLightColor( veh, currHeadLightColor[veh][1],currHeadLightColor[veh][2],currHeadLightColor[veh][3] )
					setVehicleHeadLightColor( veh, cData[1], cData[2], cData[3])
					currHeadLightColor[veh] = nil
				else
					setVehicleHeadLightColor( veh, 255, 255, 255)
				end
			end
			setVehicleLightState( veh, 0, 0 )
			setVehicleLightState( veh, 1, 0 )
			setVehicleLightState( veh, 2, 0 )
			setVehicleLightState( veh, 3, 0 )
			setVehicleOverrideLights( veh, 2 )
			if veh and isElement(veh) and (getElementType(veh) == "vehicle") and getVehicleTowedByVehicle( veh ) then
				local veh2 = getVehicleTowedByVehicle( veh )
				setVehicleLightState( veh2, 0, 0 )
				setVehicleLightState( veh2, 1, 0 )
				setVehicleLightState( veh2, 2, 0 )
				setVehicleLightState( veh2, 3, 0 )
				setVehicleOverrideLights( veh2, 2 )
			end
		end
	end
end
addCommandHandler( "lleft", lightHandler )
addCommandHandler( "lright", lightHandler )
addCommandHandler( "warn", lightHandler )

function addKeyInBlinkers()
    if (not isKeyBound(source, ",")) and (not isKeyBound(source, ".")) then
        bindKey(",", "down", "lleft")
        bindKey(".", "down", "lright")
        bindKey("/", "down", "warn")
    end
end
addEventHandler("onResourceStart", resourceRoot, addKeyInBlinkers)

 

Edited by Skarbonke
Link to comment
35 minutes ago, myonlake said:

BindKey takes in a player element as the first argument. Loop through all players and bind them that way. Your isKeyBound is currently using "source", which is the resource. This is not right. You should move that into the for loop and then use the player element as the first argument there as well.

thank you for the replay, but it doesn't work or I do something wrong ;/

Link to comment
8 minutes ago, myonlake said:

Show the code on how you're doing it now.

 

function addKeyInBlinkers()
    if (not isKeyBound(player, ",")) and (not isKeyBound(player, ".")) then
        bindKey(player,",", "down", "lleft")
        bindKey(player,".", "down", "lright")
        bindKey(player,"/", "down", "warn")
    end
end
addEventHandler("onResourceStart", resourceRoot, addKeyInBlinkers)

The  Loop through all players part I really really don't get...

Link to comment
Just now, Skarbonke said:

 


function addKeyInBlinkers()
    if (not isKeyBound(player, ",")) and (not isKeyBound(player, ".")) then
        bindKey(player,",", "down", "lleft")
        bindKey(player,".", "down", "lright")
        bindKey(player,"/", "down", "warn")
    end
end
addEventHandler("onResourceStart", resourceRoot, addKeyInBlinkers)

The  Loop through all players part I really really don't get...

You need to use getElementsByType as described in the link (see the examples section).

Try this.

function addKeyInBlinkers()
    for _, player in pairs(getElementsByType("player")) do
        if (not isKeyBound(player, ",")) and (not isKeyBound(player, ".")) then
            bindKey(player, ",", "down", "lleft")
            bindKey(player, ".", "down", "lright")
            bindKey(player, "/", "down", "warn")
        end
    end
end
addEventHandler("onResourceStart", resourceRoot, addKeyInBlinkers)

 

  • Thanks 1
Link to comment
13 hours ago, myonlake said:

You need to use getElementsByType as described in the link (see the examples section).

Try this.


function addKeyInBlinkers()
    for _, player in pairs(getElementsByType("player")) do
        if (not isKeyBound(player, ",")) and (not isKeyBound(player, ".")) then
            bindKey(player, ",", "down", "lleft")
            bindKey(player, ".", "down", "lright")
            bindKey(player, "/", "down", "warn")
        end
    end
end
addEventHandler("onResourceStart", resourceRoot, addKeyInBlinkers)

 

Thank you, it worked! <3

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