syn0nym Posted March 27, 2022 Share Posted March 27, 2022 (edited) Okay, so i created a gui function in client side, then i want to trigger it using triggerClientEvent in the server side, but when the code run there a some problem. Client GUIEditor = { window = {}, label = {}, edit = {}, button = {}, } function centerWindow (center_window) local screenW, screenH = guiGetScreenSize() local windowW, windowH = guiGetSize(center_window, false) local x, y = (screenW - windowW) /2,(screenH - windowH) /2 return guiSetPosition(center_window, x, y, false) end GUIEditor.window[1] = guiCreateWindow (0, 0, 300, 400, "Test", false) centerWindow (GUIEditor.window[1]) guiSetVisible (GUIEditor.window[1], false) GUIEditor.label[1] = guiCreateLabel (20, 50, 100, 70, "Test", false, GUIEditor.window[1]) GUIEditor.edit[1] = guiCreateEdit (20, 90, 200, 30, "", false, GUIEditor.window[1]) GUIEditor.button[1] = guiCreateButton (20, 150, 150, 40, "Button", false, GUIEditor.window[1]) function openGUI (bool) if (bool == true) then guiSetVisible (GUIEditor.window[1], true) showCursor (true) end end addEvent ("showGUI", true) addEventHandler ("showGUI", root, openGUI) Server function playerJoin () triggerClientEvent (source, "showGUI", source, true) end addEventHandler ("onPlayerJoin", root, playerJoin) Edited March 27, 2022 by syn0nym revision Link to comment
βurak Posted March 27, 2022 Share Posted March 27, 2022 When the onPlayerJoin event is triggered, the client-side file may not be loaded yet. You can solve this on the client-side with the "onClientResourceStart" event, so the panel will open when the files are loaded. GUIEditor = { window = {}, label = {}, edit = {}, button = {}, } function centerWindow (center_window) local screenW, screenH = guiGetScreenSize() local windowW, windowH = guiGetSize(center_window, false) local x, y = (screenW - windowW) /2,(screenH - windowH) /2 return guiSetPosition(center_window, x, y, false) end GUIEditor.window[1] = guiCreateWindow (0, 0, 300, 400, "Test", false) centerWindow (GUIEditor.window[1]) guiSetVisible (GUIEditor.window[1], false) GUIEditor.label[1] = guiCreateLabel (20, 50, 100, 70, "Test", false, GUIEditor.window[1]) GUIEditor.edit[1] = guiCreateEdit (20, 90, 200, 30, "", false, GUIEditor.window[1]) GUIEditor.button[1] = guiCreateButton (20, 150, 150, 40, "Button", false, GUIEditor.window[1]) function openGUI(bool) if (bool == true) then guiSetVisible(GUIEditor.window[1], true) showCursor(true) end end addEvent ("showGUI", true) addEventHandler ("showGUI", root, openGUI) addEventHandler("onClientResourceStart", resourceRoot, function() openGUI(true) --open panel when client side files are loaded end ) 1 1 Link to comment
syn0nym Posted March 27, 2022 Author Share Posted March 27, 2022 6 hours ago, Burak5312 said: When the onPlayerJoin event is triggered, the client-side file may not be loaded yet. You can solve this on the client-side with the "onClientResourceStart" event, so the panel will open when the files are loaded. GUIEditor = { window = {}, label = {}, edit = {}, button = {}, } function centerWindow (center_window) local screenW, screenH = guiGetScreenSize() local windowW, windowH = guiGetSize(center_window, false) local x, y = (screenW - windowW) /2,(screenH - windowH) /2 return guiSetPosition(center_window, x, y, false) end GUIEditor.window[1] = guiCreateWindow (0, 0, 300, 400, "Test", false) centerWindow (GUIEditor.window[1]) guiSetVisible (GUIEditor.window[1], false) GUIEditor.label[1] = guiCreateLabel (20, 50, 100, 70, "Test", false, GUIEditor.window[1]) GUIEditor.edit[1] = guiCreateEdit (20, 90, 200, 30, "", false, GUIEditor.window[1]) GUIEditor.button[1] = guiCreateButton (20, 150, 150, 40, "Button", false, GUIEditor.window[1]) function openGUI(bool) if (bool == true) then guiSetVisible(GUIEditor.window[1], true) showCursor(true) end end addEvent ("showGUI", true) addEventHandler ("showGUI", root, openGUI) addEventHandler("onClientResourceStart", resourceRoot, function() openGUI(true) --open panel when client side files are loaded end ) Thank you for helping, it's working 1 Link to comment
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