Rockstar23 Posted June 22, 2010 Share Posted June 22, 2010 Ok so I am new to scripting MTA:SA and I have scripted Squirrel, and Pawn, but I was wondering if this would work in LUA for MTA. playerData = {} function modeName(mode) ( 0 = Freeroam, 1 = Roleplay, 2 = Racing end ) addEventHandler("onPlayerJoin", root, function() playerData = {} playerData.mode = 0; outputChatBox('Welcome to our server', player, 0, 255, 0) outputChatBox('Your current mode is: '..modeName[playerData.role]..'.', player, 0, 255, 0) end ) If it doesn't work how would I go about doing something like that? Link to comment
kevin11 Posted June 22, 2010 Share Posted June 22, 2010 well... since you wanna know if it works i gues you didnt test it? Link to comment
Rockstar23 Posted June 22, 2010 Author Share Posted June 22, 2010 well...since you wanna know if it works i gues you didnt test it? No I didn't test it cause I didn't think it would work Link to comment
Dark Dragon Posted June 22, 2010 Share Posted June 22, 2010 well first you might want your modeName function to be a table instead modeName = {"Freeroam","Roleplay","Racing"} -- modeName[1] would now be "Freeroam" also note the quotes to make sure it's a string tables in lua usually start with 1 therefore we should turn the 0 to 1, the 1 to 2 and the 2 3 later. you could also keep it as a function but then you'd need to change it a bit: (I don't really recommend this in this case) function modeName(mode) -- you don't need the ( -- make the function return something depending on what "mode" is if mode == 1 then return "Freeroam" elseif mode == 2 then return "Roleplay" else return "Racing" end end -- or the ) now for your onPlayerJoin function: first you probably don't want to empty the playerData every time a player joins playerData = {} means that playerData is now an empty table, in your example it wouldn't cause any trouble, but you don't need to turn playerData into a table twice. if you chose the first solution earlier this function should look like this: addEventHandler("onPlayerJoin", root, function() --playerData = {} playerData.mode = 1; outputChatBox('Welcome to our server', source, 0, 255, 0) -- player does not exist here, what you need is source, the source of the event in this case is the player you want, the wiki pages of the different events will always tell you what the source of the events will be outputChatBox('Your current mode is: '..modeName[playerData.mode]..'.', source, 0, 255, 0) -- not quite sure what playerData.role was doing here end ) this would be how it should look like for the other way addEventHandler("onPlayerJoin", root, function() --playerData = {} playerData.mode = 1; outputChatBox('Welcome to our server', source, 0, 255, 0) -- player does not exist here, what you need is source, the source of the event in this case is the player you want, the wiki pages of the different events will always tell you what the source of the events will be outputChatBox('Your current mode is: '..modeName(playerData.mode)..'.', source, 0, 255, 0) -- not quite sure what playerData.role was doing here end ) the only difference is the use of () instead of [] in line 6 Link to comment
Rockstar23 Posted June 22, 2010 Author Share Posted June 22, 2010 -snip-Thanks man. Really appreciate it Link to comment
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