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setTimer for call Function?


Xeno

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don't use call, use exports.resourceName:functionName
setTimer(exports.guiText:outPutGuiText,2000,1,"*You hear ringing in your ears and you cant hear anything*",255,0,0) 

Thanks for the reply.

I get an error on debug: function arguments expected near ','

and thats for this line

setTimer(exports.guiText:outPutGuiText,2000,1,"*You hear ringing in your ears and you cant hear anything*",255,0,0) 

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Just do it in a function then:
setTimer(function() exports.guiText:outPutGuiText("*You hear ringing in your ears and you cant hear anything*",255,0,0) end,2000,1) 

That worked >:)

Thank you both so much...

1 more thing, earlier, I made a setCameraMatrix with a setTimer, and it all worked except I couldn't seem to change the rotation of the camera? It just wasn't working? Is there a certain thing you need to do to make the rotation work, or am I doing it wrong?

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setCameraMatrix arguments are:

Required Arguments 
thePlayer: The player whose camera is to be changed. -- Not required client side. 
positionX: The x coordinate of the camera's position. 
positionY: The y coordinate of the camera's position. 
positionZ: The z coordinate of the camera's position. 
  
Optional Arguments 
lookAtX: The x coordinate of the point the camera faces. 
lookAtY: The y coordinate of the point the camera faces. 
lookAtZ: The z coordinate of the point the camera faces. 
roll: The camera roll angle, -180 to 180. A value of 0 means the camera sits straight, positive values will turn it counter-clockwise and negative values will turn it clockwise. -180 or 180 means the camera is upside down. 
fov: the field of view angle, 0 to 180. The higher this value is, the more you will be able to see what is to your sides. 
  
 

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setCameraMatrix arguments are:
Required Arguments 
thePlayer: The player whose camera is to be changed. -- Not required client side. 
positionX: The x coordinate of the camera's position. 
positionY: The y coordinate of the camera's position. 
positionZ: The z coordinate of the camera's position. 
  
Optional Arguments 
lookAtX: The x coordinate of the point the camera faces. 
lookAtY: The y coordinate of the point the camera faces. 
lookAtZ: The z coordinate of the point the camera faces. 
roll: The camera roll angle, -180 to 180. A value of 0 means the camera sits straight, positive values will turn it counter-clockwise and negative values will turn it clockwise. -180 or 180 means the camera is upside down. 
fov: the field of view angle, 0 to 180. The higher this value is, the more you will be able to see what is to your sides. 
  
  
 

Thanks dude :)

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