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Booo

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hi :mrgreen:

I have a question , about the Table

  
TeAMS = { 
teamBlue = { [ {weapons=[31,50],[29,50]} ] ,[ { skin=[46]}] }, 
temRed ={ [ {weapons=[28,50],[26,50]} ] ,[ { skin=[45]}] } 
} 
  
  

is this true in table ?

or

  
TeAMS = { 
teamBlue = { {weapons=[31,50],[29,50]} , skin=[46] }, 
temRed = { {weapons=[28,50],[26,50]} , skin=[45] } 
} 
  
  

And how Get key teamBlue and values !!

Link to comment

index = value !!

Your code totally wrong ..

local tTeams =  
{ 
    tTeamBlue =  
    { 
        [46] =  
        { 
            [31] = 50; 
            [29] = 50; 
        }; 
    }; 
    tTeamRed = 
    { 
        [45] =  
        { 
            [28] = 50; 
            [26] = 50; 
        }; 
    }; 
} 

http://lua-users.org/wiki/TablesTutorial

  
t = { } 
t[1] = 1 
  
print( t[1] ) -- 1 
  
table.insert( t, 2 ) 
print( t[2] ) -- 2 
  

  
t = { 1 } 
print( t[1] ) -- 1 
--If you not define index it defined default 
-- Example 
t =  
{ 
    1; 
    2; 
    3; 
} 
  
print( t[3] ) -- 3 
  
-- Next example 
t =  
{ 
    '1'; 
    '2'; 
    '3'; 
} 
  
print( t[3], type( t[3] ) ) -- 3    string 
  

  
t = { } 
t['index'] = 'value' 
  
print( 
    t.index, 
    '...', 
    t['index'] 
)  
--[[ 
value   ... value 
]] 
  

Link to comment
index = value !!

Your code totally wrong ..

local tTeams =  
{ 
    tTeamBlue =  
    { 
        [46] =  
        { 
            [31] = 50; 
            [29] = 50; 
        }; 
    }; 
    tTeamRed = 
    { 
        [45] =  
        { 
            [28] = 50; 
            [26] = 50; 
        }; 
    }; 
} 

http://lua-users.org/wiki/TablesTutorial

  
t = { } 
t[1] = 1 
  
print( t[1] ) -- 1 
  
table.insert( t, 2 ) 
print( t[2] ) -- 2 
  

  
t = { 1 } 
print( t[1] ) -- 1 
--If you not define index it defined default 
-- Example 
t =  
{ 
    1; 
    2; 
    3; 
} 
  
print( t[3] ) -- 3 
  
-- Next example 
t =  
{ 
    '1'; 
    '2'; 
    '3'; 
} 
  
print( t[3], type( t[3] ) ) -- 3    string 
  

  
t = { } 
t['index'] = 'value' 
  
print( 
    t.index, 
    '...', 
    t['index'] 
)  
--[[ 
value   ... value 
]] 
  

TeAMS= {

tTeamBlue = { [46] = { [31] = 50, [29] = 50 } };

tTeamRed = { [45] = { [28] = 50, [26] = 50 } };

}

and how Get key and value team blue ??

  
  
for k,v in ipairs (TeAMS) do 
  local TeamBlue = createTeam ( tostring(??) ) -- i need here tTeamBlue 
  
        if TeamBlue then 
        giveWeapon ( source, ??, ?? ) 
        setElementModel ( source, ?? ) 
        end 
  

Link to comment
Guest Guest4401

Table:

teams = { 
    teamBlue = {  
        weapons = { { 31, 50 } , { 29 , 50 } }, 
        skin = 46  
    }, 
    teamRed = { 
        weapons = { { 28,50 } , { 26, 50 } }, 
        skin = 45 
    } 
} 

Code:

outputChatBox("Weapon ID #1 of blue team : "..teams.teamBlue.weapons[1][1]) 
outputChatBox("Ammo #1 of blue team: "..teams.teamBlue.weapons[1][2]) 
outputChatBox("Weapon ID #2 of blue team : "..teams.teamBlue.weapons[2][1]) 
outputChatBox("Ammo #2 of blue team: "..teams.teamBlue.weapons[2][2]) 
outputChatBox("Skin of blue team : "..teams.teamBlue.skin) 
  
outputChatBox("Weapon ID #1 of red team : "..teams.teamRed.weapons[1][1]) 
outputChatBox("Ammo #1 of red team: "..teams.teamRed.weapons[1][2]) 
outputChatBox("Weapon ID #2 of red team : "..teams.teamRed.weapons[2][1]) 
outputChatBox("Ammo #2 of red team: "..teams.teamRed.weapons[2][2]) 
outputChatBox("Skin of red team : "..teams.teamRed.skin) 

Output:

Weapon ID #1 of blue team : 31 
Ammo #1 of blue team: 50 
Weapon ID #2 of blue team : 29 
Ammo #2 of blue team: 50 
Skin of blue team : 46 
Weapon ID #1 of red team : 28 
Ammo #1 of red team: 50 
Weapon ID #2 of red team : 26 
Ammo #2 of red team: 50 
Skin of red team : 45 

Link to comment
Table:
teams = { 
    teamBlue = {  
        weapons = { { 31, 50 } , { 29 , 50 } }, 
        skin = 46  
    }, 
    teamRed = { 
        weapons = { { 28,50 } , { 26, 50 } }, 
        skin = 45 
    } 
} 

Code:

outputChatBox("Weapon ID #1 of blue team : "..teams.teamBlue.weapons[1][1]) 
outputChatBox("Ammo #1 of blue team: "..teams.teamBlue.weapons[1][2]) 
outputChatBox("Weapon ID #2 of blue team : "..teams.teamBlue.weapons[2][1]) 
outputChatBox("Ammo #2 of blue team: "..teams.teamBlue.weapons[2][2]) 
outputChatBox("Skin of blue team : "..teams.teamBlue.skin) 
  
outputChatBox("Weapon ID #1 of red team : "..teams.teamRed.weapons[1][1]) 
outputChatBox("Ammo #1 of red team: "..teams.teamRed.weapons[1][2]) 
outputChatBox("Weapon ID #2 of red team : "..teams.teamRed.weapons[2][1]) 
outputChatBox("Ammo #2 of red team: "..teams.teamRed.weapons[2][2]) 
outputChatBox("Skin of red team : "..teams.teamRed.skin) 

Output:

Weapon ID #1 of blue team : 31 
Ammo #1 of blue team: 50 
Weapon ID #2 of blue team : 29 
Ammo #2 of blue team: 50 
Skin of blue team : 46 
Weapon ID #1 of red team : 28 
Ammo #1 of red team: 50 
Weapon ID #2 of red team : 26 
Ammo #2 of red team: 50 
Skin of red team : 45 

i like it, :D

thx karthik184,

you are the best ..

but how can use the table in for ipairs !!

teams = { 
    teamBlue = {  
        weapons = { { 31, 50 } , { 29 , 50 } }, 
        skin = 46  
    }, 
    teamRed = { 
        weapons = { { 28,50 } , { 26, 50 } }, 
        skin = 45 
    } 
} 
  
for k,v in ipairs (teams) do 
  local TeamBlue = createTeam ( tostring(??) ) -- i need here tTeamBlue 
  
        if TeamBlue then 
                giveWeapon ( source, ??, ?? ) 
                setElementModel ( source, ?? ) 
        end 
end 
  
  

Link to comment
local tTeams =  
{ 
    tTeamBlue =  
    { 
        [46] =  
        { 
            [31] = 50; 
            [29] = 50; 
        }; 
    }; 
    tTeamRed = 
    { 
        [45] =  
        { 
            [28] = 50; 
            [26] = 50; 
        }; 
    }; 
} 
  
for sIndex, t in pairs( tTeams ) do 
    createTeam( sIndex ) 
end 
  
function fTableGetIndexs( t ) 
    local tTest = { } 
    for m, _ in pairs( t ) do table.insert( tTest, m ) end 
    return tTest 
end 
  
addEventHandler( 'onResourceStart', resourceRoot,  
    function( ) 
        for _, uPlayer in pairs( getElementsByType 'player' ) do 
            setTimer( setPlayerTeam, 100, 1,  
                uPlayer,  
                getTeamFromName( fTableGetIndexs( tTeams )[ math.random( #fTableGetIndexs( tTeams ) ) ] )  
            ) -- set random team for example 
            setTimer( 
                function( uPlayer, tTeams ) 
             
                    local sTeam = getTeamName( getPlayerTeam( uPlayer ) ) 
                     
                    setElementModel(  
                        uPlayer,  
                        fTableGetIndexs( tTeams[ sTeam ] )[1] 
                    )    
                     
                    for nIndex, nValue in pairs(  
                        tTeams[ sTeam ][ fTableGetIndexs( tTeams[ sTeam ] )[1] ]  
                    )  
                    do 
                        setTimer( giveWeapon, 100, 1, uPlayer, nIndex, nValue ) 
                    end 
                end,  
            200, 1, uPlayer, tTeams ) 
        end 
    end 
) 

Updated

Link to comment
local tTeams =  
{ 
    tTeamBlue =  
    { 
        [46] =  
        { 
            [31] = 50; 
            [29] = 50; 
        }; 
    }; 
    tTeamRed = 
    { 
        [45] =  
        { 
            [28] = 50; 
            [26] = 50; 
        }; 
    }; 
} 
  
for sIndex, t in pairs( tTeams ) do 
    createTeam( sIndex ) 
end 
  
function fTableGetIndexs( t ) 
    local tTest = { } 
    for m, _ in pairs( t ) do table.insert( tTest, m ) end 
    return tTest 
end 
  
addEventHandler( 'onResourceStart', resourceRoot,  
    function( ) 
        for _, uPlayer in pairs( getElementsByType 'player' ) do 
            setTimer( setPlayerTeam, 100, 1,  
                uPlayer,  
                getTeamFromName( fTableGetIndexs( tTeams )[ math.random( #fTableGetIndexs( tTeams ) ) ] )  
            ) -- set random team for example 
            setTimer( 
                function( uPlayer, tTeams ) 
             
                    local sTeam = getTeamName( getPlayerTeam( uPlayer ) ) 
                     
                    setElementModel(  
                        uPlayer,  
                        fTableGetIndexs( tTeams[ sTeam ] )[1] 
                    )    
                     
                    for nIndex, nValue in pairs(  
                        tTeams[ sTeam ][ fTableGetIndexs( tTeams[ sTeam ] )[1] ]  
                    )  
                    do 
                        setTimer( giveWeapon, 100, 1, uPlayer, nIndex, nValue ) 
                    end 
                end,  
            200, 1, uPlayer, tTeams ) 
        end 
    end 
) 

Updated

Nice idea man..

You pro in pairs :mrgreen:

Thanks!

Link to comment

hi :mrgreen:

Im again

I fix it the script

Is this true now .؟ :(

  
  
  
local teams = { 
[createTeam("teamBlue",0,255,0)] = { weapons={ [31] = 150,[26]=50},skin=46}, 
[createTeam("teamRed",0,0,255)] = { weapons={ [31] = 150,[26]=50},skin=0} 
} 
  
  
 playerst = { } 
  
addEventHandler("onResourceStart",resourceRoot, 
  
    function () 
  
        for _, uPlayer in pairs( getElementsByType 'player' ) do 
        for team, _t in pairs(teams) do 
    if isTimer(playerst[source]) then return end 
  
          playerst[uPlayer] =  setTimer( setPlayerTeam, 100, 1, 
                uPlayer, 
                getTeamFromName( team[ math.random( #teams ) ] ) 
            ) 
        local teamP = teams[source] 
        setElementModel ( uPlayer, teamP.skin ) 
            for weapon, ammo in pairs (teamP.weapons) do 
                giveWeapon(uPlayer,weapon,ammo,true) 
            end 
  
        end 
        end 
  
    end 
  
) 
  
  

Link to comment

I can't explain this, because it's unexplained. I don't understand what you're doing.

I try -_-

 playerst[uPlayer] =  setTimer( setPlayerTeam, 100, 1, 
                uPlayer, 
                getTeamFromName( team[ math.random( #teams ) ] ) 
            ) 

Cut

getTeamFromName( team[ math.random( #teams ) ] ) 

team is userdata NOT TABLE!!

Also

getTeamFromName 

Have only one argument and only STRING.

local teamP = teams[source] 

source = resource, so index is nil

setElementModel ( uPlayer, teamP.skin ) 

Same, teamP is nil

for weapon, ammo in pairs (teamP.weapons) do 

Same ^^

Please learn lua!

viewtopic.php?f=148&t=40809

Link to comment
I can't explain this, because it's unexplained. I don't understand what you're doing.

I try -_-

 playerst[uPlayer] =  setTimer( setPlayerTeam, 100, 1, 
                uPlayer, 
                getTeamFromName( team[ math.random( #teams ) ] ) 
            ) 

Cut

getTeamFromName( team[ math.random( #teams ) ] ) 

team is userdata NOT TABLE!!

Also

getTeamFromName 

Have only one argument and only STRING.

local teamP = teams[source] 

source = resource, so index is nil

setElementModel ( uPlayer, teamP.skin ) 

Same, teamP is nil

for weapon, ammo in pairs (teamP.weapons) do 

Same ^^

Please learn lua!

viewtopic.php?f=148&t=40809

lol , i stupid :lol:

ok i fix it

is this true :D

  
  
  
  
local teams = { 
[createTeam("teamBlue",0,255,0)] = { weapons={ [31] = 150,[26]=50},skin=46}, 
[createTeam("teamRed",0,0,255)] = { weapons={ [31] = 150,[26]=50},skin=0} 
} 
  
  
 playerst = { } 
  
addEventHandler("onResourceStart",resourceRoot, 
  
    function () 
  
        for _, uPlayer in pairs( getElementsByType 'player' ) do 
        for team, _t in pairs(teams) do 
    if isTimer(playerst[uPlayer]) then return end 
  
    if getTeamName(team) == teamBlue and countPlayersInTeam ( team ) <  countPlayersInTeam ( getTeamFromName(teamRed) ) then 
  
          playerst[uPlayer] =  setTimer( setPlayerTeam, 100, 1, 
                uPlayer, 
                team 
            ) 
  
        setElementModel ( uPlayer, _t.skin ) 
            for weapon, ammo in pairs (_t.weapons) do 
                giveWeapon(uPlayer,weapon,ammo,true) 
            end 
    end 
  
  
        end 
        end 
     end 
) 
  
  

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