iFoReX Posted November 2, 2012 Share Posted November 2, 2012 Porque me aparece que el evento "camera" no se pudo triggear ? codigos : cl-side : GUIEditor = { edit = {}, button = {}, label = {}, window = {}, } GUIEditor.window[1] = guiCreateWindow(154, 128, 336, 179, "Login/Register Window", false) guiWindowSetSizable(GUIEditor.window[1], false) guiSetProperty(GUIEditor.window[1], "CaptionColour", "FF00FFE3") GUIEditor.label[1] = guiCreateLabel(0, 33, 337, 28, "Nickname", false, GUIEditor.window[1]) guiLabelSetColor(GUIEditor.label[1], 0, 255, 227) guiLabelSetHorizontalAlign(GUIEditor.label[1], "center", false) GUIEditor.edit[1] = guiCreateEdit(84, 56, 159, 20, "", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.edit[1], "NormalTextColour", "FFEB0000") GUIEditor.edit[2] = guiCreateEdit(84, 110, 159, 20, "", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.edit[2], "NormalTextColour", "FFEB0000") guiEditSetMasked(GUIEditor.edit[2], true) GUIEditor.label[2] = guiCreateLabel(0, 86, 337, 28, "Password", false, GUIEditor.window[1]) guiLabelSetColor(GUIEditor.label[2], 0, 255, 227) guiLabelSetHorizontalAlign(GUIEditor.label[2], "center", false) GUIEditor.button[1] = guiCreateButton(9, 138, 115, 30, "Login", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.button[1], "NormalTextColour", "FF00FFE3") GUIEditor.button[2] = guiCreateButton(213, 136, 114, 30, "Register", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.button[2], "NormalTextColour", "FF00FFE3") guiSetVisible(GUIEditor.window[1],false) addEventHandler("onClientResourceStart",resourceRoot,function() showCursor(true) guiSetVisible(GUIEditor.window[1],true) triggerServerEvent("camera",getLocalPlayer()) end ) addEvent ( "closeLoginGUI", true ) addEventHandler ( "closeLoginGUI", root, function ( ) guiSetVisible ( GUIEditor.window[1], false ) showCursor ( false ) end ) function clientSubmitLogin ( button, state ) if ( button == "left" and state == "up" ) then local username = guiGetText(GUIEditor.edit[1]) local password = guiGetText(GUIEditor.edit[2]) if ( username and password ) then triggerServerEvent("submitLoginEM", localPlayer, username, password) else outputChatBox("Porfavor pon tu Nick y tu Contraseña correctos.") end end end addEventHandler("onClientGUIClick", GUIEditor.button[1], clientSubmitLogin, false) function clientSubmitaccount ( button, state ) if ( button == "left" and state == "up" ) then local username = guiGetText(GUIEditor.edit[1]) local password = guiGetText(GUIEditor.edit[2]) if ( username and password ) then triggerServerEvent("cuenta", localPlayer, username, password) else outputChatBox("Porfavor pon tu Nick y tu Contraseña.") end end end addEventHandler("onClientGUIClick", GUIEditor.button[2], clientSubmitaccount, false) ------------------------------------------ ---Library--- ------------------------------------------ --[[ Client animation library by arc_ Version 1.0.0 Licence ---------------- You are free to modify this file and redistribute it with your changes. However, always mention that you changed it (and eventually what changes you made) and keep the original author, version number and licence intact. Selling this script or a derivative of it is not allowed. Documentation ---------------- Terminology - Animation: a sequence of phases that act on one or more elements and follow each other sequentially in time. Multiple animations can be running at the same time. All defined animations run in parallel. An animation is in fact one phase with several subphases (see below), with animation specific functions available. - Phase: a part of an animation sequence. A phase consists of a paramater that linearly goes from a given starting value to a given ending value, over the specified amount of time, and is applied to one certain element. While a phase is running, its callback function will be called onClientRender with the following arguments: phase.fn(element elem, float param, table phase) Specifying time and callback function is optional. If no time is specified but a function is, phase.fn(elem) will be called once. If no function is specified but a time is, the phase consists of simply waiting during that time, doing nothing. A phase can be run once, repeated multiple times or loop infinitely. Phases can also contain phases. In that case the parent phase consists of completing all child phases, in order. This allows you to f.e. make an element move left and right continuously: define a phase for moving it to the left, followed by a phase for moving it back to the right, and encapsulate these two phases in a parent phase that loops forever. Phases can be nested to arbitrary depth. The element a subphase works on is inherited from its parent phase (or, if the parent phase doesn't specify an element, from the grandparent, etc). Definition of a phase A phase is simply a table containing properties and (optionally) subphases. Available phase properties are: (the values for the properties are examples, not default values) phase = { from = 0, -- the starting value of the parameter to = 1, -- the ending value of the parameter [time = 1000,] -- the time (in ms) in which to go from start to end [fn = callback,] -- the function to call on each frame update [repeats = 5,] -- how many times to run this phase before going on to -- the next. defaults to 1 [subphase1,] -- optional subphases. if one or more of these are included, [subphase2,] -- only the "repeats" property is valid for this parent phase ... } Available functions anim = Animation.create(elem, phase1, phase2, ...) Creates and returns a new animation. This means nothing more than creating a new phase, putting the specified phases in it as subphases, and making the functions of the Animation class available to it. Once an animation is created, it is not yet running. anim = Animation.createAndPlay(elem, phase1, phase2, ...) Creates a new animation and immediately starts playing it. anim = Animation.createNamed(name, elem, ...) If an animation with the specified name exists, returns that animation. Otherwise creates a new named animation. You can look the animation up again later with Animation.getNamed(name). anim = Animation.createNamedAndPlay(name, elem, ...) Self explanatory. anim = Animation.getNamed(name) Returns the animation with the specified name if it exists, false otherwise. anim:play() Start playing a newly created animation or resume a paused animation. anim:pause() Pauses the animation. Resume it later with anim:play() or delete it with anim:remove(). anim:remove() Deletes the animation completely. It can not be resumed anymore. anim:isPlaying() Returns true if the animation is currently playing, false if not. Animation.playingAnimationsExist() Returns true if there is any animation that is currently playing. anim:addPhase(phase3), phase2:addPhase(phase3) Appends a new subphase to the animation or phase. Can be done while the animation is playing. Note that to be able to use phase2:addPhase(), phase2 first has to be processed (default values filled in, made part of the Phase class) by being passed as an argument to Animation.create[AndPlay] or addPhase. Examples Fade in a picture: local pict = guiCreateStaticImage(...) Animation.createAndPlay(pict, { from = 0, to = 1, time = 2000, fn = guiSetAlpha }) Fade in a picture using a preset (for more presets, see the end of this file): local pict = guiCreateStaticImage(...) Animation.createAndPlay(pict, Animation.presets.guiFadeIn(2000)) Move a label to the right while fading it in: local label = guiCreateLabel(10, 100, 150, 20, 'Test', false) Animation.createAndPlay(label, Animation.presets.guiMove(200, 100, 2000)) Animation.createAndPlay(label, Animation.presets.guiFadeIn(2000)) Move a label left and right forever, without presets: function guiSetX(elem, x) local curX, curY = guiGetPosition(elem, false) guiSetPosition(elem, x, curY, false) end local label = guiCreateLabel(10, 100, 150, 20, 'Test', false) Animation.createAndPlay( label, { repeats = 0, { from = 10, to = 200, time = 2000, fn = guiSetX }, { from = 200, to = 10, time = 2000, fn = guiSetX } } ) ]]-- Phase = {} Phase.__index = Phase Animation = setmetatable({}, { __index = Phase }) Animation.__index = Animation Animation.collection = {} function Animation.create(elem, ...) local anim = setmetatable({ elem = elem, ... }, Animation) anim:_setup() return anim end function Animation.createAndPlay(elem, ...) local anim = Animation.create(elem, ...) anim:play() return anim end Link to comment
Castillo Posted November 2, 2012 Share Posted November 2, 2012 Que te aparece exactamente? Link to comment
iFoReX Posted November 2, 2012 Author Share Posted November 2, 2012 problema solucionado, pasando a otro tema porq no aparece esta ventana al logearse ? --[[------------------------------------------------- Notes: > This code is using a custom font. This will only work as long as the location it is from always exists, and the resource it is part of is running. To ensure it does not break, it is highly encouraged to move custom fonts into your local resource and reference them there. --]]------------------------------------------------- GUIEditor = { memo = {}, button = {}, gridlist = {}, window = {}, } GUIEditor.window[1] = guiCreateWindow(0, 183, 354, 296, "Elige el Spawn", false) guiWindowSetSizable(GUIEditor.window[1], false) guiSetProperty(GUIEditor.window[1], "CaptionColour", "FF00FFFF") GUIEditor.memo[1] = guiCreateMemo(10, 26, 229, 65, " Informacion", false, GUIEditor.window[1]) guiMemoSetReadOnly(GUIEditor.memo[1], true) GUIEditor.gridlist[1] = guiCreateGridList(9, 96, 117, 191, false, GUIEditor.window[1]) guiGridListAddColumn(GUIEditor.gridlist[1], "Ciudades", 0.7) GUIEditor.gridlist[2] = guiCreateGridList(131, 96, 111, 114, false, GUIEditor.window[1]) guiGridListAddColumn(GUIEditor.gridlist[2], "Spawns", 0.9) GUIEditor.gridlist[3] = guiCreateGridList(244, 24, 101, 69, false, GUIEditor.window[1]) guiGridListAddColumn(GUIEditor.gridlist[3], "Arma 1", 0.6) GUIEditor.gridlist[4] = guiCreateGridList(245, 100, 100, 81, false, GUIEditor.window[1]) guiGridListAddColumn(GUIEditor.gridlist[4], "Arma 2", 0.6) GUIEditor.gridlist[5] = guiCreateGridList(244, 205, 100, 81, false, GUIEditor.window[1]) guiGridListAddColumn(GUIEditor.gridlist[5], "Arma 2", 0.6) GUIEditor.button[1] = guiCreateButton(128, 216, 114, 34, "SPAWN", false, GUIEditor.window[1]) guiSetProperty(GUIEditor.button[1], "NormalTextColour", "FF00FFE3") local font_0 = guiCreateFont(":guieditor/fonts/PetitFormalScript.ttf") guiSetFont(GUIEditor.button[1], font_0) guiSetVisible(GUIEditor.window[1],false) addEvent("on:Visible:",true) addEventHandler("on:Visible",root,function() guiSetVisible(GUIEditor.window[1],true) showCursor(true) end ) addEventHandler("onPlayerJoin",root,function() triggerClientEvent(source,"on:Visible",source) end ) Link to comment
Castillo Posted November 2, 2012 Share Posted November 2, 2012 Decis al entrar al servidor, porque no usas onPlayerLogin, usas onPlayerJoin. Link to comment
iFoReX Posted November 3, 2012 Author Share Posted November 3, 2012 Puse el spawn gui de 50p, que esta mal ahora ?, porque no aparece la ventana de notificaciones ? addEvent("camera",true) addEventHandler("camera",root,function() setCameraMatrix(source,1719.13440, -1171.10083, 290.30188, 1559.32959, -1341.17761, 282.98361) end ) function loginHandler(username,password) if ( username ) then local acc = getAccount(username, password) if (acc) then logIn ( source, acc, password ) triggerClientEvent ( source, "closeLoginGUI", source ) outputChatBox("Logeado Correctamente!!", source, 0, 255, 255, 255, true) outputChatBox(""..getPlayerName(source)..", se ha logeado con la cuenta ' " ..username.. " ' ", getRootElement(), 0, 255, 255, 255, true) for i,v in ipairs(getElementsByType"player") do exports.notifications:showBox("info",""..getPlayerName(source)..", se ha logeado con la cuenta ' " ..username.. " ' ") end else outputChatBox("Nick y/o usuario incorrecto porfavor vuelve a intentarlo.", source, 255, 0, 0, 255, true) end end end addEvent("submitLoginEM",true) addEventHandler("submitLoginEM",root, loginHandler) addEvent("cuenta", true) addEventHandler("cuenta", root, function ( username, password ) if ( password ~= "" and password ~= nil and username ~= "" and username ~= nil ) then if ( not getAccount ( username ) ) then local accountAdded = addAccount ( username, password ) elseif ( getAccount ( username ) ) then outputChatBox ( "Esta Cuenta Ya Existe..", source ) end if ( accountAdded ) then outputChatBox ( "Gracias " .. getPlayerName ( source ) .. ", Ya estas Registrado", source ) triggerClientEvent ( source, "closeLoginGUI", source ) local acc = getAccount(username, password) logIn ( source, acc, password ) elseif ( not accountAdded ) then outputChatBox ( "Error creando la Cuenta por Favor contacta a un Admin.", source ) end elseif ( not password ~= "" and password ~= nil and username ~= "" and username ~= nil ) then outputChatBox ( "Porfavor Pon tus datos Correctos.", source ) end end ) Link to comment
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