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Progress Bar Problem


igthomas

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Posted

Hey guys, I have a problem with my progress bar, when I type /nano the progress bar goes down and when its 0 it goes to 100 again but after that if I type it again the progress doesnt go down I get this error when I shoot

WARNING: nano\client.lua:49: Bad Argument @ 'killTimer' [Expected lua-timer at argument 1] 

Here's the code:

 GUIEditor_Progress = {} 
  
function showBar() 
    GUIEditor_Progress[1] = guiCreateProgressBar(0.0127,0.3,0.1719,0.0417,true) 
    guiSetAlpha(GUIEditor_Progress[1],1) 
    progres = 100 
    timer = nil; 
    guiProgressBarSetProgress(GUIEditor_Progress[1],progres) 
end 
addEvent("showBar", true) 
addEventHandler ("showBar", getRootElement(),showBar) 
  
function move_progressbar () 
        if timer then return end 
        function chech_move () 
            progres = progres - 1 
            guiProgressBarSetProgress(GUIEditor_Progress[1],progres) 
           check_progres () 
            if (guiProgressBarGetProgress(GUIEditor_Progress[1]) >= 100) then 
                killTimer( timer ) 
                timer = nil; 
            end 
        end 
        timer = setTimer(chech_move,200,100) 
    end 
addCommandHandler ( "nano", move_progressbar ) 
  
function check_progres () 
        if guiProgressBarGetProgress(GUIEditor_Progress[1]) == 0 then 
            triggerServerEvent ("desactivete", localPlayer) 
            progres = progres + 1 
            guiProgressBarSetProgress(GUIEditor_Progress[1],progres) 
            stop = setTimer (restore, 1000, 0) 
        end 
end 
  
function restore () 
        progres = progres + 1 
        guiProgressBarSetProgress(GUIEditor_Progress[1],progres) 
        stop = setTimer (restore, 1000, 0) 
        if (guiProgressBarGetProgress(GUIEditor_Progress[1]) >= 100) then 
                killTimer( stop ) 
        end 
end 
  
  
function onClientPlayerWeaponFireFunc(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement) 
if getElementAlpha(getLocalPlayer()) == 0 then 
    killTimer( timer ) 
    triggerServerEvent ("desactive", localPlayer) 
    restore () 
    move_progressbar () 
    else 
if getElementAlpha(getLocalPlayer()) == 255 then 
    cancelEvent() 
    end 
end 
end 
addEventHandler("onClientPlayerWeaponFire", root, onClientPlayerWeaponFireFunc) 

Posted

When you assign a timer value to a variable it will hold data all the time. When timer dies, the variable still holds the timer data but the timer doesn't exist any more. Check if the timer exists before you kill it.

isTimer

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