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WASSIm.

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Posted

hi guys

plis help idk what problem

CLIENT

        function skinstaffoff ( ) 
        local skin1 = dxCreateTexture ( "images/wfyclotoff.jpg", "dxt5" ) 
        local skin2 = dxCreateTexture ( "images/wmyclotoff.jpg", "dxt5" ) 
        local shader1 = dxCreateShader ( "texture.fx" ) 
        local shader2 = dxCreateShader ( "texture.fx" ) 
        dxSetShaderValue ( shader1, "gTexture", skin1 ) 
        dxSetShaderValue ( shader2, "gTexture", skin2 ) 
        engineApplyShaderToWorldTexture ( shader1, "wfyclot" ) 
        engineApplyShaderToWorldTexture ( shader2, "wmyclot" ) 
    end 
addEventHandler ( "onClientResourceStart", resourceRoot, skinstaffoff) 
  
   function skinstaff ( ) 
        triggerEvent ("onserverteam", source, onserverteam)  
        local skin1 = dxCreateTexture ( "images/wfyclot.jpg", "dxt5" ) 
        local skin2 = dxCreateTexture ( "images/wmyclot.jpg", "dxt5" ) 
        local shader1 = dxCreateShader ( "texture.fx" ) 
        local shader2 = dxCreateShader ( "texture.fx" ) 
        dxSetShaderValue ( shader1, "gTexture", skin1 ) 
        dxSetShaderValue ( shader2, "gTexture", skin2 ) 
        engineApplyShaderToWorldTexture ( shader1, "wfyclot" ) 
        engineApplyShaderToWorldTexture ( shader2, "wmyclot" ) 
    end 
addEventHandler ( "onClientResourceStart", resourceRoot, skinstaff) 
  

function onserverteam ( ) 
 if ( getTeamName(getPlayerTeam(source)) == "STAFF" ) then 
end 
end 
addEvent("onserverteam",true) 
addEventHandler("onserverteam", resourceRoot, onserverteam) 
  
  

Posted

i think u want to restrict a skin for the players in staff steam if so there is no need to use server side since those functions can be used in client

Posted

If that's what he wants, then this should do:

function skinstaff ( ) 
    local team = getPlayerTeam ( localPlayer ) 
    if ( team and getTeamName ( team ) == "STAFF" ) then 
        local skin1 = dxCreateTexture ( "images/wfyclot.jpg", "dxt5" ) 
        local skin2 = dxCreateTexture ( "images/wmyclot.jpg", "dxt5" ) 
        local shader1 = dxCreateShader ( "texture.fx" ) 
        local shader2 = dxCreateShader ( "texture.fx" ) 
        dxSetShaderValue ( shader1, "gTexture", skin1 ) 
        dxSetShaderValue ( shader2, "gTexture", skin2 ) 
        engineApplyShaderToWorldTexture ( shader1, "wfyclot" ) 
        engineApplyShaderToWorldTexture ( shader2, "wmyclot" ) 
    end 
end 
addEventHandler ( "onClientResourceStart", resourceRoot, skinstaff ) 

Posted
If that's what he wants, then this should do:
function skinstaff ( ) 
    local team = getPlayerTeam ( localPlayer ) 
    if ( team and getTeamName ( team ) == "STAFF" ) then 
        local skin1 = dxCreateTexture ( "images/wfyclot.jpg", "dxt5" ) 
        local skin2 = dxCreateTexture ( "images/wmyclot.jpg", "dxt5" ) 
        local shader1 = dxCreateShader ( "texture.fx" ) 
        local shader2 = dxCreateShader ( "texture.fx" ) 
        dxSetShaderValue ( shader1, "gTexture", skin1 ) 
        dxSetShaderValue ( shader2, "gTexture", skin2 ) 
        engineApplyShaderToWorldTexture ( shader1, "wfyclot" ) 
        engineApplyShaderToWorldTexture ( shader2, "wmyclot" ) 
    end 
end 
addEventHandler ( "onClientResourceStart", resourceRoot, skinstaff ) 

not work :(

Posted
  
addEventHandler( 
    'onClientResourceStart', resourceRoot, 
    function() 
        if(getPlayerTeam(getTeamName( localPlayer ) == 'STAFF')) then 
        skin1 = dxCreateTexture ( "images/wfyclot.jpg", "dxt5" ) 
        skin2 = dxCreateTexture ( "images/wmyclot.jpg", "dxt5" ) 
        shader1 = dxCreateShader ( "texture.fx" ) 
        shader2 = dxCreateShader ( "texture.fx" ) 
        dxSetShaderValue ( shader1, "gTexture", skin1 ) 
        dxSetShaderValue ( shader2, "gTexture", skin2 ) 
        engineApplyShaderToWorldTexture ( shader1, "wfyclot" ) 
        engineApplyShaderToWorldTexture ( shader2, "wmyclot" ) 
    end 
end 
) 

and Show Meta.xml

Posted
Either your texture names are wrong, or your shader isn't good.

plis how fix ?

It seems that you need add some arguments to dxCreateShader - to make it work for ped textures.

For example:

 local shader1 = dxCreateShader ( "texture.fx",0,0,false,"ped" ) 

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