LiOneLMeSsIShoT Posted November 22, 2013 Share Posted November 22, 2013 I've made this script to show the points and level of the weapon. but when i reach to the another level the label don't get update.. function WeaponLevels() if getPedStat ( localPlayer, 69 ) >= 100 then guiSetText (GUIEditor.label[3],"Level: 1") elseif getPedStat ( localPlayer, 69 ) >= 200 then guiSetText (GUIEditor.label[3],"Level: 2") elseif getPedStat ( localPlayer, 69 ) >= 300 then guiSetText (GUIEditor.label[3],"Level: 3") elseif getPedStat ( localPlayer, 69 ) >= 400 then guiSetText (GUIEditor.label[3],"Level: 4") elseif getPedStat ( localPlayer, 69 ) >= 500 then guiSetText (GUIEditor.label[3],"Level: 5") elseif getPedStat ( localPlayer, 69 ) >= 600 then guiSetText (GUIEditor.label[3],"Level: 6") elseif getPedStat ( localPlayer, 69 ) >= 700 then guiSetText (GUIEditor.label[3],"Level: 7") elseif getPedStat ( localPlayer, 69 ) >= 800 then guiSetText (GUIEditor.label[3],"Level: 8") elseif getPedStat ( localPlayer, 69 ) >= 900 then guiSetText (GUIEditor.label[3],"Level: 9") elseif getPedStat ( localPlayer, 69 ) >= 1000 then guiSetText (GUIEditor.label[3],"Level: 10") end end addEventHandler( "onClientRender", root, WeaponLevels ) I mean about that...the label only write Level 1...if i reach to 200 point or more...the level don't set to "Level:2" Link to comment
Castillo Posted November 22, 2013 Share Posted November 22, 2013 Because you are always checking if the number is equal to or higher to, so it'll always use the first one, which is equal to 100 or higher to 100. Link to comment
LiOneLMeSsIShoT Posted November 22, 2013 Author Share Posted November 22, 2013 Because you are always checking if the number is equal to or higher to, so it'll always use the first one, which is equal to 100 or higher to 100. How i can to fix it then .. Link to comment
TAPL Posted November 22, 2013 Share Posted November 22, 2013 Try this. Levels = { {"Level 0", 0}, {"Level 1", 100}, {"Level 2", 200}, {"Level 3", 300}, {"Level 4", 400}, {"Level 5", 500}, {"Level 6", 600}, {"Level 7", 700}, {"Level 8", 800}, {"Level 9", 900}, {"Level 10", 1000} } addEventHandler("onClientRender", root, function() local skill = getPedStat(localPlayer, 69) for i, o in ipairs(Levels) do if skill >= o[2] then Level = o[1] end end guiSetText(GUIEditor.label[3], Level) end) Also it would be better to use timer instead of onClientRender. Link to comment
LiOneLMeSsIShoT Posted November 22, 2013 Author Share Posted November 22, 2013 Try this. Levels = { {"Level 0", 0}, {"Level 1", 100}, {"Level 2", 200}, {"Level 3", 300}, {"Level 4", 400}, {"Level 5", 500}, {"Level 6", 600}, {"Level 7", 700}, {"Level 8", 800}, {"Level 9", 900}, {"Level 10", 1000} } addEventHandler("onClientRender", root, function() local skill = getPedStat(localPlayer, 69) for i, o in ipairs(Levels) do if skill >= o[2] then Level = o[1] end end guiSetText(GUIEditor.label[3], Level) end) Also it would be better to use timer instead of onClientRender. Timer for what? Link to comment
LiOneLMeSsIShoT Posted November 22, 2013 Author Share Posted November 22, 2013 Try this. Levels = { {"Level 0", 0}, {"Level 1", 100}, {"Level 2", 200}, {"Level 3", 300}, {"Level 4", 400}, {"Level 5", 500}, {"Level 6", 600}, {"Level 7", 700}, {"Level 8", 800}, {"Level 9", 900}, {"Level 10", 1000} } addEventHandler("onClientRender", root, function() local skill = getPedStat(localPlayer, 69) for i, o in ipairs(Levels) do if skill >= o[2] then Level = o[1] end end guiSetText(GUIEditor.label[3], Level) end) Also it would be better to use timer instead of onClientRender. Whatever when i set Player Stat from Admin panel to 201 or even 101...the Level Stays 0..whatever when it be 100 or 200 the level changes..... can you fix this? Link to comment
TAPL Posted November 22, 2013 Share Posted November 22, 2013 I don't see anything wrong in the code. Link to comment
LiOneLMeSsIShoT Posted November 22, 2013 Author Share Posted November 22, 2013 I don't see anything wrong in the code. Actually Works Fine and Really Nice Thanks... Was my mistake... Link to comment
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