Anulesked Posted January 29, 2014 Posted January 29, 2014 Help me please, guys: local playerDataTable = { {"torso"} } function saveSkin(player,clothesType) local account = getPlayerAccount(player) local tex, mod = getPedClothes(player, clothesType) for i, data in ipairs(playerDataTable) do setAccountData(account, data[1], "\""..tex.."\",\""..mod.."\"") outputChatBox("saved #"..i..": "..getAccountData(account, data[1])) end end addCommandHandler("s", saveSkin) function loadSkin(player) local account = getPlayerAccount(player) for i, data in ipairs(playerDataTable) do local account = getPlayerAccount(player) addPedClothes (player, getAccountData(account, data[1]), 0) outputChatBox("saved #"..i..": "..getAccountData(account, data[1])) end end addCommandHandler("x", loadSkin)
Moderators IIYAMA Posted January 29, 2014 Moderators Posted January 29, 2014 local playerDataTable = { {"torso"} } --too: local playerDataTable = { "torso"--, --"stuff" } setAccountData(account, data[1], "\""..tex.."\",\""..mod.."\"") --Too: setAccountData(account, data, tex..",".. mod .. "," .. clothesType) addPedClothes (player, getAccountData(account, data[1]), 0) --Too: local clothing = getAccountData(account, data) if clothing and getElementModel(player) == 0 then local table = split(clothing,",") addPedClothes (player,table[1] , table[2],tonumber(table[3])) end And don't forget this function: isGuestAccount
Anulesked Posted January 29, 2014 Author Posted January 29, 2014 IIYAMA, very thank for ur reply! but in my full script table is that: local playerDataTable = { {"torso"}, {"something"}, {"yet something"}, ... } what i must rewrite in ur code with that table? I'm very sorry for my bad english.
Moderators IIYAMA Posted January 29, 2014 Moderators Posted January 29, 2014 It is useless to index a table inside a table with just 1 item and that multiply by all items. So yes, you better rewrite the table. Next to that you must know what you are doing. But it seems you are only editing other people their property. Sorry, but I am not going to edit other players their scripts without permission of the owner...........
Anulesked Posted January 29, 2014 Author Posted January 29, 2014 IIYAMA, but it's my work... from "a" to "z"...
Moderators IIYAMA Posted January 29, 2014 Moderators Posted January 29, 2014 ok, sorry, my bad. Did my changes made progress?
Anulesked Posted January 29, 2014 Author Posted January 29, 2014 (edited) IIYAMA, i get "bad argument @ addPedClothes" as before. local playerDataTable = {"torso"} function saveSkin(player,clothesType) local account = getPlayerAccount(player) local tex, mod = getPedClothes(player, clothesType) for i, data in ipairs(playerDataTable) do setAccountData(account, data, tex..",".. mod .. "," .. clothesType) --outputChatBox("saved #"..i..": "..getAccountData(account, data[1])) end end addCommandHandler("s", saveSkin) function loadSkin(player) local account = getPlayerAccount(player) for i, data in ipairs(playerDataTable) do local account = getPlayerAccount(player) local clothing = getAccountData(account, data) if clothing and getElementModel(player) == 0 then local table = split(clothing,",") addPedClothes (player,table[1] , table[2],tonumber(table[3])) end --outputChatBox("saved #"..i..": "..getAccountData(account, data[1])) end end addCommandHandler("x", loadSkin) and yet i don't know must i get player account before cycle or after. Edited January 29, 2014 by Guest
Moderators IIYAMA Posted January 29, 2014 Moderators Posted January 29, 2014 Your skin is 0 ? (because it is only working with cj.
Moderators IIYAMA Posted January 29, 2014 Moderators Posted January 29, 2014 function saveSkin(player,clothesType) local account = getPlayerAccount(player) if not isGuestAccount(account) and getElementModel(player) == 0 and clothesType then for i, data in ipairs(playerDataTable) do local tex, mod = getPedClothes(player, clothesType) if tex and mod then setAccountData(account, data, tex..",".. mod .. "," .. clothesType) --outputChatBox("saved #"..i..": "..getAccountData(account, data[1])) else outputChatBox("no tex and mod") end end end end addCommandHandler("s", saveSkin) /s 0 function loadSkin(player) local account = getPlayerAccount(player) if not isGuestAccount(account) and getElementModel(player) == 0 then for i, data in ipairs(playerDataTable) do local clothing = getAccountData(account, data) if clothing then local table = split(clothing,",") if table then outputChatBox(tostring(table[1]) .. " " .. tostring(table[2]) .. " " .. tostring(table[3])) addPedClothes (player,table[1] , table[2],tonumber(table[3])) end end --outputChatBox("saved #"..i..": "..getAccountData(account, data[1])) end end end addCommandHandler("x", loadSkin) Well debug it. Sorry (can't use tabs because I am running mac at the moment)
Anulesked Posted January 29, 2014 Author Posted January 29, 2014 IIYAMA, look: Step #1 Step #2 Step #3 Step #4 Code: (your without edits) I always get it error.
TAPL Posted January 29, 2014 Posted January 29, 2014 Look here: function saveSkin(player,clothesType) As you're using addCommandHandler, the second parameter is the command name, so it should be: function saveSkin(player, cmd, clothesType)
Anulesked Posted January 29, 2014 Author Posted January 29, 2014 TAPL, with function saveSkin(player, cmd, clothesType) i get: join.lua:7: Bad argument @ 'getPedClothes'
Moderators IIYAMA Posted January 29, 2014 Moderators Posted January 29, 2014 local tex, mod = getPedClothes(player, tonumber(clothesType))
Anulesked Posted January 29, 2014 Author Posted January 29, 2014 IIYAMA, local tex, mod = getPedClothes(player, tonumber(clothesType)) i get: join.lua:7: Bad argument @ 'getPedClothes' I'm so sad
Moderators IIYAMA Posted January 29, 2014 Moderators Posted January 29, 2014 well debug it..... > outputChatBox That is the best way to solve it.
TAPL Posted January 29, 2014 Posted January 29, 2014 Have you used the command correctly? /s clothesType /s [0-17]
Anulesked Posted January 29, 2014 Author Posted January 29, 2014 TAPL, i'm sad and tired. i'll theft others' resources because my is failed.
Moderators IIYAMA Posted January 29, 2014 Moderators Posted January 29, 2014 if you debug your script for every step you take, you hardly can make mistakes. It is learning from your mistakes, retry, debug again till you got the problem. You can't fix a problem caused by a problem when you don't see it.
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