xeon17 Posted June 9, 2014 Share Posted June 9, 2014 I tried to create a script witch create a screenshot of player , extample write /ss ( playername or id ) and you get a screenshot of the player. But i no understand what i should do on server side , i already used triggerServerEvent but i have no idea how to finish the script on server side , it's my 2-3 time i create a client script so i'm newbie should i post the client script ? i tried something on server side with addEvent & addEventHandler but it not worked. Link to comment
MIKI785 Posted June 9, 2014 Share Posted June 9, 2014 If you're creating the picture clientsided (i guess you're not using takePlayerScreenshot) then the server will be like the middle man that will receive it from the first player that made the screenshot and then using triggerClientEvent it will send the data to the player that requested the screenshot and this player will then display it. Best way would be to save the image data using fileCreate and fileWrite and then display that using guiCreateStaticImage. Link to comment
xeon17 Posted June 9, 2014 Author Share Posted June 9, 2014 i already created the client side , but i no understand how to create server side. it's my first time i do something like this. i'm working at this script 3 mounths. -------------------------------------------------- -- Turn image data into a texture at the client addEvent("onMyClientScreenShot",true) addEventHandler( "onMyClientScreenShot", resourceRoot, function(player, pixels ) if image then destroyElement(image) image = nil end if(pixels) then image = dxCreateTexture( pixels ) end screenShotPlayer = player; end ) -------------------------------------------------- -- Show image addEventHandler( "onClientRender", root, function() if image and isElement(screenShotPlayer) then dxDrawImage( 100, 250, 400, 300, image ) dxDrawText("SS - ".. getPlayerName(screenShotPlayer), 100, 250, 400, 300, tocolor ( 255, 255, 255, 255 ), 1, "pricedown" ) end if myTexture then local sw,sh = guiGetScreenSize () local w,h = dxGetMaterialSize( myTexture ) dxDrawImage( 10, sh/2-h/2, w, h, myTexture ) end end ) addEvent( "onClientGotImage", true ) addEventHandler( "onClientGotImage", resourceRoot, function( pixels ) if(pixels) then myTexture = dxCreateTexture( pixels ) else myTexture = nil end end ) local keyTable = { "mouse1", "mouse2", "mouse3", "mouse4", "mouse5", "mouse_wheel_up", "mouse_wheel_down", "arrow_l", "arrow_u", "arrow_r", "arrow_d", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "num_0", "num_1", "num_2", "num_3", "num_4", "num_5", "num_6", "num_7", "num_8", "num_9", "num_mul", "num_add", "num_sep", "num_sub", "num_div", "num_dec", "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "backspace", "tab", "lalt", "ralt", "enter", "space", "pgup", "pgdn", "end", "home", "insert", "delete", "lshift", "rshift", "lctrl", "rctrl", "[", "]", "pause", "capslock", "scroll", ";", ",", "-", ".", "/", "#", "\\", "=" } addEvent( "onRequestCommandsBoundToKey", true ) addEventHandler( "onRequestCommandsBoundToKey", root, function( theKey, keyState ) triggerServerEvent("onResponseCommandsBoundToKey", localPlayer,theKey, keyState, getCommandsBoundToKey( theKey, keyState )) end ) Link to comment
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