Blinker. Posted August 26, 2014 Share Posted August 26, 2014 Hello , i have a problem enabling/disabling water shader , when i start the resource and i click on enable/disable buttons the shader will be disabled / enabled but on the next map the shader can't be disabled / enabled , i couldn't figure out the problem here's my code: function onGuiClick1 () if (source == enablewater) then W = dxCreateShader ( "water.fx" ) if W then local textureVol = dxCreateTexture ( "smallnoise3d.dds" ); local textureCube = dxCreateTexture ( "cube_env256.dds" ); dxSetShaderValue ( W, "microflakeNMapVol_Tex", textureVol ); dxSetShaderValue ( W, "showroomMapCube_Tex", textureCube ); engineApplyShaderToWorldTexture ( W, "waterclear256" ) applyWaterColor ( ) end elseif (source == disablewater) then engineRemoveShaderFromWorldTexture(W,"waterclear256") end end addEventHandler ("onClientGUIClick", getRootElement(), onGuiClick1) Many Thanks, Blinker Link to comment
mustang Posted August 26, 2014 Share Posted August 26, 2014 (edited) Hello , i have a problem enabling/disabling water shader , when i start the resource and i click on enable/disable buttons the shader will be disabled / enabled but on the next map the shader can't be disabled / enabled , i couldn't figure out the problem here's my code: function onGuiClick1 () if (source == enablewater) then W = dxCreateShader ( "water.fx" ) if W then local textureVol = dxCreateTexture ( "smallnoise3d.dds" ); local textureCube = dxCreateTexture ( "cube_env256.dds" ); dxSetShaderValue ( W, "microflakeNMapVol_Tex", textureVol ); dxSetShaderValue ( W, "showroomMapCube_Tex", textureCube ); engineApplyShaderToWorldTexture ( W, "waterclear256" ) applyWaterColor ( ) end elseif (source == disablewater) then engineRemoveShaderFromWorldTexture(W,"waterclear256") end end addEventHandler ("onClientGUIClick", getRootElement(), onGuiClick1) Many Thanks, Blinker try using variables for example : client : function onGuiClick1 () if (source == enablewater) then W = dxCreateShader ( "water.fx" ) if W then local textureVol = dxCreateTexture ( "smallnoise3d.dds" ); local textureCube = dxCreateTexture ( "cube_env256.dds" ); dxSetShaderValue ( W, "microflakeNMapVol_Tex", textureVol ); dxSetShaderValue ( W, "showroomMapCube_Tex", textureCube ); engineApplyShaderToWorldTexture ( W, "waterclear256" ) applyWaterColor ( ) shaderValue = 1 -- EDITED LINE HERE end elseif (source == disablewater) then shaderValue = 2 -- EDITED LINE HERE engineRemoveShaderFromWorldTexture(W,"waterclear256") end end addEventHandler ("onClientGUIClick", getRootElement(), onGuiClick1) -- shaderValue : 1 = enabled 2 = disabled shaderValue = 1 addEvent ( "mapchanged", true ) --if the vehicle is a car addEventHandler ( "mapchanged", root, function () if shaderValue == 1 then -- your stuff here (what you want to apply if the shader was enabled) elseif shaderValue == 2 then -- stuff here(what you want to apply if the shader was disabled) end end) server addEventHandler ( "onPlayerSpawn", getRootElement(), function( playerName ) local thePlayer = getPlayerFromName ( playerName ) triggerClientEvent ( "mapchanged", thePlayer ) end) iam not that good but trying to help Edited August 27, 2014 by Guest Link to comment
Karuzo Posted August 26, 2014 Share Posted August 26, 2014 That makes no sense. Since you can't use onPlayerSpawn client-side. Link to comment
mustang Posted August 27, 2014 Share Posted August 27, 2014 That makes no sense.Since you can't use onPlayerSpawn client-side. Ops , wasnt supposed to be written like this , fixed ^ Link to comment
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