Blinker. Posted August 26, 2014 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
mustang Posted August 26, 2014 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 English : viewtopic.php?f=108&t=79589&p=729088#p729088 The Infernus Mod Review : TEAM : FPSSERVER Arabic : viewtopic.php?f=161&t=79590&p=729135#p729135
Karuzo Posted August 26, 2014 Posted August 26, 2014 That makes no sense. Since you can't use onPlayerSpawn client-side.
mustang Posted August 27, 2014 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 ^ English : viewtopic.php?f=108&t=79589&p=729088#p729088 The Infernus Mod Review : TEAM : FPSSERVER Arabic : viewtopic.php?f=161&t=79590&p=729135#p729135
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now