xTravax Posted September 25, 2014 Author Posted September 25, 2014 i have made 2 separate resources test2 has an export in it(shared one) and when export gets triggered it outputs a message test1 has a timer of 5 seconds to trigger exported function and it triggered it and loaded the code(outputted a message) which i wanted it to do exports should work no matter when a resource has been started. only thing that matters is that 2 resources(the one triggering) and the one who will get triggered need to be running. also iyyama having an event handler in a function which has shared exported function wouldn't mess up anything, it's just an additional time when a code can run i still dont understand why isnt my other(real) resource getting triggered
Moderators IIYAMA Posted September 25, 2014 Moderators Posted September 25, 2014 no indeed it shouldn't, but we are playing on a game modification which get updates all the time, so you never know. When you start ones of those resources the only error/warning you got is from the export? (Code doesn't loaded because of an error before) Well I can only gamble what is going wrong... code looks just fine. Do you want to improve your Lua programming skills and make less mistakes? Start with Lua Language Server! Useful functions 3x Spoiler checkPassiveTimer getScreenStartPositionFromBox getPedGender Tutorials 4x Spoiler Scaling DX Events Attach an addEventHandler on a group of elements Debugging
xTravax Posted September 27, 2014 Author Posted September 27, 2014 what do i do then?there must be a solution
Moderators IIYAMA Posted September 27, 2014 Moderators Posted September 27, 2014 Make two small scripts, with this content you posted here. and zip it so I can test/check it. Do you want to improve your Lua programming skills and make less mistakes? Start with Lua Language Server! Useful functions 3x Spoiler checkPassiveTimer getScreenStartPositionFromBox getPedGender Tutorials 4x Spoiler Scaling DX Events Attach an addEventHandler on a group of elements Debugging
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