-Blaze- Posted November 5, 2014 Share Posted November 5, 2014 Hello, i was working on a mission , but i'm having problems with a marker . Maybe you know where i've gone wrong. so , a marker gets created on the Server Side when a player accepts the mission , and here is the client side. local timers = { } function progress() local loot = getElementData(source,"lootmark") or false if loot ~= true then return end timers[#timers+1] = setTimer( function () timers[#timers+1] = setTimer(outputChatBox, 1000, 1, "taking supplies - 10%") timers[#timers+1] = setTimer(outputChatBox, 3000, 1, "taking supplies - 20%") timers[#timers+1] = setTimer(outputChatBox, 6000, 1, "taking supplies - 30%") timers[#timers+1] = setTimer(outputChatBox, 9000, 1, "taking supplies - 100%") timers[#timers+1] = setTimer(outputChatBox, 12000, 1, "Mission Passed") end, 1000, 1) end addEventHandler("onClientMarkerHit", root, progress) function noprogress() local loot = getElementData(source,"lootmark") or false if loot ~= true then return end setTimer(outputChatBox, 300, 1, "You left the marker!") if isTimer(timers[1]) then for _ ,v in pairs ( timers ) do killTimer( v ) end end end addEventHandler("onClientMarkerLeave", root, noprogress) so when he hits , the progress %age starts outputting. But when he leaves the marker , i want it to stop. I used kill timer , but doesen't look like it worked. i have set the element data of the marker on the server side as "lootmark" Link to comment
pa3ck Posted November 5, 2014 Share Posted November 5, 2014 First of all, why are you using that many timers? It` not needed at all. Get the timer details inside the timer for every second and run it 12 times. Then count the rest yourself. I think the problem with your code is that your`re checking if timers[1] is still active but by the time you leave the marker ( after 1 second ) it just kills itself because you`re only running it once. To solve this, delete line 19 and check the timers if they`re active inside the for loop. Link to comment
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