LabiVila Posted September 15, 2015 Posted September 15, 2015 local players = {} function onjoin () table.insert (players, source) setTimer ( function () for k,v in ipairs (players) do if (v == source) then table.remove (players, k) end end triggerClientEvent ("handler", getRootElement(), players) end, 5000, 1 ) triggerClientEvent ("handler", getRootElement(), players) end addEventHandler ("onPlayerJoin", getRootElement(), onjoin) function handler (players) addEventHandler ("onClientRender", getRootElement(), function () for i,v in ipairs (players) do dxDrawText (i.." "..getPlayerName (v), 200, 200 + (i * 21)) end end ) end addEvent ("handler", true) addEventHandler ("handler", getRootElement(), handler) so, 5 seconds after joining, the text should dissapear, but it is not dissapearing, it is most likely table.remove that isn't working, can I have some help?
LabiVila Posted September 15, 2015 Author Posted September 15, 2015 Yes, if I keep 'debugging it', at 'if (v == source)' gives an error
KariiiM Posted September 15, 2015 Posted September 15, 2015 (edited) Yes, if I keep 'debugging it', at 'if (v == source)' gives an error What the error say? Edited September 15, 2015 by Guest
LabiVila Posted September 15, 2015 Author Posted September 15, 2015 Nevermind, got it done, thank you anyway
Tomas Posted September 15, 2015 Posted September 15, 2015 setTimer has its own 'source' predefined variable, you must pass it as an argument, setTimer ( function (player) for k,v in ipairs (players) do if (v == player) then table.remove (players, k) end end triggerClientEvent ("handler", getRootElement(), players) end, 5000, 1, source )
JR10 Posted September 16, 2015 Posted September 16, 2015 You should break after removing the player, so it doesn't uselessly loop through the rest of the table. setTimer ( function (player) for k,v in ipairs (players) do if (v == player) then table.remove (players, k) break end end triggerClientEvent ("handler", resourceRoot, players) end, 5000, 1, source )
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