MAB Posted February 19, 2016 Posted February 19, 2016 (edited) Delete Edited February 20, 2016 by Guest
Bonus Posted February 19, 2016 Posted February 19, 2016 The code does: 1. Create a global variable a (why global and not local?) 2. Create the function float 3. Overwrite the function float 4. Call float with onClientRender There can't be 2 global functions with the same name. And you should really care about the performance, your code is ****. You use really bad names for global variables and functions. Example how to write the code MUCH better: local markerupspeed = 0.1 -- Use names describing the function local counttorevert = 0 -- Use local! Better performance + security local shopMarkers = {} -- Save the markers in a table, better than getElementsByType local function moveTheShopMarkes ( ) -- its called in every frame, localize it to speed up the access if counttorevert + 3000 <= getTickCount() then -- dont need for "not counttorevert" because of counttorevert = 0 markerupspeed = markerupspeed * -1 counttorevert = getTickCount() end for i=1, #shopMarkers do -- We use the table created at resource-start - its faster local x, y, z = getElementPosition ( shopMarkers[i] ) setElementPosition ( shopMarkers[i], x, y, z + markerupspeed ) end end addEventHandler ( "onClientResourceStart", resourceRoot, function ( ) local markers = getElementsByType ( "marker" ) -- save it to use for i=1, #markers local counter = 0 -- counter for integer index for i=1, #markers do -- Better than pairs or ipairs if getElementData ( markers[i], "shopMarker" ) then -- don't need "== true" if it can be only true or false counter = counter + 1 shopMarkers[counter] = markers[i] end end addEventHandler ( "onClientRender", root, moveTheShopMarkes ) end )
MAB Posted February 19, 2016 Author Posted February 19, 2016 Thanks, haven't test yet but thanks for the information. I overwrite t float function by mistake.
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