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ممكن مساعدة فى اصلاح اخطاء مود اعطاء سكن لى الجروب


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سلام عليكم

انا جبت عملت هذا الكود المفروض ان الكود يعطيك السكن لى العضو الى داخل الجروب

و ما يعطية لى الشخص العادى

المشكلة ما بيعطى سكن ما فى خطء فى dubug

client

shaders = {} 
names = {} 
textures = {} 
applied = {} 
groups = { 
{ name = "DynamicMouse", texture= "dym.png", shader= "test.fx", num = 1, worldname = "swmotr5" }, 
{ name = "Naders", texture= "uRa9wsP.png", shader= "test.fx", num = 261, worldname = "wmycd1" }, 
{ name = "LynX", texture= "ZX2eBoB.png", shader= "test.fx", num = 160, worldname = "cwmohb2" }, 
}   
  
  addEventHandler( "onClientResourceStart", resourceRoot, 
        function() 
  
       for i,val in ipairs(groups) do 
            perfectname = val.name..""..val.num 
                        textures[perfectname] = dxCreateTexture ( val.texture ) 
            shaders[perfectname] = dxCreateShader( val.shader,999999, 0, false, "ped" ) 
           names[perfectname] = val.worldname 
           dxSetShaderValue ( shaders[perfectname], "Tex0", textures[perfectname] ) 
        --   engineApplyShaderToWorldTexture ( shaders[perfectname], val.worldname ) 
            --bit of sanity checking 
            if not shaders[perfectname] then 
                outputDebugString( "Could not create shader. Please use debugscript 3" ) 
                destroyElement( textures[perfectname] ) 
                return 
            elseif not textures[perfectname] then 
                outputDebugString( "loading texture failed" ) 
                destroyElement ( shaders[perfectname] ) 
                tec = nil 
              return 
end 
            
end 
end 
) 
  
function groupskinapply(cmd,num) 
local grp = getElementData(localPlayer,"g") 
local perfectname = grp..""..num 
if grp and grp ~= "" and shaders[perfectname]  then 
if applied[perfectname] then 
triggerServerEvent("SunApplyToAllServer", root, perfectname, theplayer) 
applied[perfectname] = nil 
return end 
theplayer = localPlayer 
val = groups[1] 
applied[perfectname] = true 
triggerServerEvent("SonApplyToAllServer", root, perfectname, theplayer) 
exports.texts:output("Applied group skin "..num,0,255,0) 
end 
end 
addCommandHandler("groupskin", groupskinapply) 
     
     
addEvent("onApplyToAllServer", true ) 
function applyitdude(val, player) 
bool1 = engineApplyShaderToWorldTexture ( shaders[val], names[val], player ) 
if not bool1 then outputChatBox("oh 4",255,0,0) end 
    end 
addEventHandler("onApplyToAllServer", root, applyitdude) 
     
addEvent("unApplyToAllServer", true ) 
function unapplyitdude(val, player) 
bool1 = engineRemoveShaderFromWorldTexture ( shaders[val], names[val], player ) 
if not bool1 then outputChatBox("oh 4",255,0,0) end 
    end 
    addEventHandler("unApplyToAllServer", root, unapplyitdude) 

server

    addEvent("SonApplyToAllServer", true ) 
    function applyitdude(val, player) 
        triggerClientEvent(root, "onApplyToAllServer", root, val, player) 
end 
    addEventHandler("SonApplyToAllServer", root, applyitdude) 
        addEvent("SunApplyToAllServer", true ) 
    function unapplyitdude(val, player) 
        triggerClientEvent(root, "unApplyToAllServer", root, val, player) 
end 
    addEventHandler("SunApplyToAllServer", root, unapplyitdude) 

test.fx

    //-- Declare the texture. These are set using dxSetShaderValue( shader, "Tex0", texture ) 
    texture Tex0; 
      
    technique simple 
    { 
        pass P0 
        { 
            //-- Set up texture stage 0 
            Texture[0] = Tex0; 
      
            //-- Leave the rest of the states to the default settings 
        } 
    } 

meta.xml


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