Slim Posted May 10, 2017 Share Posted May 10, 2017 (edited) I'm trying to get this script to work It works if I remove the key binding portion, but it's an example. This is non functioning but I tried Does anyone know why it won't detect the key press? Also could someone provide me the element code or whatever to make the markers visible to everyone instead of client sided?| Please and thank you bindKey("w","up", function resource_starts () destroyElement(arrowMarker1) destroyElement(arrowMarker2) destroyElement(arrowMarker3) destroyElement(arrowMarker4) destroyElement(arrowMarker5) destroyElement(arrowMarker6) end end addEventHandler ( "onClientResourceStart", getRootElement(), resource_starts ) bindKey("w","down", function explodeNitrousVehicle() if isPedInVehicle(localPlayer) then -- Check if the player is in a vehicle local pVehicle = getPedOccupiedVehicle(localPlayer) if pVehicle and getVehicleUpgradeOnSlot(pVehicle, then -- Check if the vehicle has nitrous added in it if isVehicleNitroActivated(pVehicle) then -- Check if the nitro is activated and the vehicle is not moving arrowMarker1 = createMarker ( 0, 0, 0, "corona", 0.3, 255, 0, 0) -- Create the markers arrowMarker2 = createMarker ( 0, 0, 0, "corona", 0.3, 255, 0, 0) arrowMarker3 = createMarker ( 0, 0, 0, "corona", 0.3, 255, 0, 0) -- Create the markers arrowMarker4 = createMarker ( 0, 0, 0, "corona", 0.3, 255, 0, 0) arrowMarker5 = createMarker ( 0, 0, 0, "corona", 0.2, 255, 0, 0) -- Create the markers arrowMarker6 = createMarker ( 0, 0, 0, "corona", 0.2, 255, 0, 0) attachElements ( arrowMarker1, localPlayer, 0.2, -2.8, -0.2 ) -- Attach the marker to the player attachElements ( arrowMarker2, localPlayer, 0.8, -2.8, -0.2 ) attachElements ( arrowMarker3, localPlayer, 0.2, -2.9, -0.2 ) -- Attach the marker to the player attachElements ( arrowMarker4, localPlayer, 0.8, -2.9, -0.2 ) attachElements ( arrowMarker5, localPlayer, 0.2, -3, -0.2 ) -- Attach the marker to the player attachElements ( arrowMarker6, localPlayer, 0.8, -3, -0.2 ) end end end end end addEventHandler("onClientRender", root, explodeNitrousVehicle) https://ibb.co/g0hxY5https://ibb.co/ms8FLk Edited May 10, 2017 by Justin|X5| Link to comment
pa3ck Posted May 10, 2017 Share Posted May 10, 2017 (edited) function myFunction() outputChatBox("Function") end bindKey("w", "up", myFunction) OR bindKey("w", "up", function() outputChatBox("Function") end) WRONG bindKey("w", "up", function myFunction() outputChatBox("Function") end) When binding a key (or using anything else that takes functions), you either give it an already declared function name or an anonymous function without any names. An anonymous function cannot be called again, that is the whole purpose of it. So, if you want to bind a key to a function that could be called different ways as well, eg. on events, command, you will need to declare a function outside the bindKey. Edited May 10, 2017 by pa3ck 1 Link to comment
Slim Posted May 10, 2017 Author Share Posted May 10, 2017 Thanks bro. Anyone know how to make it fade in and out? function myFunction1() if isPedInVehicle(localPlayer) then -- Check if the player is in a vehicle local pVehicle = getPedOccupiedVehicle(localPlayer) if pVehicle and getVehicleUpgradeOnSlot(pVehicle, 8) then -- Check if the vehicle has nitrous added in it local fVelX, fVelY, fVelZ = getElementVelocity(pVehicle) if isVehicleNitroActivated(pVehicle) and fVelX ~= 0 and fVelY ~= 0 and fVelZ ~= 0 then -- Check if the nitro is activated and the vehicle is not moving destroyElement(arrowMarker1) destroyElement(arrowMarker2) destroyElement(arrowMarker3) destroyElement(arrowMarker4) destroyElement(arrowMarker5) destroyElement(arrowMarker6) end end end end addEventHandler("onClientRender", getRootElement(), myFunction1) bindKey("w", "up", myFunction1) function myFunction2() if isPedInVehicle(localPlayer) then -- Check if the player is in a vehicle local pVehicle = getPedOccupiedVehicle(localPlayer) if pVehicle and getVehicleUpgradeOnSlot(pVehicle, 8) then -- Check if the vehicle has nitrous added in it local fVelX, fVelY, fVelZ = getElementVelocity(pVehicle) if isVehicleNitroActivated(pVehicle) and fVelX ~= 0 and fVelY ~= 0 and fVelZ ~= 0 then -- Check if the nitro is activated and the vehicle is not moving arrowMarker1 = createMarker ( 0, 0, 0, "corona", 0.3, 255, 0, 0) -- Create the markers arrowMarker2 = createMarker ( 0, 0, 0, "corona", 0.3, 255, 0, 0) arrowMarker3 = createMarker ( 0, 0, 0, "corona", 0.3, 255, 0, 0) -- Create the markers arrowMarker4 = createMarker ( 0, 0, 0, "corona", 0.3, 255, 0, 0) arrowMarker5 = createMarker ( 0, 0, 0, "corona", 0.2, 255, 0, 0) -- Create the markers arrowMarker6 = createMarker ( 0, 0, 0, "corona", 0.2, 255, 0, 0) attachElements ( arrowMarker1, localPlayer, 0.2, -2.8, -0.2 ) -- Attach the marker to the player attachElements ( arrowMarker2, localPlayer, 0.8, -2.8, -0.2 ) attachElements ( arrowMarker3, localPlayer, 0.2, -2.9, -0.2 ) -- Attach the marker to the player attachElements ( arrowMarker4, localPlayer, 0.8, -2.9, -0.2 ) attachElements ( arrowMarker5, localPlayer, 0.2, -3, -0.2 ) -- Attach the marker to the player attachElements ( arrowMarker6, localPlayer, 0.8, -3, -0.2 ) end end end end addEventHandler("onClientRender", getRootElement(), myFunction2) bindKey("w", "down", myFunction2) Link to comment
Scripting Moderators thisdp Posted June 12, 2017 Scripting Moderators Share Posted June 12, 2017 (edited) You cannot do this. I have tested something with marker about 1 year ago. The marker will delay to render after created or set its size.Obj + shader is better than using marker. Edited June 12, 2017 by thisdp 1 Link to comment
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