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[Solved]problem with tables and markers


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Posted (edited)

Hey guys i am touching lua after a long time and facing a minor issue with tables 

solved

the problem here is that only the last marker from the table triggers the serverevent and other marker doesn't do anything

Edited by Mr.unpredictable.
Posted
local mm1 = {}
local mm2 = {}

local m1 = { 
[1] = {2491,-1665,12}, 
[2] = {2491,-1687,12}
} 

local m2 = { 
[1] = {2497,-1665,12}, 
[2] = {2497,-1687,12}
} 
  
for _,v in ipairs(m1) do 
mar = createMarker ( v[1],v[2],v[3], "cylinder",5.1,12,7,77,153)
mm1[mar] = true 
end 

for _,d in ipairs(m2) do 
  mar2 = createMarker ( d[1],d[2],d[3], "cylinder",5.1,100,6,77,153)
  mm2[mar2] = true  
end 

function sveven ( hitPlayer, matchingDimension )
 if (mm1[source] and matchingDimension and hitPlayer == localPlayer ) then
triggerServerEvent("event1", localPlayer)

 elseif  (mm2[source] and matchingDimension and hitPlayer == localPlayer ) then
   triggerServerEvent("even2", localPlayer) 
 
 end
end


addEventHandler("onClientMarkerHit", resourceRoot, sveven)

 

Posted

And the explanation: since you have more than one marker positions, if you run the loop number of times, the variable mar and mar2 will be replaced with the newly created marker, since a variable can have only one value, the values will be overridden. To fix that, you'll need to use tables, the way it's been done above. 

Posted

Solved Thanks

8 minutes ago, pa3ck said:

And the explanation: since you have more than one marker positions, if you run the loop number of times, the variable mar and mar2 will be replaced with the newly created marker, since a variable can have only one value, the values will be overridden. To fix that, you'll need to use tables, the way it's been done above. 

thanks man it really helped 

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