CallClientFunction: Difference between revisions

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(new useful function: CallClientFunction)
 
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{{Useful Function}}
{{Useful Function}}
<lowercasetitle/>
__NOTOC__
__NOTOC__
This function allows you to call any clientside function from the server's side. Of course only those which are available clientside. It doesn't matter if it's a MTA function, a Lua standard function or a custom function.
This function allows you to call any clientside function from the server's side. Of course only those which are available clientside. It doesn't matter if it's a MTA function, a Lua standard function or a custom function.
<br /><br />
<br /><br />
Numbers are automatically converted to a string and vice versa clientside to avoid data being lost. If you don't need this feature just delete it.
Numbers are automatically converted to a string and vice versa clientside to avoid data being lost. If you don't need this feature just delete it.
<br /><br />
'''Important Note:''' Bear in mind that the funcname has to be a '''string'''! Avoid using callClientFunction in the serverside onResourceStart-event since the client did not add the event handler onServerCallsClientFunction yet.


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">nil CallClientFunction( element client, string funcname, [ var argument1, ... ] )</syntaxhighlight>
<syntaxhighlight lang="lua">void callClientFunction( element client, string funcname, [ var arg1, ... ] )</syntaxhighlight>


===Required Arguments===
===Required Arguments===
* '''client''': The element of the player who should be affected.
* '''client''': The element of the player who should be affected.
* '''funcname''': The name of the function that should be called clientside. May also be a function from an array, e.g. "math.round".
* '''funcname''': The name of the function that should be called clientside. May also be a function in a table, e.g. "math.round".


===Optional Arguments===
===Optional Arguments===
{{OptionalArg}}
{{OptionalArg}}
* '''argument1, ...''': The arguments that should be passed to the function.
* '''arg1-argn''': The arguments that should be passed to the function.


==Code==
==Code==
<section name="Serverside Script" class="server" show="true">
<section name="Serverside Script" class="server" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local _root = getRootElement()
function callClientFunction(client, funcname, ...)
function CallClientFunction(client, funcname, ...)
    local arg = { ... }
     if (arg[1]) then
     if (arg[1]) then
         for key, value in pairs(arg) do
         for key, value in next, arg do
             if (type(value) == "number") then arg[key] = tostring(value) end
             if (type(value) == "number") then arg[key] = tostring(value) end
         end
         end
     end
     end
     triggerClientEvent(client, "OnServerCallsClientFunction", _root, funcname, unpack(arg or {}))
    -- If the clientside event handler is not in the same resource, replace 'resourceRoot' with the appropriate element
     triggerClientEvent(client, "onServerCallsClientFunction", resourceRoot, funcname, unpack(arg or {}))
end
end
</syntaxhighlight>
</syntaxhighlight>
Line 32: Line 36:
<section name="Clientside Script" class="client" show="true">
<section name="Clientside Script" class="client" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local _root = getRootElement()
function callClientFunction(funcname, ...)
function CallClientFunction(funcname, ...)
     local arg = { ... }
     for key, value in pairs(arg) do arg[key] = tonumber(value) or value end
    if (arg[1]) then
        for key, value in next, arg do arg[key] = tonumber(value) or value end
    end
     loadstring("return "..funcname)()(unpack(arg))
     loadstring("return "..funcname)()(unpack(arg))
end
end
addEvent("OnServerCallsClientFunction", true)
addEvent("onServerCallsClientFunction", true)
addEventHandler("OnServerCallsClientFunction", _root, CallClientFunction)
addEventHandler("onServerCallsClientFunction", resourceRoot, callClientFunction)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
Line 46: Line 52:
This example sets the player's minute duration.
This example sets the player's minute duration.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- get the root element
local _root = getRootElement()
-- define the onPlayerJoin handler function
-- define the onPlayerJoin handler function
function OnPlayerJoin()
function onPlayerJoin()
     -- set the minute duration
     -- set the minute duration
     CallClientFunction(source, "setMinuteDuration", 10000)
     callClientFunction(source, "setMinuteDuration", 10000)
end
end
-- add the event handler
-- add the event handler
addEventHandler("onPlayerJoin", _root, OnPlayerJoin)
addEventHandler("onPlayerJoin", root, onPlayerJoin)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
Line 60: Line 64:
Author: NeonBlack
Author: NeonBlack


[[Category:Useful Functions]]
==See Also==
{{Useful_Functions}}

Latest revision as of 09:37, 24 May 2012

This function allows you to call any clientside function from the server's side. Of course only those which are available clientside. It doesn't matter if it's a MTA function, a Lua standard function or a custom function.

Numbers are automatically converted to a string and vice versa clientside to avoid data being lost. If you don't need this feature just delete it.

Important Note: Bear in mind that the funcname has to be a string! Avoid using callClientFunction in the serverside onResourceStart-event since the client did not add the event handler onServerCallsClientFunction yet.

Syntax

void callClientFunction( element client, string funcname, [ var arg1, ... ] )

Required Arguments

  • client: The element of the player who should be affected.
  • funcname: The name of the function that should be called clientside. May also be a function in a table, e.g. "math.round".

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • arg1-argn: The arguments that should be passed to the function.

Code

Click to collapse [-]
Serverside Script
function callClientFunction(client, funcname, ...)
    local arg = { ... }
    if (arg[1]) then
        for key, value in next, arg do
            if (type(value) == "number") then arg[key] = tostring(value) end
        end
    end
    -- If the clientside event handler is not in the same resource, replace 'resourceRoot' with the appropriate element
    triggerClientEvent(client, "onServerCallsClientFunction", resourceRoot, funcname, unpack(arg or {}))
end
Click to collapse [-]
Clientside Script
function callClientFunction(funcname, ...)
    local arg = { ... }
    if (arg[1]) then
        for key, value in next, arg do arg[key] = tonumber(value) or value end
    end
    loadstring("return "..funcname)()(unpack(arg))
end
addEvent("onServerCallsClientFunction", true)
addEventHandler("onServerCallsClientFunction", resourceRoot, callClientFunction)

Example

Click to collapse [-]
Server

This example sets the player's minute duration.

-- define the onPlayerJoin handler function
function onPlayerJoin()
    -- set the minute duration
    callClientFunction(source, "setMinuteDuration", 10000)
end
-- add the event handler
addEventHandler("onPlayerJoin", root, onPlayerJoin)

Author: NeonBlack

See Also

Table functions

  • addTableChangeHandler » This function monitors the changes of a table.
  • pairsByKeys » This function sort pairs table.
  • rangeToTable » This function converts a string range to a table containing number values.
  • setTableProtected » This function protects a table and makes it read-only.
  • setTableToSql » This function is used to save the table in the database (sql).
  • Sort_Functions » These functions are able to sort your tables by a key.
  • getKeyFromValueInTable » This function returns the key of the specified value in a table.
  • getTableFromSql » This functionality is used to obtain saved tables using the function (SetTableToSql ).
  • isValueInTable » This function returns true if the value exists in the table, false if the value does not exist in the table.
  • table.compare » This function checks whether two given tables are equal.
  • table.copy » This function copies a whole table and all the tables in that table.
  • table.deepmerge » This function deep merges two tables. Every nested table will be correspondingly merged.
  • table.element » This function returns a new table with only userdata content.
  • table.flip » This function returns the table from the last value to the first value, such as reflection.
  • table.fromString » This function converts string to a table.
  • table.getRandomRows » This function returns random rows from table.
  • table.map » This function goes through a table and replaces every field with the return of the passed function, where the field's value is passed as first argument and optionally more arguments.
  • table.merge » This function merges two or more tables together.
  • table.random » This function retrieves a random value from a table.
  • table.removeValue » This function removes a specified value from a table.
  • table.size » This function returns the absolute size of a table.

ACL functions

  • aclGroupClone » This function clone a group to another group with/without ACLs and/or objects.
  • renameAclGroup » This function gives an existing ACL group a new name.
  • getPlayersInACLGroup » This function returns all players in an ACL group.
  • isPlayerInACL » This function checks if a player element is in an ACL group.

Account functions

  • getPlayerFromAccountName » This function is used to obtain a player by the name of his account.
  • isPlayerAccount » This function checks if the account is a valid player account (account exists and is not a guest account)

Camera functions

  • smoothMoveCamera » This function allows you to create a cinematic camera flight.
  • sCamera » The function creates a speed camera in-game, fines speeding vehicles, and notifies the driver and take money from player based on vehicle speed.

Colshape functions

Cursor functions

Drawing functions

Effects functions

  • attachEffect » This function allows you attach an effect to an element.
  • setScreenFlash » This function will make the screen flash(like a screenshot).

Element functions

  • autoAttach » This function attaches one element into another at the same position and rotation they are.
  • attachElementToBone » This function allows you to attach an element to ped bone accurately using new bone functions.
  • getElementDirectionCardialPoint » This function returns the direction of the element according to the wind rose.
  • getElementSpeed » This function returns the specified element's speed in m/s, km/h or mph.
  • getElementUsingData » This function returns table elements that contains the elements data with the given key and value.
  • getElementZoneFullName » This function allows you to retrieve the zone full name of a element.
  • getElementsInDimension » This function returns a table of elements that are in the specified dimension.
  • getElementsWithinMarker » This function returns a table of elements that are within a marker's collision shape.
  • getNearestElement » This function returns the nearest element (of a specific type) to a player.
  • getPositionInFrontOfElement » This function returns position in provided distance away from element, including element's rotation.
  • isElementInAir » This function checks if an element is in air or not.
  • isElementInPhotograph » This function checks if an element is in the player's camera picture area.
  • isElementInRange » This function allows you to check if an element's range to a main point is within the maximum range.
  • isElementMoving » This function checks if an element is moving.
  • isElementPlayer » This function checks whether the element is a player or not.
  • isElementWithinAColShape » This function checks if an element is within a collision shape element.
  • multi_check » This function checks one element to many, handy and clean.
  • setElementSpeed » This function allows you to set the speed of an element in kph or mph units.

Events

  • onClientPlayerTimeChange » This code implements an event that is triggered when the player's real time change.
  • onPlayerZoneChange » This code implements an event that is triggered when the player enters a new area on the map.
  • onVehicleWeaponFire » This code implements an event that is triggered when a player in a vehicle fires a vehicle's weapon.

Input functions

  • bindControlKeys » This function allows you to bind each key bound to a control individually. Doing this bypasses a little MTA restriction.
  • unbindControlKeys » This function allows you to unbind each key bound to a control individually. Use this function with bindControlKeys.
  • getBoundControls » This function returns a table of control names that are bound to the specified key.
  • isCommandHandlerAdded » This function allows you to check if a command is added or not in the respective resource.

Data functions

  • levenshtein » This function can be used to calculate the Levenshtein distance between two strings.
  • gregorianToJalali » This function converts gregorian date to jalali/shamsi date.
  • byte2human » This function converts an integer (number of bytes) into a human-readable unit.
  • capitalize » This function capitalizes a given string.
  • convertDate » This function converts date to another look.
  • convertServerTickToTimeStamp » This function converts server ticks to a unix timestamp.
  • convertTextToSpeech » This function converts the provided text to a speech in the provided language which players can hear.
  • findRotation3D » This function takes two sets of XYZ coordinates. It returns the 3D direction from point A to point B.
  • findRotation » This function takes two points and returns the direction from point A to point B.
  • formatDate » This function formats a date on the basis of a format string and returns it.
  • formatNumber » This function formats large numbers by adding commas.
  • generateRandomASCIIString » This function returns a random string which uses ASCII characters.
  • generateString » This function generates a random string with any characters.
  • getAge » This function calculates the age of a given birthday.
  • getDistanceBetweenElements » Returns the distance between two elements.
  • getDistanceBetweenPointAndSegment2D » This function takes point coordinates and line (a segment) starting and ending coordinates. It returns the shortest distance between the point and the line.
  • getEasterDate » This function returns easter date monthday and month for a given year.
  • getElementRelatedAngle » This function returns the related angle between one element to another. This is useful to check which side an element is to another.
  • getFreeDimension » This function get free dimension.
  • getOffsetFromXYZ » This function allows you to take an entity and a position and calculate the relative offset between them accounting for rotations.
  • getPointFromDistanceRotation » This function finds a point based on a starting point, direction and distance.
  • getRealMonth » This function returns the current month name
  • getRGColorFromPercentage »This function returns two integers representing red and green colors according to the specified percentage.
  • getScreenRotationFromWorldPosition » This function returns a screen relative rotation to a world position.
  • getTimestamp » This function returns the UNIX timestamp of a specified date and time.
  • gradientString » This function transforms a string in a new coloured gradient string.
  • hex2rgb » This function convert hex to rgb.
  • hexColorToRGB » This function convert hex string/number to RGBA values.
  • isLeapYear » This function returns a boolean representing if a given year is a leap year.
  • isValidMail » This function checks whether a provided e-mail string is valid.
  • removeHex » This function is used to remove hexadecimal numbers (colors, for example) from strings.
  • RGBToHex » This function returns a string representing the color in hexadecimal.
  • RGBToHSV » This function convert RGB to HSV color space.
  • RGBToDecimal » This function convert RGB to Decimal color.
  • secondsToTimeDesc » This function converts a plain seconds-integer into a user-friendly time description.
  • string.count » This function counts the amount of occurences of a string in a string.
  • string.explode » This function splits a string at a given separator pattern and returns a table with the pieces.
  • string.insert » This function inserts a string within another string at a given position.
  • splitMultiple » This function improves the split function so that multiple characters can be used as the split at character.
  • switch » This function allows the value of a variable or expression to control the flow of program execution via a multiway branch.
  • tocolor2rgba » This function convert tocolor to rgba.
  • toHex » This function converts a decimal number to a hexadecimal number, as a fix to be used client-side.
  • var dump » This function outputs information about one or more variables using outputConsole.
  • wavelengthToRGBA » This function converts a physical wavelength of light to a RGBA color.
  • fixPersianString » This function returns a fixed sorted bilingual RTL for strings consisting of Farsi/Arabic and English.

GUI functions

  • centerWindow » This function centers a CEGUI window element responsively in any resolution.
  • isMouseOnGUICloseButton » This function allows you to check whether the mouse cursor/pointer is within a gui-window's native close button.
  • isMouseOnGuiElement » This function allows you to check whether or not your mouse is over a specific gui element, this is especially useful if the gui element has a parent.
  • guiMoveElement » This function moves guiElement by/like using moveObject.
  • guiSetStaticImageMovable » This function allows you to move a static image like a gui window.
Comboboxes
Gridlists
Labels
  • guiLabelAddEffect » This function add an effects to the gui-label like (shadow, outline).

Marker functions

Math functions

  • reMap » Re-maps a number from one range to another.
  • math.clamp » This function returns the number between range of numbers or it's minimum or maximum.
  • math.getBezierPoint » Get N-th order bezier point.
  • math.hypot » This function returns the Hypotenuse of the triangle given by sides x and y.
  • math.isPointInPolygon » Check if point is inside polygon or not.
  • math.lerp » Get val between two integer.
  • math.percent » This function returns a percentage from two number values.
  • math.polygonArea » Compute area of any polygon.
  • math.randomDiff » Generates a pseudo-random integer that's always different from the last random number generated.
  • math.rotVecToEulerAngle » Rotation Vector To Euler Angle
  • math.round » Rounds a number whereas the number of decimals to keep and the method may be set.
  • mathNumber » This function is a workaround for the client-side floating-point precision of 24-bits.
  • math.percentProgress » Returns a percentage progress from two specific values.
  • math.average » This function returns the simple arithmetic mean of multiple numbers.
  • math.absin » This function returns a formula representing the just positive half of a sine wave.

Map functions

Ped functions

  • getAlivePlayersInTeam » This function returns a table of the alive players in a team.
  • getGuestPlayers » This function gets a players not login or players Guest .
  • getOnlineAdmins » This function returns a table of all logged-in administrators.
  • getPedEyesPosition » This function allows you to get peds eyes position.
  • getPedGender » This function allows you to get peds their gender.
  • getPedMaxHealth » This function returns a pedestrians's maximum health by converting it from their maximum health stat.
  • getPedMaxOxygenLevel » This function returns a ped's maximum oxygen level by converting it from their maximum underwater stamina stat.
  • getPedWeaponSkill » This function returns a ped's corresponding weapon skill level name.
  • getPedHitBone » This function gets the approximate number of the bone where the ped is hit.
  • getPlayerFromNamePart » This function returns a player from partial name.
  • getPlayerFromSerial » This function returns a player from their serial.
  • getPlayersByData » This function returns a table of players that have the specified data name.
  • getPlayersInPhotograph » This function returns a table of all players in photograph.
  • getPlayersInVehicles » This function returns a table of the players insides vehicles from a specified dimension.
  • getPlayerNameFromID » This function will get the player name from the ID element data.
  • isPedAiming» This function checks if a pedestrian is aiming their weapon.
  • isPedAimingNearPed » This is similar to isPedAiming but uses a colshape to be more precise.
  • isPedDiving » This feature checks that pedestrian is diving in the water.
  • isPedDrivingVehicle » This function checks if a specified pedestrian is driving a vehicle.
  • isPedNearbyWall » This function checks if player/ped is nearby a objects like buildings or walls.
  • isPlayerInTeam » This function checks if a player is in a specified team.
  • setPedAttack » This function will make a ped attack a specified target.
  • setPedFollow » This function will make a ped follow a specified target.

Player functions

Resource functions

Sound functions

Browser functions

  • playVideo » This function plays a video on the screen.

Team functions

Vehicle functions

Weapon functions

Object functions

XML functions

  • getXMLNodes » This function returns all children of a XML node.

Engine functions

Utility

  • animate » This function allows you to use interpolateBetween without render event and easily used.
  • callClientFunction » This function allows you to call any client-side function from the server's side.
  • callServerFunction » This function allows you to call any server-side function from the client's side.
  • check » This function checks if its arguments are of the right type and calls the error-function if one is not.
  • checkPassiveTimer » This function allows you to use passive timers in your conditions. For example you want to prevent players repeatedly using a command.
  • coroutine.resume » This function applies a fix for hidden coroutine error messages.
  • compact » This function create table containing variables and their values.
  • getBanBySerial » This function returns the ban if the serial is banned.
  • getBanFromName » This functions returns the ban of the given playername.
  • getCurrentFPS » This function returns the frames per second at which GTA: SA is running.
  • getSkinNameFromID » This function returns the name of the skin from the given id.
  • IfElse » This function returns one of two values based on a boolean expression.
  • isLastExecuteInTimer » This function check if the execute is the last execute in the timer.
  • isMouseInCircle » This function checks if a cursor position is in circular area or not.
  • isMouseInPosition » This function allows you to check whether the mouse cursor/pointer is within a rectangular position.
  • iterElements » This function returns a time-saving iterator for your for-loops.
  • PlotTrajectoryAtTime » Calculate projectile/water trajectory.
  • preprocessor » This function allow you to use gcc macros.
  • vector3:compare » This method checks whether two vectors match, with optional precision.
  • svgCreateRoundedRectangle » This function creates a rectangle with rounded edges.
  • debounce » This function is removing unwanted input noise.
  • listAllFiles » This function lists all files and subdirectories within a given directory and its subdirectories.

String functions