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  • ...y is changed. Such changes can be made on the client or the server using [[setElementData]]. *'''oldValue''': The old value of this entry before it changed. See [[element data]] for a list of possible datatypes.
    2 KB (332 words) - 18:17, 7 June 2023
  • ...information you want associated with an element, for example you could use it to associate a score with a player, or a team with a vehicle. ...keep element properties synced without having to set special events to do it manually. This also means that excessive use of element data to store vari
    2 KB (261 words) - 16:38, 8 April 2024
  • {{Note|If you want to remove the data in client side you can use 'setElementData(element, key, nil)'.}} This will set element data for player which spawned, and then remove it on death.
    1 KB (151 words) - 11:38, 18 October 2023
  • As element data is synced to all clients, it can generate a lot of network traffic and be heavy on performance. Events a ...efficient way to make a variable known to the server and clients is to use setElementData on the [[root]] element.}}
    6 KB (874 words) - 19:10, 10 June 2023
  • setElementData ( setElementData ( gif, "gifData", gifData, false )
    3 KB (370 words) - 15:07, 6 August 2019
  • ...tData ( claymoreCol , "type", "claymore" ) --store the type of colshape so it can be retrieved setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymor
    3 KB (429 words) - 09:26, 6 November 2023
  • destroyElement ( theZone ) -- if so, destroy it ...tData ( claymoreCol , "type", "claymore" ) --store the type of colshape so it can be retrieved
    4 KB (525 words) - 17:40, 9 October 2018
  • ...s indicates that the resource which triggered the event should do whatever it can to reverse any changes made by whatever caused the event. See [[trigger Returns ''true'' if the event was cancelled, ''false'' if it wasn't or doesn't exist.
    2 KB (208 words) - 11:51, 8 June 2022
  • ...y is changed. Such changes can be made on the client or the server using [[setElementData]]. *'''oldValue''': The old value of this entry before it changed. See [[element data]] for a list of possible datatypes.
    1 KB (166 words) - 12:28, 8 October 2018
  • ...te de tornar uma variável conhecida pelo servidor e pelos jogadores é usar setElementData no elemento [[root]].}} {{BR/Nota|Por motivos de desempenho nunca utilize setElementData em eventos que são acionados com frequência como [[onClientRender]]. O us
    7 KB (973 words) - 04:25, 7 August 2020
  • * '''isPassword''': is the text on the edit box a password? change it to true to change the speech into symbols. local editboxText = getElementData(editboxElement, "editboxText") or setElementData(editboxElement, "editboxText", "")
    7 KB (770 words) - 04:00, 2 November 2023
  • {{OOP||[[element]]:getData||setElementData}} ...archy to find the requested key in case the specified element doesn't have it.
    3 KB (359 words) - 18:35, 31 January 2022
  • ...ator:''' the explosion's simulated creator, the [[player]] responsible for it. ...tData ( claymoreCol , "type", "claymore" ) --store the type of colshape so it can be retrieved
    6 KB (763 words) - 11:44, 11 January 2024
  • This function destroys an [[element]] and all elements within it in the hierarchy (its children, the children of those children etc). [[play ...successfully, ''false'' if either the element passed to it was invalid or it could not be destroyed for some other reason (for example, clientside destr
    5 KB (689 words) - 18:11, 17 November 2021
  • ...efficient way to make a variable known to the server and clients is to use setElementData on the [[root]] element.}} bool setElementData ( element theElement, string key, var value [, bool synchronize = true ] )
    5 KB (227 words) - 16:07, 21 August 2016
  • ...n account system, though it's persistence is equivalent to that of using [[setElementData]] on the player's element. ...g gametype, the amount of money a player has is made persistent by storing it in his account. Note the code uses "piraterpg.money" as key instead of just
    3 KB (413 words) - 10:41, 30 January 2022
  • ...of it's meta.xml file. This is simply to allow Race to identify it and put it in the /config menu for you. Addons communicate with Race via events. The c ...''' if the pickup is of type vehiclechange, this is the vehicle model that it sets.
    10 KB (1,343 words) - 11:38, 5 November 2018
  • * '''weapon''': If the type is a Weapon pickup, then it represents the [[Weapon|weapon ID]] of the weapon pickup. When used with th ...ntPosition ( source ) --get the position of the person who died and define it as x, y and z
    3 KB (475 words) - 19:32, 21 May 2023
  • {{IT/MainP}} ...no sul server e sul client. Questo è direttamente correlato al set delle [[IT/Introduzione alle Risorse|risorse]] in esecuzione, e ai loro file delle map
    7 KB (988 words) - 09:57, 5 August 2011
  • ...the set of running [[resources]] and their map files' XML layout, although it can be changed at run-time by scripts. ...puter-science, this should be easy to understand. If you are not, think of it as a family tree - except everyone only has a single parent. Every [[elemen
    7 KB (1,039 words) - 08:12, 24 October 2022
  • ...n account system, though it's persistence is equivalent to that of using [[setElementData]] on the player's element.
    3 KB (238 words) - 15:46, 12 April 2021
  • -- this will add all the vehicle options onto the gridlist, it is explained later in this tutorial -- when the resource is started, create the GUI and hide it
    20 KB (2,848 words) - 13:34, 25 November 2018
  • ...sory, but if you ask for development help on our GitHub, forum or Discord, it helps us know what project you are from and that you are abiding by the lic ...unlike MTA itself, closed-source, and therefore without informing yourself it would be hard to overcome the challenges.
    6 KB (1,017 words) - 08:38, 12 December 2022
  • ...os de de cualquier otro elemento (p.el. jugadores) con [[ES/setElementData|setElementData]] and [[ES/getElementData|getElementData]]. The same can be done on any element, it is not restricted to the root element.
    7 KB (1,151 words) - 12:02, 29 September 2014
  • -- this will add all the vehicle options onto the gridlist, it is explained later in this tutorial -- when the resource is started, create the GUI and hide it
    21 KB (3,277 words) - 12:53, 13 May 2019
  • -- if its a digit or * or #, then append it to the end of the display ...ur text) to change the text on the display, or updateDisplay(nil) to clear it.
    16 KB (2,326 words) - 12:03, 26 November 2018
  • <script src="script.lua" type="client"/> <!-- define it separately on client --> * It doesn't remove Lua files which were previously downloaded.
    68 KB (8,381 words) - 16:29, 23 April 2024
  • To use it, you need to add library to your class-path. It's included in the zip file below.
    21 KB (2,792 words) - 20:47, 23 September 2016
  • * Fix vehicle.handling and add [[setVehicleHandling|setter]] to it * Fix client-side [[setElementData]] not updating the server when enabling synchronization on an existing key
    17 KB (2,101 words) - 19:39, 29 December 2022
  • -- if its a digit or * or #, then append it to the end of the display -- otherwise, it must be a character button
    17 KB (2,724 words) - 20:58, 15 December 2018
  • ...d replaced CEGUI-integrated [https://www.freetype.org/ FreeType] by adding it as its own dependency ([https://github.com/multitheftauto/mtasa-blue/commit * Fixed CLuaArgument not comparing tables recursively, causing unnecessary [[setElementData]] resyncs even if values match ([https://github.com/multitheftauto/mtasa-bl
    28 KB (3,414 words) - 19:46, 16 June 2023