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  • A [[timer]] object refers to a timer set to execute a function a certain number of times with a specified delay. ...ce in which it was created is stopped, so in this case you should kill the timer manually.
    602 bytes (95 words) - 11:33, 11 June 2023
  • This function check if the execute is the last execute in the [[timer]]. bool isLastExecuteInTimer( timer theTimer )
    1 KB (151 words) - 11:44, 29 October 2023
  • {{IT/MainP}} [[Category:IT/Concetti di scripting]]
    657 bytes (96 words) - 05:13, 30 September 2014
  • This function checks if a variable is a [[timer]]. ...ally recycled. Always make sure you nil variables containing a timer after it has expired.}}
    2 KB (315 words) - 07:03, 12 July 2014
  • * '''projectile''': the projectile to get the timer of. * Grenades will explode when it hits 0
    1 KB (145 words) - 14:09, 29 April 2021
  • * [[timer|Timer]] [[it:Classi di MTA]]
    907 bytes (133 words) - 20:25, 21 February 2021
  • * [[timer|Timer]] [[it:Classi di MTA]]
    788 bytes (110 words) - 20:32, 21 February 2021
  • * [[timer|Timer]] [[it:Classi di MTA]]
    758 bytes (104 words) - 08:12, 24 October 2022
  • * [[timer|Timer]] [[it:Classi di MTA]]
    793 bytes (101 words) - 18:35, 30 June 2022
  • * [[timer|Temporizador (Timer)]] [[it:Classi di MTA]]
    742 bytes (106 words) - 12:02, 29 September 2014
  • ...staircase object model using a ''randomObjectMovement'' function and stop it immediately with the stopObject command. This is achieved by using a "togg -- if the player types "on" for the state variable, turn on the timer, which triggers a function
    2 KB (239 words) - 12:08, 31 October 2023
  • * [[timer|Timer]] (Таймер) [[it:Classi di MTA]]
    1 KB (42 words) - 03:05, 1 April 2016
  • Will change the projectile counter timer which depending on the projectile type will do different things: * Rockets and Grenades will explode when it hits 0
    2 KB (229 words) - 07:51, 25 June 2016
  • ...integer in between 0 and 1 of the gui element's current alpha, or false if it could not be retrieved. ...eIn = setTimer(guiFade, 50, 1, gui, state) -- We loop the function to make it lower the alpha each 50 ms
    2 KB (360 words) - 17:15, 21 November 2018
  • ...function returns a table of all active timers that the resource that calls it has created. Alternatively, only the timers with a remaining time less than -- Loop through the timer list
    912 bytes (132 words) - 11:26, 6 March 2019
  • * '''timerName:''' The timer name. * '''key:''' The timer key is used as secondary dimension, it can be any value (players/vehicles/strings/numbers/...) except for ''nil''.
    6 KB (640 words) - 19:13, 26 January 2021
  • {{Server client function}}{{Important Note|The speed at which a client side timer runs can be completely unreliable if a client is maliciously modifying thei ...of your own functions or a built-in function. For example, you could set a timer to spawn a player after a number of seconds have elapsed.
    6 KB (821 words) - 09:22, 13 October 2023
  • ...integer in between 0 and 1 of the dgs element's current alpha, or false if it could not be retrieved. ...eIn = setTimer(guiFade, 50, 1, gui, state) -- We loop the function to make it lower the alpha each 50 ms
    3 KB (456 words) - 21:17, 3 May 2021
  • ...- Choose a random number between 1 and 18000 as a whole integer and assign it to -- Every 2.5 seconds, the function 'objectRandomization' is called by this timer.
    1 KB (194 words) - 09:12, 9 November 2018
  • ...o effect. detachTrailerFromVehicle in the event doesn't work either, 50 ms timer is effective.}} ...section below if cancelling the event has any effect. If you don't know if it does, ask a dev! -->
    2 KB (263 words) - 15:52, 29 May 2019
  • ...ze) of a GUI element. It refers to the bounding box size for GUI elements. It does not make GUI elements smaller or larger in appearance. --Called by the timer every 2 seconds. It decides an x and y width randomly between .1 and .5
    2 KB (213 words) - 17:20, 21 November 2018
  • ...ze) of a DGS element. It refers to the bounding box size for DGS elements. It does not make DGS elements smaller or larger in appearance. Note = It variables is a conjunction:
    2 KB (265 words) - 19:03, 3 May 2021
  • -- so we don't set the state-reset timer twice when reentering a vulnerable vehicle -- this function makes a vehicle vulnerable and sets a timer to unset it in 10 seconds
    2 KB (278 words) - 14:11, 13 June 2021
  • === Timer Callbacks === sourceTimer -- current timer in callback function.
    4 KB (530 words) - 15:34, 11 November 2023
  • ...rror- or infowindow. The window's size will fit the text that you put into it. ...window, before it disappears (if disableByClick is true and client clicks, timer is overridden).
    2 KB (297 words) - 13:56, 30 May 2012
  • '''Available client side from 1.3.1''' (It will only work with client side vehicles and peds) ...peration was successful, ''false'' if the specified ped is not valid or if it isn't in a vehicle.
    1 KB (205 words) - 15:42, 3 April 2018
  • ...a new display and a "Hello World" text item for a player. It then removes it from his screen 5 seconds later setTimer ( textDisplayRemoveObserver, 5000,1, display, thePlayer ) --set a timer to remove this 5 seconds later.
    1 KB (136 words) - 14:01, 21 September 2011
  • -- if it is, we hide it -- if not, we make it visible
    1 KB (163 words) - 21:06, 21 February 2021
  • -- output it to the console -- set a 500 ms (0.5 sec) timer to fade it back in before it has completely faded out
    1 KB (183 words) - 16:19, 8 April 2024
  • ...rror means that the function '''outputChatbox''' is a nil value, that is - it doesn't exist! This is because the function is actually called [[outputChat ...pecified. Also you want to specify what level of errors will be logged. If it is 0 nothing will be logged. The levels were explained at the top of this a
    18 KB (2,477 words) - 20:36, 21 February 2021
  • This function checks in which way the cursor is currently moving, it's updated version of https://wiki.multitheftauto.com/wiki/GetCursorMoveOn. timer = false,
    2 KB (256 words) - 14:48, 8 June 2020
  • 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
  • ...at shows debug messages output from MTA functions or from scripts. Keeping it mind that you should have administrator access (unless you modify the ACL t ...ould have ''debugscript'' enabled whenever you are testing your scripts as it will help you easily detect and solve typos and other issues.
    18 KB (2,760 words) - 16:40, 15 April 2017
  • ...at shows debug messages output from MTA functions or from scripts. Keeping it mind that you should have administrator access (unless you modify the ACL t ...ould have ''debugscript'' enabled whenever you are testing your scripts as it will help you easily detect and solve typos and other issues.
    18 KB (2,815 words) - 08:56, 4 July 2022
  • This example creates a button. The button has two functions attached to it, one is triggered when user clicks the button (to change text on the button -- if text of button was "Hello", change it to "World!"
    2 KB (298 words) - 16:35, 11 February 2015
  • ...pting classes that are implemented in the 1.4 version of Multi Theft Auto. It mirrors the procedural [[Client_Scripting_Functions|client functions]]. For *[[Timer_class|Timer]]
    2 KB (215 words) - 11:21, 9 April 2014
  • Under /client/ directory, create a text file and name it "gui.lua". ...clude the new gui.lua file in the meta.xml of the main resource, and label it as a client script:
    16 KB (2,477 words) - 13:47, 8 November 2018
  • This example creates a button. The button has two functions attached to it, one is triggered when user clicks the button (to change text on the button -- if text of button was "Hello", change it to "World!"
    2 KB (343 words) - 16:35, 11 February 2015
  • ...e real loss, you have to substract the new health of the old health (use a timer for this).
    1 KB (185 words) - 15:20, 3 September 2020
  • ...rid list and adds 4 columns to it when the script starts. After 3 seconds, it randomly deletes a column and outputs to the chat box which column was dele --Set a timer to trigger the deleteColumn function 3 seconds after the script starts
    2 KB (225 words) - 13:44, 18 January 2018
  • it contains: if you are low on players it can work fine,but more players will lag your server
    3 KB (505 words) - 13:13, 2 December 2013
  • ...be faded in or out? Pass ''true'' to fade the camera in, ''false'' to fade it out to a color. * '''timeToFade:''' The number of seconds it should take to fade.
    3 KB (475 words) - 02:38, 3 February 2021
  • This example will prevent the stealthkill animation of the attacker as it occurs, something which is tricky to achieve (hence this example is extra u Note: you won't get this to work properly without timer and 'fake' animation. Lots of scripters have broken their backs over this.
    2 KB (247 words) - 08:14, 16 September 2021
  • ...be faded in or out? Pass ''true'' to fade the camera in, ''false'' to fade it out to a color. * '''timeToFade:''' The number of seconds it should take to fade. Any number less than 1 makes the fade instant.
    3 KB (532 words) - 13:36, 13 August 2018
  • ...rid list and adds 4 columns to it when the script starts. After 3 seconds, it randomly deletes a column and outputs to the chat box which column was dele --Set a timer to trigger the deleteColumn function 3 seconds after the script starts
    3 KB (285 words) - 10:20, 30 January 2022
  • --Set a timer to change the window's visibility every 2 seconds, infinite times This example creates a dgs window with yes and no buttons and make it visible/invisible with the bindkey 'x'.
    2 KB (255 words) - 17:51, 13 January 2023
  • ...ents triggered on that element, it's parents (and their parents, etc.) and it's children (and their children). As such, an event handler attached to the ...element that the handler is being triggered on (i.e. the one you attached it to with addEventHandler).
    5 KB (918 words) - 01:27, 19 February 2019
  • ...scripts, this page should probably be changed later, depending how useful it is. ...n any map file entry, MTA automatically recognizes it as a custom one when it starts. Its up to the script to decide how to deal with the information pro
    5 KB (744 words) - 07:07, 4 November 2020
  • ...outside Francis International Airport. Get in it. Once you hit 50MPH, the timer starts. You must maintain a speed of at least 50MPH, otherwise the bus will ...player GTAIII. You must jack a '''Securicar''' from the airport and bring it to a selected location.
    3 KB (530 words) - 11:35, 11 June 2023
  • -- défini un timer pour afficher un message (le timer peut très bien éxécuter une fonction) -- stocke l'id du timer dans un tableau en utilisant le joueur (''player'') comme index/case.
    17 KB (2,614 words) - 12:11, 29 September 2014
  • ...object" individually. Instead of having to call a function and referencing it inside the call, you actually call the function INSIDE the class. ...I say ''object'', I don't mean [[createObject]] (unless I actually mention it), but to make things clearer I will avoid mentioning physical objects as I
    9 KB (1,385 words) - 05:52, 6 November 2023
  • ...camera object at a specified location in the game world. It then sets up a timer to check the speed of all vehicles in the game every second. If a vehicle i
    4 KB (405 words) - 21:54, 26 November 2023
  • -- set a timer to output a message (could as well execute another function) -- store the timer id in a table, using the player as index
    20 KB (3,265 words) - 20:25, 21 February 2021
  • It uses a custom flag in the effect file to generate [https://en.wikipedia.org Bit more complicated than the first Road shine, as it tracks the sun or moon to calculate the position of the highlight.
    10 KB (1,581 words) - 18:51, 25 March 2021
  • Akutalnie wspierane formaty audio to MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M oraz PLS. setTimer( destroyElement, 30*1000, 1, radio ) -- tworzymy również timer, który po 30 sekundach wyłączy radio
    3 KB (396 words) - 14:59, 14 August 2018
  • -- criamos um timer para escrever uma mensagem (pode também ativar uma função) -- destrua o timer quando o jogador sair do colshape
    19 KB (2,912 words) - 20:16, 28 February 2019
  • -- this turns on wordwrap so if your text goes over the edge of the label, it will wrap around and start a new line automatically -- this means it will only trigger when its own resource is started
    17 KB (2,784 words) - 12:50, 13 May 2019
  • * Remember that 99% of the time it's a bug in your script, not an MTA bug! Don't report something to GitHub Is ...he long run as you'll spend less time being confused when you come back to it in a weeks time to debug a problem.
    8 KB (1,269 words) - 17:30, 2 August 2023
  • -- 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
  • ...item to scroll along the bottom of the screen, updating the news text once it has scrolled beyond the edge of the screen. -- also make it half the height of the gridlist, as half of the gridlist is off the bottom
    18 KB (2,936 words) - 22:39, 5 November 2018
  • ...flag is represented. This doesn't matter as it can just attach handlers to it's dummy flag element while the other gamemode resource can handle the repre ...rEvent]] function to trigger that event any time you want - either using a timer, or based on a more general event.
    10 KB (1,523 words) - 20:33, 21 February 2021
  • ...item to scroll along the bottom of the screen, updating the news text once it has scrolled beyond the edge of the screen. -- also make it half the height of the gridlist, as half of the gridlist is off the bottom
    19 KB (3,117 words) - 21:24, 26 December 2018
  • -- 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
  • * Reset vehicle explosion timer in CVehicleSA::SetHealth ([https://github.com/multitheftauto/mtasa-blue/com ...d replaced CEGUI-integrated [https://www.freetype.org/ FreeType] by adding it as its own dependency ([https://github.com/multitheftauto/mtasa-blue/commit
    28 KB (3,414 words) - 19:46, 16 June 2023