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Posted

It receives an array of strings, where the first one string is the function's name to execute on the browser and the rest of the strings are the parameters passed to that function.

Posted

Thanks.
And the name forumName  in the database for that name

socialName - the name of the account in social club
forumName???

Posted
2 hours ago, Roven said:

Thanks.
And the name forumName  in the database for that name

socialName - the name of the account in social club
forumName???

It's not used currently, so you can leave it empty.

Posted (edited)
mp.events.add('guiReady', () => 
{
    // Remove health regeneration
    mp.game.player.setHealthRechargeMultiplier(0.0);

	// Remove weapons from the vehicles
	mp.game.player.disableVehicleRewards();

	// Freeze the player until he logs in
	mp.players.local.freezePosition(true);

    // Show the login panel when all is loaded
    /*loginTimer = setInterval(function() 
    {
        // Get the time from the server
        let serverTime = mp.players.local.getVariable('SERVER_TIME');
        if(serverTime !== undefined)
        {
            // Clear the timer
            clearInterval(loginTimer);
            loginTimer = undefined;
            
            // Set the hour from the server
            let time = serverTime.split(':');
            let hours = parseInt(time[0]);
            let minutes = parseInt(time[1]);
            let seconds = parseInt(time[2]);
            mp.game.time.setClockTime(hours, minutes, seconds);
        }
        // Show the login window
        mp.events.call('accountLoginForm');
    }, 100);*/
	// Show the login window
	mp.events.call('accountLoginForm');
});

Good.
I still wonder...
Why is the accountLoginForm method executed when I don't call the guiReady method?

I call the method guiReady in the backend, but he's here in the client side is invoked itself

Edited by Roven
Posted
15 minutes ago, Roven said:

mp.events.add('guiReady', () => 
{
    // Remove health regeneration
    mp.game.player.setHealthRechargeMultiplier(0.0);

	// Remove weapons from the vehicles
	mp.game.player.disableVehicleRewards();

	// Freeze the player until he logs in
	mp.players.local.freezePosition(true);

    // Show the login panel when all is loaded
    /*loginTimer = setInterval(function() 
    {
        // Get the time from the server
        let serverTime = mp.players.local.getVariable('SERVER_TIME');
        if(serverTime !== undefined)
        {
            // Clear the timer
            clearInterval(loginTimer);
            loginTimer = undefined;
            
            // Set the hour from the server
            let time = serverTime.split(':');
            let hours = parseInt(time[0]);
            let minutes = parseInt(time[1]);
            let seconds = parseInt(time[2]);
            mp.game.time.setClockTime(hours, minutes, seconds);
        }
        // Show the login window
        mp.events.call('accountLoginForm');
    }, 100);*/
	// Show the login window
	mp.events.call('accountLoginForm');
});

Good.
I still wonder...
Why is the accountLoginForm method executed when I don't call the guiReady method?

I call the method guiReady in the backend, but he's here in the client side is invoked itself

It's not a method, it's an event that gets called when the player has fully loaded the client scripts.

Posted
16 hours ago, Roven said:

Is the guiReady event raised on the server side?
Or just the Rage system on the client side calls?

Only clientside.

Posted

Thank you!

Here are two methods

InitializePlayerData(player);
Initialize Player Skin(player);

Since the skin of the player is given by the method

Task.Factory.StartNew(() =>
            {
                AccountModel account = DataBase.GetAccount(player.Name);

                switch (account.Status)
                {
                    case -1:
                        NAPI.Chat.SendChatMessageToPlayer(player, Constants.COLOR_INFO + Messages.INF_ACCOUNT_DISABLED);
                        NAPI.Player.KickPlayer(player, Messages.INF_ACCOUNT_DISABLED);
                        break;
                    case 0:
                        NAPI.Chat.SendChatMessageToPlayer(player, Constants.COLOR_INFO + Messages.INF_ACCOUNT_NEW);
                        NAPI.Player.KickPlayer(player, Messages.INF_ACCOUNT_NEW);
                        break;
                    default:
                        // Welcome message
                        String welcomeMessage = String.Format(Messages.GEN_WELCOME_MESSAGE, player.Name);
                        NAPI.Chat.SendChatMessageToPlayer(player, welcomeMessage);
                        NAPI.Chat.SendChatMessageToPlayer(player, Messages.GEN_WELCOME_HINT);
                        NAPI.Chat.SendChatMessageToPlayer(player, Messages.GEN_HELP_HINT);
                        NAPI.Chat.SendChatMessageToPlayer(player, Messages.GEN_TICKET_HINT);

                        if (account.Skin > 0)
                        {
                            // Load selected character
                            PlayerModel character = DataBase.LoadCharacterInformationById(account.Skin);
                            SkinModel skin = DataBase.GetCharacterSkin(account.Skin);

                            NAPI.Player.SetPlayerName(player, character.RealName);
                            NAPI.Player.SetPlayerSkin(player, character.Sex == 0 ? PedHash.FreemodeMale01 : PedHash.FreemodeFemale01);

                            LoadCharacterData(player, character);

                            PopulateCharacterSkin(player, skin);
                        }
                        else
                        {
                            // Set the default skin a_c_coyote
                            NAPI.Player.SetPlayerSkin(player, PedHash.Strperf01SMM);
                        }

                        // Make the player invisible
                        NAPI.Entity.SetEntityTransparency(player, 255);

                        // Activate the login window
                        NAPI.Data.SetEntitySharedData(player, EntityData.SERVER_TIME, DateTime.Now.ToString("HH:mm:ss"));

                        break;
                }
            });


// Set the default skin a_c_coyote
 NAPI.Player.SetPlayerSkin(player, PedHash.Strperf01SMM);

Can you tell what they do
I why ask, just studying this project

Posted
1 hour ago, Roven said:

Thank you!

Here are two methods

InitializePlayerData(player);
Initialize Player Skin(player);

Since the skin of the player is given by the method


Task.Factory.StartNew(() =>
            {
                AccountModel account = DataBase.GetAccount(player.Name);

                switch (account.Status)
                {
                    case -1:
                        NAPI.Chat.SendChatMessageToPlayer(player, Constants.COLOR_INFO + Messages.INF_ACCOUNT_DISABLED);
                        NAPI.Player.KickPlayer(player, Messages.INF_ACCOUNT_DISABLED);
                        break;
                    case 0:
                        NAPI.Chat.SendChatMessageToPlayer(player, Constants.COLOR_INFO + Messages.INF_ACCOUNT_NEW);
                        NAPI.Player.KickPlayer(player, Messages.INF_ACCOUNT_NEW);
                        break;
                    default:
                        // Welcome message
                        String welcomeMessage = String.Format(Messages.GEN_WELCOME_MESSAGE, player.Name);
                        NAPI.Chat.SendChatMessageToPlayer(player, welcomeMessage);
                        NAPI.Chat.SendChatMessageToPlayer(player, Messages.GEN_WELCOME_HINT);
                        NAPI.Chat.SendChatMessageToPlayer(player, Messages.GEN_HELP_HINT);
                        NAPI.Chat.SendChatMessageToPlayer(player, Messages.GEN_TICKET_HINT);

                        if (account.Skin > 0)
                        {
                            // Load selected character
                            PlayerModel character = DataBase.LoadCharacterInformationById(account.Skin);
                            SkinModel skin = DataBase.GetCharacterSkin(account.Skin);

                            NAPI.Player.SetPlayerName(player, character.RealName);
                            NAPI.Player.SetPlayerSkin(player, character.Sex == 0 ? PedHash.FreemodeMale01 : PedHash.FreemodeFemale01);

                            LoadCharacterData(player, character);

                            PopulateCharacterSkin(player, skin);
                        }
                        else
                        {
                            // Set the default skin a_c_coyote
                            NAPI.Player.SetPlayerSkin(player, PedHash.Strperf01SMM);
                        }

                        // Make the player invisible
                        NAPI.Entity.SetEntityTransparency(player, 255);

                        // Activate the login window
                        NAPI.Data.SetEntitySharedData(player, EntityData.SERVER_TIME, DateTime.Now.ToString("HH:mm:ss"));

                        break;
                }
            });


// Set the default skin a_c_coyote
 NAPI.Player.SetPlayerSkin(player, PedHash.Strperf01SMM);

Can you tell what they do
I why ask, just studying this project

If you have questions about the API, you have them documented on the wiki:

https://wiki.gtanet.work/index.php?title=Main_Page

https://wiki.rage.mp/index.php?title=Main_Page

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