#Paper
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Everything posted by #Paper
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City, ur code doesn't fix mine problem, but i made another code: local y = 200 function onTriggerAdd(pos, toIns) table.insert(players, toIns) y = y + 8 end addEvent("onAddRequest", true) addEventHandler("onAddRequest", getRootElement(), onTriggerAdd) local text = 1 function onRender() for _,item in ipairs(players) do dxDrawColorText(item, 15, y - 8 , 15, y - 8 ,tocolor(255,255,255), 0.35, "bankgothic", "left", "center", false, false, false) text = text + 1 end end addEventHandler("onClientRender", getRootElement(), onRender) Now the text goes down but all lines are in the same position...
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So, i've a problem whit the Y Assix: See 1° part: When i dead the script writes the line under the chat See 2° part: When someone deads after me my dead line goes under and the new line writes in mine dead line 1° position... But this doesn't appens The 2° text goes under the chat and my dead line don't goes down: function onRender() local text = 1 local y = 200 for _,item in ipairs(players) do dxDrawColorText(item, 15, y - 16 * text, 15, y - 16 * text,tocolor(255,255,255), 0.35, "bankgothic", "left", "center",false, false, false) text = text + 1 y = y + 8 end end addEventHandler("onClientRender", getRootElement(), onRender)
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Ok, i'll try
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If i use one of the types the text is ginned
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Instead to use the classic draw func i want to use the dxDrawColorText, how can i adapt it?
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How can i adapt that lib instead dxDrawText to use dxDrawColorText, i tried to repleace just on client render, but whit styles the text is a little bui bugged...
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I want to make some dxText in the same position for all resolutions but it doesn't work: function AbsoluteToRelativ( X, Y ) -- this coverter transforms the gui position and size for the resolution of the player local rX, rY = guiGetScreenSize() local x = math.floor((X/2200)*rX) local y = math.floor((Y/1085)*rY) return x, y end From Citizen
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Post the download
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LoL stupid noobs
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What do you need? My Skype ID: skiper964
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Grande hunter | N1 hunter
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Ty, it works, but: Another problem: so, when i start the mission, i kill 10 peds but i can't finish the mission whit 11 kills too, i restart the mode, i restart the mission, i restart the res and when i kill 10 peds the mission finish... why?
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Why the kills don't increment? No error in the debugscirpt function addKill(totalAmmo, killer) local account = getPlayerAccount(killer) local kills = getAccountData(account, "KillsOn10Peds") if kills then if not kills == 10 then setAccountData(account, "KillsOn10Peds", tonumber(kills + 1)) elseif kills == 10 then outputChatBox(chat.."#ff0000Compliments! You completed the mission '#ffffffKilling <3#ff0000', you reicive 1 medal and 200$!", killer, 255,255,255, true) local cash = getAccountData(account, "cash") local medals = getAccountData(getPlayerAccount(killer), "cash") setAccountData(account, "medals", cash + 1) setAccountData(account, "cash", medals + 200) setScoresInBoard() stopMission(killer) end end end addEventHandler("onPedWasted", getRootElement(), addKill)
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I didn't help you, right? T_T
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Lol, are you laughing? This is just ~10 lines of code I can give for free. _setPlayerNametagColor = setPlayerNametagColor; function setPlayerNametagColor( thePlayer, hex ) if isElement( thePlayer ) then _setPlayerNametagColor( thePlayer, hexToRGB( hex ) ); end; end; function hexToRGB( num ) num = string.gsub( num, "#", "" ); local r = tonumber( "0x" .. string.sub( num, 1, 2 ) ); local g = tonumber( "0x" .. string.sub( num, 3, 4 ) ); local b = tonumber( "0x" .. string.sub( num, 5, 6 ) ); return r, g, b; end; p.s.: hey Cow, how it's going on? Oh i thought that he wanted to make the nametags over players in multi color...
