Ok so i get a error when i load my nametags it up shows this on the player 
ID (Don't show the ID or Player Name)But it shows the Health and Armor 
here the code Can anybody help? 
local localPlayer = getLocalPlayer()  local show = true     function startRes()      for key, value in ipairs(getElementsByType("player")) do          setPlayerNametagShowing(value, false)      end  end  addEventHandler("onClientResourceStart", getResourceRootElement(), startRes)     local playerhp = { }  local lasthp = { }     local playerarmor = { }  local lastarmor = { }     function playerQuit()      if (getElementType(source)=="player") then          playerhp[source] = nil          lasthp[source] = nil          playerarmor[source] = nil          lastarmor[source] = nil      end  end  addEventHandler("onClientElementStreamOut", getRootElement(), playerQuit)  addEventHandler("onClientPlayerQuit", getRootElement(), playerQuit)        function setNametagOnJoin()      setPlayerNametagShowing(source, false)  end  addEventHandler("onClientPlayerJoin", getRootElement(), setNametagOnJoin)     function streamIn()      if (getElementType(source)=="player") then          playerhp[source] = getElementHealth(source)          lasthp[source] = playerhp[source]                    playerarmor[source] = getPedArmor(source)          lastarmor[source] = playerarmor[source]      end  end  addEventHandler("onClientElementStreamIn", getRootElement(), streamIn)     function isPlayerMoving(player)      return (not isPedInVehicle(player) and (getPedControlState(player, "forwards") or getPedControlState(player, "backwards") or getPedControlState(player, "left") or getPedControlState(player, "right") or getPedControlState(player, "accelerate") or getPedControlState(player, "brake_reverse") or getPedControlState(player, "enter_exit") or getPedControlState(player, "enter_passenger")))  end     local lastrot = nil     function aimsSniper()      return getPedControlState(localPlayer, "aim_weapon") and getPedWeapon(localPlayer) == 34  end     function aimsAt(player)      return getPedTarget(localPlayer) == player and aimsSniper()  end     function renderNametags()      if (show) then          local players = { }          local distances = { }          local lx, ly, lz = getCameraMatrix()                for key, player in ipairs(getElementsByType("player")) do              if (isElement(player)) and isElementStreamedIn(player) then                  local logged = getElementData(player, "loggedin")                                    if (logged == 1) then                      local lx, ly, lz = getElementPosition(localPlayer)                      local rx, ry, rz = getElementPosition(player)                      local distance = getDistanceBetweenPoints3D(lx, ly, lz, rx, ry, rz)                      local limitdistance = 20                      local reconx = getElementData(localPlayer, "reconx")                                            -- smoothing                      playerhp[player] = getElementHealth(player)                                            if (lasthp[player] == nil) then                          lasthp[player] = playerhp[player]                      end                                            playerarmor[player] = getPedArmor(player)                                            if (lastarmor[player] == nil) then                          lastarmor[player] = playerarmor[player]                      end                                            if (player~=localPlayer) and (isElementOnScreen(player)) and (aimsAt(player) or distanceor reconx) then                          if not getElementData(player, "reconx") and not getElementData(player, "freecam:state") then                              --local lx, ly, lz = getPedBonePosition(localPlayer, 7)                              local lx, ly, lz = getCameraMatrix()                              local vehicle = getPedOccupiedVehicle(player)                              local collision, cx, cy, cz, element = processLineOfSight(lx, ly, lz, rx, ry, rz+1, true, true, true, true, false, false, true, false, vehicle)                                 if not (collision) or aimsSniper() or (reconx) then                                  local x, y, z = getElementPosition(player)                                                                    if not (isPedDucked(player)) then                                      z = z + 1                                  else                                      z = z + 0.5                                  end                                                                    local sx, sy = getScreenFromWorldPosition(x, y, z+0.45, 100, false)                                  local oldsy = nil                                  -- HP                                  if (sx) and (sy) then                                                                            local health = math.ceil(lasthp[player])                                      if ( math.ceil(playerhp[player]) < health ) then                                          health = health - 1                                          lasthp[player] = health                                      elseif ( math.ceil(playerhp[player]) > health ) then                                          health = health + 1                                          lasthp[player] = health                                      end                                                                            if (health>0) then                                          distance = distance / 5                                                                                    if (reconx or aimsAt(player)) then distance = 1                                          elseif (distance<1) then distance = 1                                          elseif (distance>2) then distance = 2 end                                                                                    local offset = 45 / distance                                                                                    -- DRAW BG                                          dxDrawRectangle(sx-offset-5, sy, 95 / distance, 20 / distance, tocolor(0, 0, 0, 100), false)                                          oldsy = sy                                                                                     -- DRAW HEALTH                                          local width = 85                                          local hpsize = (width / 100) * health                                          local barsize = (width / 100) * (100-health)                                                                                    local color                                          if (health>70) then                                              color = tocolor(0, 255, 0, 130)                                          elseif (health>35 and health<=70) then                                              color = tocolor(255, 255, 0, 130)                                          else                                              color = tocolor(255, 0, 0, 130)                                          end                                                                                    if (distance<1.2) then                                              dxDrawRectangle(sx-offset, sy+5, hpsize/distance, 10 / distance, color, false)                                              dxDrawRectangle((sx-offset)+(hpsize/distance), sy+5, barsize/distance, 10 / distance, tocolor(162, 162, 162, 100), false)                                          else                                              dxDrawRectangle(sx-offset, sy+5, hpsize/distance-5, 10 / distance-3, color, false)                                              dxDrawRectangle((sx-offset)+(hpsize/distance-5), sy+5, barsize/distance-2, 10 / distance-3, tocolor(162, 162, 162, 100), false)                                          end                                      end                                  end                                                                    -- ARMOR                                  --sx, sy2 = getScreenFromWorldPosition(x, y, z+0.25, 100, false)                                                                    if (sx) and (sy) then                                      if (distance<=2) then                                          sy = math.ceil( sy + ( 2 - distance ) * 20 )                                      end                                      sy = sy + 10                                                                                                                  if (sx) and (sy) then                                          local armor = math.ceil(lastarmor[player])                                             if ( math.ceil(playerarmor[player]) < armor ) then                                              armor = armor - 1                                              lastarmor[player] = armor                                          elseif ( math.ceil(playerhp[player]) > armor ) then                                              armor = armor + 1                                              lastarmor[player] = armor                                          end                                                                                    if (armor>5) then                                              local offset = 45 / distance                                                                                            -- DRAW BG                                              dxDrawRectangle(sx-offset-5, sy, 95 / distance, 20 / distance, tocolor(0, 0, 0, 100), false)                                                                                            -- DRAW HEALTH                                              local width = 85                                              local armorsize = (width / 100) * armor                                              local barsize = (width / 100) * (100-armor)                                                                                                                                          if (distance<1.2) then                                                  dxDrawRectangle(sx-offset, sy+5, armorsize/distance, 10 / distance, tocolor(197, 197, 197, 130), false)                                                  dxDrawRectangle((sx-offset)+(armorsize/distance), sy+5, barsize/distance, 10 / distance, tocolor(162, 162, 162, 100), false)                                              else                                                  dxDrawRectangle(sx-offset, sy+5, armorsize/distance-5, 10 / distance-3, tocolor(197, 197, 197, 130), false)                                                  dxDrawRectangle((sx-offset)+(armorsize/distance-5), sy+5, barsize/distance-2, 10 / distance-3, tocolor(162, 162, 162, 100), false)                                              end                                          end                                      end                                                                            -- NAME                                      --sx, sy = getScreenFromWorldPosition(x, y, z+0.6, 100, false)                                      --sy = sy - (60 - distance*10)                                                                            if (distance<=2) then                                          sy = math.ceil( sy - ( 2 - distance ) * 40 )                                      end                                      sy = sy - 20                                                                                if (sx) and (sy) then                                          if (distance < 1) then distance = 1 end                                          if (distance > 2) then distance = 2 end                                          local offset = 75 / distance                                          local scale = 0.6 / distance                                          local font = "bankgothic"                                          local r, g, b = getPlayerNametagColor(player)                                          dxDrawText(getPlayerNametagText(player), sx-offset+2, sy+2, (sx-offset)+130 / distance, sy+20 / distance, tocolor(0, 0, 0, 220), scale, font, "center", "middle", false, false, false)                                          dxDrawText(getPlayerNametagText(player), sx-offset, sy, (sx-offset)+130 / distance, sy+20 / distance, tocolor(r, g, b, 220), scale, font, "center", "middle", false, false, false)                                                                                    -- DRAW ids                                          local offset = 65 / distance                                          local id = getElementData(player, "playerid")                                                                                    if (oldsy) and (id) then                                              if (id<100 and id>9) then -- 2 digits                                                  dxDrawRectangle(sx-offset-15, oldsy, 30 / distance, 20 / distance, tocolor(0, 0, 0, 100), false)                                                  dxDrawText(tostring(id), sx-offset-22.5, oldsy, (sx-offset)+26 / distance, sy+20 / distance, tocolor(255, 255, 255, 220), scale, font, "center", "middle", false, false, false)                                              elseif (id<=9) then -- 1 digit                                                  dxDrawRectangle(sx-offset-5, oldsy, 20 / distance, 20 / distance, tocolor(0, 0, 0, 100), false)                                                  dxDrawText(tostring(id), sx-offset-12.5, oldsy, (sx-offset)+26 / distance, sy+20 / distance, tocolor(255, 255, 255, 220), scale, font, "center", "middle", false, false, false)                                              elseif (id>=100) then -- 3 digits                                                  dxDrawRectangle(sx-offset-25, oldsy, 40 / distance, 20 / distance, tocolor(0, 0, 0, 100), false)                                                  dxDrawText(tostring(id), sx-offset-32.5, oldsy, (sx-offset)+26 / distance, sy+20 / distance, tocolor(255, 255, 255, 220), scale, font, "center", "middle", false, false, false)                                              end                                          end                                                                                                                  end                                  end                              end                          end                      end                  end              end          end                end  end  addEventHandler("onClientRender", getRootElement(), renderNametags)     function hideNametags()      show = false