plis how fix ?
The text should be in the middle of the screen.
these functions should help you:
guiGetScreenSize
guiGetSize
guiSetPosition
you can give me complete pliss
gtatbogt = "weapons TBOGT"
gtatlad = "weapons TLAD"
gtaiv = "weapons GTA IV"
weaponGui = {}
weaponGui["window"] = guiCreateWindow(200,0,328,250,"Selection weapon",false)
weaponGui["btnclose"] = guiCreateButton(63,200,212,25,"Close",false,weaponGui["window"])
addEventHandler ( "onClientGUIClick", weaponGui["btnclose"],
function ( btn, state )
if state == "up" then
guiSetVisible(weaponGui["window"], false)
showCursor(false)
end
end,
false )
weaponGui["btn1"] = guiCreateButton(63,40,212,40,""..gtatbogt.."",false,weaponGui["window"])
addEventHandler ( "onClientGUIClick", weaponGui["btn1"],
function (btn, state)
if state == "up" then
outputChatBox(""..gtatbogt.." loaded", 255, 200, 0)
txd = engineLoadTXD("weapon/tbogt/m4.txd", 356 )
engineImportTXD(txd, 356)
dff = engineLoadDFF("weapon/tbogt/m4.dff", 356 )
engineReplaceModel(dff, 356)
txd = engineLoadTXD("weapon/tbogt/satchel.txd", 363 )
engineImportTXD(txd, 363)
dff = engineLoadDFF("weapon/tbogt/satchel.dff", 363 )
engineReplaceModel(dff, 363)
txd = engineLoadTXD("weapon/tbogt/desert_eagle.txd", 348 )
engineImportTXD(txd, 348)
dff = engineLoadDFF("weapon/tbogt/desert_eagle.dff", 348 )
engineReplaceModel(dff, 348)
txd = engineLoadTXD("weapon/tbogt/micro_uzi.txd", 352 )
engineImportTXD(txd, 352)
dff = engineLoadDFF("weapon/tbogt/micro_uzi.dff", 352 )
engineReplaceModel(dff, 352)
txd = engineLoadTXD("weapon/tbogt/mp5lng.txd", 353 )
engineImportTXD(txd, 353)
dff = engineLoadDFF("weapon/tbogt/mp5lng.dff", 353 )
engineReplaceModel(dff, 353)
txd = engineLoadTXD("weapon/tbogt/sniper.txd", 358 )
engineImportTXD(txd, 358)
dff = engineLoadDFF("weapon/tbogt/sniper.dff", 358 )
engineReplaceModel(dff, 358)
txd = engineLoadTXD("weapon/tbogt/shotgspa.txd", 351 )
engineImportTXD(txd, 351)
dff = engineLoadDFF("weapon/tbogt/shotgspa.dff", 351 )
engineReplaceModel(dff, 351)
txd = engineLoadTXD("weapon/grenade.txd", 342 )
engineImportTXD(txd, 342)
dff = engineLoadDFF("weapon/grenade.dff", 342 )
engineReplaceModel(dff, 342)
txd = engineLoadTXD("weapon/bat.txd", 336 )
engineImportTXD(txd, 336)
dff = engineLoadDFF("weapon/bat.dff", 336 )
engineReplaceModel(dff, 336)
txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 )
engineImportTXD(txd, 350)
dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 )
engineReplaceModel(dff, 350)
txd = engineLoadTXD("weapon/default/poolcue.txd", 338 )
engineImportTXD(txd, 338)
dff = engineLoadDFF("weapon/default/poolcue.dff", 338 )
engineReplaceModel(dff, 338)
guiSetVisible(weaponGui["window"], false)
showCursor(false)
end
end,
false )
weaponGui["btn2"] = guiCreateButton(63,90,212,40,""..gtatlad.."",false,weaponGui["window"])
addEventHandler ( "onClientGUIClick", weaponGui["btn2"],
function (btn, state)
if state == "up" then
outputChatBox(""..gtatlad.." loaded", 255, 200, 0)
txd = engineLoadTXD("weapon/tlad/sawnoff.txd", 350 )
engineImportTXD(txd, 350)
dff = engineLoadDFF("weapon/tlad/sawnoff.dff", 350 )
engineReplaceModel(dff, 350)
txd = engineLoadTXD("weapon/tlad/micro_uzi.txd", 352 )
engineImportTXD(txd, 352)
dff = engineLoadDFF("weapon/tlad/micro_uzi.dff", 352 )
engineReplaceModel(dff, 352)
txd = engineLoadTXD("weapon/tlad/poolcue.txd", 338 )
engineImportTXD(txd, 338)
dff = engineLoadDFF("weapon/tlad/poolcue.dff", 338 )
engineReplaceModel(dff, 338)
txd = engineLoadTXD("weapon/tlad/shotgspa.txd", 351 )
engineImportTXD(txd, 351)
dff = engineLoadDFF("weapon/tlad/shotgspa.dff", 351 )
engineReplaceModel(dff, 351)
txd = engineLoadTXD("weapon/tlad/grenade.txd", 342 )
engineImportTXD(txd, 342)
dff = engineLoadDFF("weapon/tlad/grenade.dff", 342 )
engineReplaceModel(dff, 342)
txd = engineLoadTXD("weapon/tlad/bat.txd", 336 )
engineImportTXD(txd, 336)
dff = engineLoadDFF("weapon/tlad/bat.dff", 336 )
engineReplaceModel(dff, 336)
txd = engineLoadTXD("weapon/m4.txd", 356 )
engineImportTXD(txd, 356)
dff = engineLoadDFF("weapon/m4.dff", 356 )
engineReplaceModel(dff, 356)
txd = engineLoadTXD("weapon/desert_eagle.txd", 348 )
engineImportTXD(txd, 348)
dff = engineLoadDFF("weapon/desert_eagle.dff", 348 )
engineReplaceModel(dff, 348)
txd = engineLoadTXD("weapon/mp5lng.txd", 353 )
engineImportTXD(txd, 353)
dff = engineLoadDFF("weapon/mp5lng.dff", 353 )
engineReplaceModel(dff, 353)
txd = engineLoadTXD("weapon/sniper.txd", 358 )
engineImportTXD(txd, 358)
dff = engineLoadDFF("weapon/sniper.dff", 358 )
engineReplaceModel(dff, 358)
txd = engineLoadTXD("weapon/default/satchel.txd", 363 )
engineImportTXD(txd, 363)
dff = engineLoadDFF("weapon/default/satchel.dff", 363 )
engineReplaceModel(dff, 363)
guiSetVisible(weaponGui["window"], false)
showCursor(false)
end
end,
false )
weaponGui["btn3"] = guiCreateButton(63,140,212,40,""..gtaiv.."",false,weaponGui["window"])
addEventHandler ( "onClientGUIClick", weaponGui["btn3"],
function (btn, state)
if state == "up" then
outputChatBox(""..gtaiv.." loaded", 255, 200, 0)
txd = engineLoadTXD("weapon/ak47.txd", 355 )
engineImportTXD(txd, 355)
dff = engineLoadDFF("weapon/ak47.dff", 355 )
engineReplaceModel(dff, 355)
txd = engineLoadTXD("weapon/bat.txd", 336 )
engineImportTXD(txd, 336)
dff = engineLoadDFF("weapon/bat.dff", 336 )
engineReplaceModel(dff, 336)
txd = engineLoadTXD("weapon/shotgspa.txd", 349 )
engineImportTXD(txd, 349)
dff = engineLoadDFF("weapon/shotgspa.dff", 349 )
engineReplaceModel(dff, 349)
txd = engineLoadTXD("weapon/colt45.txd", 346 )
engineImportTXD(txd, 346)
dff = engineLoadDFF("weapon/colt45.dff", 346 )
engineReplaceModel(dff, 346)
txd = engineLoadTXD("weapon/desert_eagle.txd", 348 )
engineImportTXD(txd, 348)
dff = engineLoadDFF("weapon/desert_eagle.dff", 348 )
engineReplaceModel(dff, 348)
txd = engineLoadTXD("weapon/knifecur.txd", 335 )
engineImportTXD(txd, 335)
dff = engineLoadDFF("weapon/knifecur.dff", 335 )
engineReplaceModel(dff, 335)
txd = engineLoadTXD("weapon/m4.txd", 356 )
engineImportTXD(txd, 356)
dff = engineLoadDFF("weapon/m4.dff", 356 )
engineReplaceModel(dff, 356)
txd = engineLoadTXD("weapon/micro_uzi.txd", 352 )
engineImportTXD(txd, 352)
dff = engineLoadDFF("weapon/micro_uzi.dff", 352 )
engineReplaceModel(dff, 352)
txd = engineLoadTXD("weapon/molotov.txd", 344 )
engineImportTXD(txd, 344)
dff = engineLoadDFF("weapon/molotov.dff", 344 )
engineReplaceModel(dff, 344)
txd = engineLoadTXD("weapon/mp5lng.txd", 353 )
engineImportTXD(txd, 353)
dff = engineLoadDFF("weapon/mp5lng.dff", 353 )
engineReplaceModel(dff, 353)
txd = engineLoadTXD("weapon/rocketla.txd", 359 )
engineImportTXD(txd, 359)
dff = engineLoadDFF("weapon/rocketla.dff", 359 )
engineReplaceModel(dff, 359)
txd = engineLoadTXD("weapon/chromegun.txd", 351 )
engineImportTXD(txd, 351)
dff = engineLoadDFF("weapon/chromegun.dff", 351 )
engineReplaceModel(dff, 351)
txd = engineLoadTXD("weapon/sniper.txd", 358 )
engineImportTXD(txd, 358)
dff = engineLoadDFF("weapon/sniper.dff", 358 )
engineReplaceModel(dff, 358)
txd = engineLoadTXD("weapon/silenced.txd", 347 )
engineImportTXD(txd, 347)
dff = engineLoadDFF("weapon/silenced.dff", 347 )
engineReplaceModel(dff, 347)
txd = engineLoadTXD("weapon/missile.txd", 345 )
engineImportTXD(txd, 345)
dff = engineLoadDFF("weapon/missile.dff", 345 )
engineReplaceModel(dff, 345)
txd = engineLoadTXD("weapon/grenade.txd", 342 )
engineImportTXD(txd, 342)
dff = engineLoadDFF("weapon/grenade.dff", 342 )
engineReplaceModel(dff, 342)
txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 )
engineImportTXD(txd, 350)
dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 )
engineReplaceModel(dff, 350)
txd = engineLoadTXD("weapon/default/poolcue.txd", 338 )
engineImportTXD(txd, 338)
dff = engineLoadDFF("weapon/default/poolcue.dff", 338 )
engineReplaceModel(dff, 338)
txd = engineLoadTXD("weapon/default/satchel.txd", 363 )
engineImportTXD(txd, 363)
dff = engineLoadDFF("weapon/default/satchel.dff", 363 )
engineReplaceModel(dff, 363)
guiSetVisible(weaponGui["window"], false)
showCursor(false)
end
end,
false )
guiSetVisible(weaponGui["window"], false)
function show_window ()
local IsWindowVisible = guiGetVisible(weaponGui["window"])
if (IsWindowVisible == true) then
guiSetVisible(weaponGui["window"], false)
showCursor(false)
end
if (IsWindowVisible == false) then
guiSetVisible(weaponGui["window"], true)
showCursor(true)
end
end
bindKey("F2", "down", show_window )