Tokio Posted December 20, 2017 Share Posted December 20, 2017 I added this: Spoiler local players = getElementsByType ( "player" ) for theKey,thePlayer in ipairs(players) do local r, g, b = getPlayerNametagColor ( thePlayer ) if thePlayer == getLocalPlayer() then else local DataUpText = getElementData(thePlayer,"char:upText") local imageSize = dxGetFontHeight ( textscale*NAMETAG_TEXTSIZE2, srfont ) if DataUpText == "" then else dxDrawImage(sx - math.max(nameWidth/2) - imageSize - -18*scale, sy - imageSize - 26*scale, imageSize, imageSize,"keyboard.png") end end end end break end end end ) function RemoveHEXColorCode( s ) return s:gsub( '#%x%x%x%x%x%x', '' ) or s end local lastTime = 0 function handleChanging() if getTickCount() - lastTime >= 30000 then if getElementData(getLocalPlayer(),"char:afk") == false then setElementData(getLocalPlayer(),"char:afk", true) end end if isChatBoxInputActive() then setElementData(getLocalPlayer(),"char:chatting", true) chatti = "#FFFFFF" else setElementData(getLocalPlayer(),"char:chatting", false) chatti = "" end upText = chatti..""..network setElementData(getLocalPlayer(),"char:upText", upText) setTimer( handleChanging, 500, 1) end addEventHandler ( "onClientRender", root, handleChanging ) to the nametag script.. but with 1-2 player working fine, and with more players, always show the chaticon.. How to fix this? Link to comment
Mr.Loki Posted December 20, 2017 Share Posted December 20, 2017 This isn't the whole code... how can we work with this? Also.. why do you have a timer inside of a render function? 1 Link to comment
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