Jump to content

Remove double player blip


Kors

Recommended Posts

3 hours ago, AzScoud said:

@KorsShow us your code then we can help you.

radar 

local enableBlips = true
local renderNorthBlip = falsee
local alwaysRenderMap = false --true = always render map, false = only render when in interior world 0 (radar will stay, only the map will stop rendering)
local alwaysRenderOxygen = false --true = always render oxygen, false = only when oxygen not full/local player in water
local disableGTASAhealth = false --Disable GTASA's HUD health display
local disableGTASAarmor = false --Disable GTASA's HUD armour display
local disableGTASAoxygen = false --Disable GTASA's HUD oxygen display

local worldW, worldH = 3686, 3686 --map image dimensions - if map image changed, please edit appropriately
local blip = 12 --Blip size, pixels relative to 1366x768 resolution

local healthOkayR, healthOkayG, healthOkayB = 102, 204, 102 --RGB for health which is 'okay' (50% or more)
local healthBadR, healthBadG, healthBadB = 200, 200, 0 --RGB for health which is 'bad' (25%)
local healthCriticalR, healthCriticalG, healthCriticalB = 200, 0, 0 --RGB for health which is 'critically low' (near/at 0%)
local armorColorR, armorColorG, armorColorB = 0, 102, 255
local oxygenColorR, oxygenColorG, oxygenColorB = 255, 255, 0

local sx, sy = guiGetScreenSize()
local rt = dxCreateRenderTarget(290, 175)
local xFactor, yFactor = sx/1366, sy/768
local yFactor = xFactor --otherwise the radar looses it's 2:3 ratio.

function findRotation(x1,y1,x2,y2) --Author: Doomed_Space_Marine & robhol
  local t = -math.deg(math.atan2(x2-x1,y2-y1))
  if t < 0 then t = t + 360 end;
  return t;
end

function getPointFromDistanceRotation(x, y, dist, angle) --Author: robhol
    local a = math.rad(90 - angle);
    local dx = math.cos(a) * dist;
    local dy = math.sin(a) * dist;
    return x+dx, y+dy;
end

function drawRadar()
	setPlayerHudComponentVisible("radar", false)
	if disableGTASAhealth then setPlayerHudComponentVisible("health", false) end
	if disableGTASAarmor then setPlayerHudComponentVisible("armour", false) end
	if disableGTASAoxygen then setPlayerHudComponentVisible("breath", false) end
	if (not isPlayerMapVisible()) then
		local mW, mH = dxGetMaterialSize(rt)
		local x, y = getElementPosition(localPlayer)
		local X, Y = mW/2 -(x/(6000/worldW)), mH/2 +(y/(6000/worldH))
		local camX,camY,camZ = getElementRotation(getCamera())
		dxSetRenderTarget(rt, true)
		if alwaysRenderMap or getElementInterior(localPlayer) == 0 then
			dxDrawRectangle(0, 0, mW, mH, 0xFF7CA7D1) --render background
			dxDrawImage(X - worldW/2, mH/5 + (Y - worldH/2), worldW, worldH, "image/world.jpg", camZ, (x/(6000/worldW)), -(y/(6000/worldH)), tocolor(255, 255, 255, 255))
		end
		dxSetRenderTarget()
		dxDrawRectangle((10)*xFactor, sy-((200+10))*yFactor, (300)*xFactor, (185)*yFactor, tocolor(20, 20, 20, 200))
		dxDrawImage((10+5)*xFactor, sy-((200+5))*yFactor, (300-10)*xFactor, (175)*yFactor, rt, 0, 0, 0, tocolor(255, 255, 255, 220))
		local health = math.max(math.min(getElementHealth(localPlayer)/(0.232018558500192*getPedStat(localPlayer, 24) -32.018558511152), 1), 0)
		local armor = math.max(math.min(getPedArmor(localPlayer)/100, 1), 0)
		local oxygen = math.max(math.min(getPedOxygenLevel(localPlayer)/(1.5*getPedStat(localPlayer, 225) +1000), 1), 0)
		local rx, ry, rz = getElementRotation(localPlayer)
		local lB = (15)*xFactor
		local rB = (15+290)*xFactor
		local tB = sy-(205)*yFactor
		local bB = tB + (175)*yFactor
		local cX, cY = (rB+lB)/2, (tB+bB)/2 +(35)*yFactor
		local toLeft, toTop, toRight, toBottom = cX-lB, cY-tB, rB-cX, bB-cY
		blib = getElementsByType("blip")
		for  v=1, #blib do
		    local value = blib[v] 
			local bx, by = getElementPosition(value)
			local actualDist = getDistanceBetweenPoints2D(x, y, bx, by)
			local maxDist = getBlipVisibleDistance(value)
			if actualDist <= maxDist and getElementDimension(value)==getElementDimension(localPlayer) and getElementInterior(value)==getElementInterior(localPlayer) then
				local dist = actualDist/(6000/((worldW+worldH)/2))
				local rot = findRotation(bx, by, x, y)-camZ
				local bpx, bpy = getPointFromDistanceRotation(cX, cY, math.min(dist, math.sqrt(toTop^2 + toRight^2)), rot)
				local bpx = math.max(lB, math.min(rB, bpx))
				local bpy = math.max(tB, math.min(bB, bpy))
				local bid = getElementData(value, "customIcon") or getBlipIcon(value)
				local _, _, _, bcA = getBlipColor(value)
				local bcR, bcG, bcB = 255, 255, 255
				if getBlipIcon(value) == 0 then
					bcR, bcG, bcB = getBlipColor(value)
				end
				local bS = getBlipSize(value)
				dxDrawImage(bpx -(blip*bS)*xFactor/2, bpy -(blip*bS)*yFactor/2, (blip*bS)*xFactor, (blip*bS)*yFactor, "image/blip/"..bid..".png", 0, 0, 0, tocolor(bcR, bcG, bcB, bcA))
			end
		end
		if renderNorthBlip then
			local rot = -camZ+180
			local bpx, bpy = getPointFromDistanceRotation(cX, cY, math.sqrt(toTop^2 + toRight^2), rot) --get position
			local bpx = math.max(lB, math.min(rB, bpx))
			local bpy = math.max(tB, math.min(bB, bpy)) --cap position to screen
			local dist = getDistanceBetweenPoints2D(cX, cY, bpx, bpy) --get distance to the capped position
			local bpx, bpy = getPointFromDistanceRotation(cX, cY, dist, rot) --re-calculate position based on new distance
			if bpx and bpy then --if position was obtained successfully
				local bpx = math.max(lB, math.min(rB, bpx))
				local bpy = math.max(tB, math.min(bB, bpy)) --cap position just in case
				dxDrawImage(bpx -(blip*2)/2, bpy -(blip*2)/2, blip*2, blip*2, "image/blip/4.png", 0, 0, 0) --draw north (4) blip
			end
		end
		dxDrawImage(cX -(blip*2)*xFactor/2, cY -(blip*2)*yFactor/2, (blip*2)*xFactor, (blip*2)*yFactor, "image/player.png", camZ-rz, 0, 0)
	end
end
addEventHandler("onClientRender", root, drawRadar)

addEventHandler("onClientResourceStop", resourceRoot, function()
	setPlayerHudComponentVisible("radar", true)
	if disableGTASAhealth then setPlayerHudComponentVisible("health", true) end
	if disableGTASAarmor then setPlayerHudComponentVisible("armour", true) end
	if disableGTASAoxygen then setPlayerHudComponentVisible("breath", true) end
end)

 

Edited by Kors
Link to comment

The code you showed does not seem to contain createBlip. There are two options - either do not create a blip on the localPlayer, or edit the following line in the code you posted -- this will ignore rendering of blips which are attached to the local player:

-- original
if actualDist <= maxDist and getElementDimension(value)==getElementDimension(localPlayer) and getElementInterior(value)==getElementInterior(localPlayer) then

-- new
if getElementAttachedTo(value) ~= localPlayer and actualDist <= maxDist and getElementDimension(value)==getElementDimension(localPlayer) and getElementInterior(value)==getElementInterior(localPlayer) then

 

  • Like 1
Link to comment

May be

1 hour ago, MrTasty said:

The code you showed does not seem to contain createBlip. There are two options - either do not create a blip on the localPlayer, or edit the following line in the code you posted -- this will ignore rendering of blips which are attached to the local player:


-- original
if actualDist <= maxDist and getElementDimension(value)==getElementDimension(localPlayer) and getElementInterior(value)==getElementInterior(localPlayer) then

-- new
if getElementAttachedTo(value) ~= localPlayer and actualDist <= maxDist and getElementDimension(value)==getElementDimension(localPlayer) and getElementInterior(value)==getElementInterior(localPlayer) then

 

May be can decide in standard playerblip resource? I’ll try what u say , I hope thet work

Edited by Kors
Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...