Kors Posted May 8, 2018 Share Posted May 8, 2018 how remove green blip, without stoping playerblips Link to comment
Mahlukat Posted May 8, 2018 Share Posted May 8, 2018 (edited) if you using freeroam script, check joinHandler function in fr_server.lua Edited May 8, 2018 by Mahlukat Link to comment
Kors Posted May 8, 2018 Author Share Posted May 8, 2018 Not freeroam 6 minutes ago, Mahlukat said: if you using freeroam script, check joinHandler function in fr_server.lua Link to comment
Dimos7 Posted May 8, 2018 Share Posted May 8, 2018 the script is client or server side? Link to comment
Kors Posted May 8, 2018 Author Share Posted May 8, 2018 3 hours ago, Dimos7 said: the script is client or server side? playerblips, or what? Link to comment
AzScoud Posted May 8, 2018 Share Posted May 8, 2018 @KorsShow us your code then we can help you. Link to comment
Kors Posted May 9, 2018 Author Share Posted May 9, 2018 (edited) 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 May 9, 2018 by Kors Link to comment
Dimos7 Posted May 9, 2018 Share Posted May 9, 2018 If that is blip resource then simple not put localPlayer to blip Link to comment
Addlibs Posted May 9, 2018 Share Posted May 9, 2018 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 1 Link to comment
Kors Posted May 9, 2018 Author Share Posted May 9, 2018 (edited) 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 May 9, 2018 by Kors Link to comment
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