TEDERI Posted May 13, 2018 Share Posted May 13, 2018 (edited) That's about the setPlayerHudComponentVisible function? Or, if you have an you own implementation, just stop calling dxDraw* functions. Edited May 13, 2018 by TEDERI Link to comment
Kors Posted May 13, 2018 Author Share Posted May 13, 2018 2 hours ago, TEDERI said: That's about the setPlayerHudComponentVisible function? Or, if you have an you own implementation, just stop calling dxDraw* functions. How stop ? Link to comment
koragg Posted May 13, 2018 Share Posted May 13, 2018 1 hour ago, Kors said: How stop ? removeEventHandler("onClientRender", root, draw) Replace 'draw' with your dxDraw function's name. 1 Link to comment
Storm-Hanma Posted May 13, 2018 Share Posted May 13, 2018 State it true or false 4 hours ago, TEDERI said: That's about the setPlayerHudComponentVisible function? Or, if you have an you own implementation, just stop calling dxDraw* functions. @Kors state set player HUD component visible true or false 1 Link to comment
TEDERI Posted May 13, 2018 Share Posted May 13, 2018 There may be several approaches to solve the issue. But the main idea is prevent invoking draw functions. As @koragg said you should unbind the drawing event in the HUD script. You also may wrap some dxDraw functions in the next manner: local dxDrawRectangle_ = dxDrawRectangle function dxDrawRectangle (...) if drawingEnabled then dxDrawRectangle_(...) end end But all approaches are require to modify the source code of the your HUD resource. 1 Link to comment
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