TEDERI Posted May 13, 2018 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
Kors Posted May 13, 2018 Author 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 ?
koragg Posted May 13, 2018 Posted May 13, 2018 1 hour ago, Kors said: How stop ? removeEventHandler("onClientRender", root, draw) Replace 'draw' with your dxDraw function's name. 1
Storm-Hanma Posted May 13, 2018 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
TEDERI Posted May 13, 2018 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
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