+[T]rakin Posted November 22, 2018 Share Posted November 22, 2018 Achei essa HUD tipo FiveM da famosa internet so que ela ta com erro que fica floodando o debug o tempo todo sem parar, ja tentei resolver mas toda vez que mexo algum da linha do script acabar nao pegando mas. http://prntscr.com/llicf8 local screenW,screenH = guiGetScreenSize() local resW, resH = 1280, 720 local x, y = (screenW/resW), (screenH/resH) function HudGtaV ( ) --dxDrawImage( x*1093, y*118, x*111, y*82, "img/"..getPedWeapon(getLocalPlayer())..".png", 0, 0, 0, tocolor(255, 255, 255, 255), false) -- dxDrawLine( x*1100 - 1, y*79 - 1, x*1100 - 1, y*105, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1228, y*79 - 1, x*1100 - 1, y*79 - 1, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1100 - 1, y*105, x*1228, y*105, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1228, y*105, x*1228, y*79 - 1, tocolor(21, 168, 38, 126), 1, false) dxDrawRectangle( x*1100, y*79, x*128, y*26, tocolor(0, 0, 0, 126), false) dxDrawImage( x*1063, y*73, x*32, y*33, "imgs/bancoo.png", 0, 0, 0, tocolor(255, 255, 255, 255), false) local money2 = string.format("%8d",getElementData(getLocalPlayer(),"bankbalance")) dxDrawText(""..money2, x*1105, y*77, x*1119, y*95, tocolor(150, 140, 147, 229), 1.00, "pricedown", "left", "top", false, false, false, false, false) --showammo1 = getPedAmmoInClip (localPlayer,getPedWeaponSlot(localPlayer)) --showammo2 = getPedTotalAmmo(localPlayer)-getPedAmmoInClip(localPlayer) --dxDrawText("".. showammo1, x*1146, y*100, x*1186, y*140, tocolor(129, 137, 243, 255), 1.00, "pricedown", "left", "top", false, false, false, false, false) --dxDrawText("".. showammo2, x*1197, y*99, x*1237, y*139, tocolor(12, 20, 127, 255), 1.00, "pricedown", "left", "top", false, false, false, false, false) local altura = 25 local imageL, imageA = 25,25 local star01, star02, star03, star04, star05, star06 = 1220, 1193, 1165, 1138, 1110, 1080 local image = "wanted/star.png" wanted = getPlayerWantedLevel (getLocalPlayer()) if wanted == 1 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 02 --fundo dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 03 --fundo dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo end if wanted == 2 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 03 --fundo dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo end if wanted == 3 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo end if wanted == 4 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo end if wanted == 5 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image) -- star 05 dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo end if wanted == 6 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image) -- star 05 dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image) -- star 06 end -------------------------------------------- end Quote Link to comment
Other Languages Moderators Lord Henry Posted November 22, 2018 Other Languages Moderators Share Posted November 22, 2018 (edited) Ele está reclamando que não é possível usar string.format, pois aquele valor é false. (o jogador não tem nenhuma data "bankbalance") Coloque uma condição antes dessa formatação, de modo que se a data não existir, ele faça a conversão usando outro valor. local screenW,screenH = guiGetScreenSize() local resW, resH = 1280, 720 local x, y = (screenW/resW), (screenH/resH) function HudGtaV () -- dxDrawImage( x*1093, y*118, x*111, y*82, "img/"..getPedWeapon(getLocalPlayer())..".png", 0, 0, 0, tocolor(255, 255, 255, 255), false) -- dxDrawLine( x*1100 - 1, y*79 - 1, x*1100 - 1, y*105, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1228, y*79 - 1, x*1100 - 1, y*79 - 1, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1100 - 1, y*105, x*1228, y*105, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1228, y*105, x*1228, y*79 - 1, tocolor(21, 168, 38, 126), 1, false) dxDrawRectangle( x*1100, y*79, x*128, y*26, tocolor(0, 0, 0, 126), false) dxDrawImage( x*1063, y*73, x*32, y*33, "imgs/bancoo.png", 0, 0, 0, tocolor(255, 255, 255, 255), false) local money2 = 0 if getElementData(getLocalPlayer(),"bankbalance") then money2 = string.format("%8d", getElementData (getLocalPlayer(),"bankbalance")) else money2 = string.format("%8d", 0) end dxDrawText(""..money2, x*1105, y*77, x*1119, y*95, tocolor(150, 140, 147, 229), 1.00, "pricedown", "left", "top", false, false, false, false, false) -- showammo1 = getPedAmmoInClip (localPlayer,getPedWeaponSlot(localPlayer)) -- showammo2 = getPedTotalAmmo(localPlayer)-getPedAmmoInClip(localPlayer) -- dxDrawText("".. showammo1, x*1146, y*100, x*1186, y*140, tocolor(129, 137, 243, 255), 1.00, "pricedown", "left", "top", false, false, false, false, false) -- dxDrawText("".. showammo2, x*1197, y*99, x*1237, y*139, tocolor(12, 20, 127, 255), 1.00, "pricedown", "left", "top", false, false, false, false, false) local altura = 25 local imageL, imageA = 25,25 local star01, star02, star03, star04, star05, star06 = 1220, 1193, 1165, 1138, 1110, 1080 local image = "wanted/star.png" wanted = getPlayerWantedLevel (getLocalPlayer()) if wanted == 1 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 02 --fundo dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 03 --fundo dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 2 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 03 --fundo dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 3 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 4 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 5 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image) -- star 05 dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 6 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image) -- star 05 dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image) -- star 06 end end Também corrigi a indentação e algumas condições. Edited November 22, 2018 by Lord Henry 1 Link to comment
+[T]rakin Posted November 22, 2018 Author Share Posted November 22, 2018 21 minutes ago, Lord Henry said: Ele está reclamando que não é possível usar string.format, pois aquele valor é false. (o jogador não tem nenhuma data "bankbalance") Coloque uma condição antes dessa formatação, de modo que se a data não existir, ele faça a conversão usando outro valor. local screenW,screenH = guiGetScreenSize()local resW, resH = 1280, 720local x, y = (screenW/resW), (screenH/resH)function HudGtaV () -- dxDrawImage( x*1093, y*118, x*111, y*82, "img/"..getPedWeapon(getLocalPlayer())..".png", 0, 0, 0, tocolor(255, 255, 255, 255), false) -- dxDrawLine( x*1100 - 1, y*79 - 1, x*1100 - 1, y*105, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1228, y*79 - 1, x*1100 - 1, y*79 - 1, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1100 - 1, y*105, x*1228, y*105, tocolor(21, 168, 38, 126), 1, false) -- dxDrawLine( x*1228, y*105, x*1228, y*79 - 1, tocolor(21, 168, 38, 126), 1, false) dxDrawRectangle( x*1100, y*79, x*128, y*26, tocolor(0, 0, 0, 126), false) dxDrawImage( x*1063, y*73, x*32, y*33, "imgs/bancoo.png", 0, 0, 0, tocolor(255, 255, 255, 255), false) local money2 = 0 if getElementData(getLocalPlayer(),"bankbalance") then money2 = string.format("%8d", getElementData (getLocalPlayer(),"bankbalance")) else money2 = string.format("%8d", 0) end dxDrawText(""..money2, x*1105, y*77, x*1119, y*95, tocolor(150, 140, 147, 229), 1.00, "pricedown", "left", "top", false, false, false, false, false) -- showammo1 = getPedAmmoInClip (localPlayer,getPedWeaponSlot(localPlayer)) -- showammo2 = getPedTotalAmmo(localPlayer)-getPedAmmoInClip(localPlayer) -- dxDrawText("".. showammo1, x*1146, y*100, x*1186, y*140, tocolor(129, 137, 243, 255), 1.00, "pricedown", "left", "top", false, false, false, false, false) -- dxDrawText("".. showammo2, x*1197, y*99, x*1237, y*139, tocolor(12, 20, 127, 255), 1.00, "pricedown", "left", "top", false, false, false, false, false) local altura = 25 local imageL, imageA = 25,25 local star01, star02, star03, star04, star05, star06 = 1220, 1193, 1165, 1138, 1110, 1080 local image = "wanted/star.png" wanted = getPlayerWantedLevel (getLocalPlayer()) if wanted == 1 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 02 --fundo dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 03 --fundo dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 2 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 03 --fundo dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 3 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 4 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 5 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image) -- star 05 dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image, 0,0,0, tocolor(0, 0, 0, 150)) -- star 06 --fundo elseif wanted == 6 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, image) -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, image) -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, image) -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, image) -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, image) -- star 05 dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, image) -- star 06 endend Também corrigi a indentação e algumas condições. Funciono perfeitamente sem erros muito obrigado como sempre rsrs Link to comment
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