Gabriel63495 Posted April 19, 2019 Share Posted April 19, 2019 Estou fazendo um rada, queria sabe como faço pra colocar vida, colete e respiração na parte de baixo do radar Link to comment
#DeltaSCR Posted April 19, 2019 Share Posted April 19, 2019 getElementHealth - Para obter a vida do Jogador; getPedArmor - Para obter o colete do Jogador; getPedOxygenLevel - Para obter a respiração/oxigênio do Jogador; dxDrawText ou dxDrawRectangle - Para criar um texto ou um Retângulo com o Nível dos Dados. 1 Link to comment
Gabriel63495 Posted April 19, 2019 Author Share Posted April 19, 2019 1 hour ago, #DeltaSCR said: getElementHealth - Para obter a vida do Jogador; getPedArmor - Para obter o colete do Jogador; getPedOxygenLevel - Para obter a respiração/oxigênio do Jogador; dxDrawText ou dxDrawRectangle - Para criar um texto ou um Retângulo com o Nível dos Dados. pode dar um exemplo ? Link to comment
#DeltaSCR Posted April 19, 2019 Share Posted April 19, 2019 (edited) 20 minutes ago, Gabriel63495 said: pode dar um exemplo ? Sim, um minuto @Gabriel63495 - Nesse caso ai eu fiz em resolução relativa, mas você pode fazer do jeito que preferir... Ah, tem o math.floor também, que é uma especie de arredondamento, mas você pode removê-lo para deixar o valor exato na barra DX. local screenW, screenH = guiGetScreenSize() function DXGUI() local playerHealth = math.floor(getElementHealth(localPlayer)) --// Variavel obtendo a vida do Player --// DX-DRAW dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerHealth, screenH * 0.0333, tocolor(200, 0, 0, 255), false) --// Barra que exibe a vida do player; end addEventHandler("onClientRender", root, DXGUI) Edited April 20, 2019 by #DeltaSCR 1 Link to comment
Gabriel63495 Posted April 20, 2019 Author Share Posted April 20, 2019 35 minutes ago, #DeltaSCR said: Sim, um minuto @Gabriel63495 - Nesse caso ai eu fiz em resolução relativa, mas você pode fazer do jeito que preferir... Ah, tem o math.floor também, que é uma especie de arredondamento, mas você pode removê-lo para deixar o valor exato na barra DX. local screenW, screenH = guiGetScreenSize() function DXGUI() local playerHealth = math.floor(getElementHealth(localPlayer)) --// Variavel obtendo a vida do Player --// DX-DRAW dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerHealth, screenH * 0.0333, tocolor(200, 0, 0, 255), false) --// Barra que exibe a vida do player; end addEventHandler("onClientRender", root, DXGUI) obrigado, vossa santidade Link to comment
Gabriel63495 Posted April 20, 2019 Author Share Posted April 20, 2019 1 hour ago, #DeltaSCR said: Sim, um minuto @Gabriel63495 - Nesse caso ai eu fiz em resolução relativa, mas você pode fazer do jeito que preferir... Ah, tem o math.floor também, que é uma especie de arredondamento, mas você pode removê-lo para deixar o valor exato na barra DX. local screenW, screenH = guiGetScreenSize() function DXGUI() local playerHealth = math.floor(getElementHealth(localPlayer)) --// Variavel obtendo a vida do Player --// DX-DRAW dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerHealth, screenH * 0.0333, tocolor(200, 0, 0, 255), false) --// Barra que exibe a vida do player; end addEventHandler("onClientRender", root, DXGUI) só nao to consguindo fazer o armor e oxigenio '-' local screenW, screenH = guiGetScreenSize() function DXGUI() local playerHealth = math.floor(getElementHealth(localPlayer)) --// Variavel obtendo a vida do Player --// DX-DRAW dxDrawRectangle(screenW * 0.0150, screenH * 0.9833, screenW * 0.1272 / 110* playerHealth, screenH * 0.0113, tocolor(172, 211, 115), false) --// Barra que exibe a vida do player; end addEventHandler("onClientRender", root, DXGUI) local screenW, screenH = guiGetScreenSize() function DXGUI() local playerArmor = math.floor(getPedArmor(localPlayer)) --// Variavel obtendo a vida do Player --// DX-DRAW dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerHealth, screenH * 0.0333, tocolor(255, 255, 255, 255), false) --// Barra que exibe a vida do player; end addEventHandler("onClientRender", root, DXGUI) Link to comment
#DeltaSCR Posted April 20, 2019 Share Posted April 20, 2019 (edited) Tente assim: local screenW, screenH = guiGetScreenSize() function DXGUI() local playerHealth = math.floor(getElementHealth(localPlayer)) --// Variavel obtendo a vida do Player local playerArmor = math.floor(getPedArmor(localPlayer)) --// Variavel obtendo o colete do Player --// DX-DRAW dxDrawRectangle(screenW * 0.0150, screenH * 0.9833, screenW * 0.1272 / 100 * playerHealth, screenH * 0.0113, tocolor(172, 211, 115), false) --// Barra que exibe a vida do player; dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100 * playerArmor, screenH * 0.0333, tocolor(255, 255, 255, 255), false) --// Barra que exibe o colete do player; end addEventHandler("onClientRender", root, DXGUI) OBS: Você estava criando funções e eventos iguais para cada variável nova / Deixe a divisão por 100, pois é o total de vida e colete, a não ser que você use mais Resposta editada Edited April 20, 2019 by #DeltaSCR Correção 1 Link to comment
Gabriel63495 Posted April 20, 2019 Author Share Posted April 20, 2019 6 minutes ago, #DeltaSCR said: Tente assim: local screenW, screenH = guiGetScreenSize() function DXGUI() local playerHealth = math.floor(getElementHealth(localPlayer)) --// Variavel obtendo a vida do Player local playerArmor = math.floor(getPedArmor(localPlayer)) --// Variavel obtendo o colete do Player --// DX-DRAW dxDrawRectangle(screenW * 0.0150, screenH * 0.9833, screenW * 0.1272 / 100 * playerHealth, screenH * 0.0113, tocolor(172, 211, 115), false) --// Barra que exibe a vida do player; dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100 * playerArmor, screenH * 0.0333, tocolor(255, 255, 255, 255), false) --// Barra que exibe o colete do player; end addEventHandler("onClientRender", root, DXGUI) OBS: Você estava criando funções e eventos iguais para cada variável nova / Deixe a divisão por 100, pois é o total de vida e colete, a não ser que você use mais Resposta editada 4 minutes ago, Gabriel63495 said: function showArmor (getPedArmor) showArmor (getPedArmor) local me = getLocalPlayer (1479.2451171875, -1735.8148193359, 12.754839897156)local me = getLocalPlayer (1479.2451171875, -1735.8148193359, 12.754839897156) local armor = getPedArmor (localPlayer)local armor = getPedArmor (localPlayer) outputChatBox( "Your armor: " .. armor ) end addCommandHandler ( "showarmor", showArmor ) e agora ? Link to comment
#DeltaSCR Posted April 20, 2019 Share Posted April 20, 2019 27 minutes ago, Gabriel63495 said: function showArmor (getPedArmor) showArmor (getPedArmor) local me = getLocalPlayer (1479.2451171875, -1735.8148193359, 12.754839897156)local me = getLocalPlayer (1479.2451171875, -1735.8148193359, 12.754839897156) local armor = getPedArmor (localPlayer)local armor = getPedArmor (localPlayer) outputChatBox( "Your armor: " .. armor ) end addCommandHandler ( "showarmor", showArmor ) e agora ? O que você quis fazer nessa função? 1 Link to comment
Gabriel63495 Posted April 20, 2019 Author Share Posted April 20, 2019 2 minutes ago, #DeltaSCR said: O que você quis fazer nessa função? colocar a barra de colete Link to comment
#DeltaSCR Posted April 20, 2019 Share Posted April 20, 2019 Se for para obter o colete do Jogador, faça assim: function obterColete() local playerArmor = getPedArmor(localPlayer) outputChatBox("Seu colete está à "..playerArmor.."") end addCommandHandler("colete", root, obterColete) (Não testado) 4 minutes ago, Gabriel63495 said: colocar a barra de colete Mas eu já te passei lá em cima 42 minutes ago, #DeltaSCR said: Tente assim: local screenW, screenH = guiGetScreenSize() function DXGUI() local playerHealth = math.floor(getElementHealth(localPlayer)) --// Variavel obtendo a vida do Player local playerArmor = math.floor(getPedArmor(localPlayer)) --// Variavel obtendo o colete do Player --// DX-DRAW dxDrawRectangle(screenW * 0.0150, screenH * 0.9833, screenW * 0.1272 / 100 * playerHealth, screenH * 0.0113, tocolor(172, 211, 115), false) --// Barra que exibe a vida do player; dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100 * playerArmor, screenH * 0.0333, tocolor(255, 255, 255, 255), false) --// Barra que exibe o colete do player; end addEventHandler("onClientRender", root, DXGUI) OBS: Você estava criando funções e eventos iguais para cada variável nova / Deixe a divisão por 100, pois é o total de vida e colete, a não ser que você use mais Resposta editada [...] O colete é a segunda variável 1 Link to comment
Gabriel63495 Posted April 20, 2019 Author Share Posted April 20, 2019 function DXGUI () local playerArmor = getPedArmor(localPlayer) dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerHealth, screenH * 0.0333, tocolor(255, 255, 255, 255), false) end addCommandHandler("onClientRender", root, DXGUI) oque tem de errado ? Link to comment
Jonas^ Posted April 20, 2019 Share Posted April 20, 2019 dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerArmor, screenH * 0.0333, tocolor(255, 255, 255, 255), false) 4 minutes ago, Gabriel63495 said: addCommandHandler("onClientRender", root, DXGUI) ??????????? addCommandHandler? 1 Link to comment
Gabriel63495 Posted April 20, 2019 Author Share Posted April 20, 2019 (edited) 4 minutes ago, Jonas^ said: dxDrawRectangle(screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerArmor, screenH * 0.0333, tocolor(255, 255, 255, 255), false) ??????????? addCommandHandler? '-' o radar desapareceu kkkk jesus Edited April 20, 2019 by Gabriel63495 Link to comment
Jonas^ Posted April 20, 2019 Share Posted April 20, 2019 (edited) onClientRender é um evento, não pode ser acionado por um comando desta forma que você fez. Faça assim: function DXGUI () local playerArmor = getPedArmor (localPlayer) dxDrawRectangle (screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerArmor, screenH * 0.0333, tocolor(255, 255, 255, 255), false) end addEventHandler ("onClientRender", root, DXGUI) Edited April 20, 2019 by Jonas^ 1 Link to comment
Gabriel63495 Posted April 20, 2019 Author Share Posted April 20, 2019 3 minutes ago, Jonas^ said: onClientRender é um evento, não pode ser acionado por um comando desta forma que você fez. Faça assim: function DXGUI () local playerArmor = getPedArmor (localPlayer) dxDrawRectangle (screenW * 0.4414, screenH * 0.4833, screenW * 0.1172 / 100* playerArmor, screenH * 0.0333, tocolor(255, 255, 255, 255), false) end addEventHandler ("onClientRender", root, DXGUI) radar continua desaparecido, mesmo com isso ai, ele se aparece quando eu removo essa funçao Link to comment
Jonas^ Posted April 20, 2019 Share Posted April 20, 2019 Como assim radar? você quer oque exatamente? Link to comment
Gabriel63495 Posted April 20, 2019 Author Share Posted April 20, 2019 Map = {} Map.__index = Map Map.instances = {} Map.damageEfect = {} local sx,sy = guiGetScreenSize() px,py = 1366,768 x,y = (sx/px), (sy/py) font = dxCreateFont("images/myriadproregular.ttf",20,true) function math.map(value, low1, high1, low2, high2) return low2 + (value - low1) * (high2 - low2) / (high1 - low1) end function Map.new(X,Y,W,H) local self = setmetatable({}, Map) self.x = X self.y = Y self.w = W self.h = H local pos = {getElementPosition(localPlayer)} self.posX = pos[1] self.posY = pos[2] self.posZ = pos[3] self.size = 90 self.color = {255,255,255,255} self.blipSize = x*18 self.drawRange = 220 self.map = dxCreateTexture("images/gtasa.png","dxt5") self.renderTarget = dxCreateRenderTarget(W, H, true) self.blips = {} for k=0, 63 do self.blips[k] = dxCreateTexture("images/icons/"..k..".png","dxt3") end if(#Map.instances == 0) then addEventHandler("onClientRender", getRootElement(), Map.render) end table.insert(Map.instances, self) return self end function Map.render() for k,v in pairs(Map.instances) do if v.visible then if not v.style then v:draw() elseif v.style == 1 then v:draw2() end end end end function Map:setVisible(bool) self.visible = bool if bool == true then self:setPosition(getElementPosition(localPlayer)) end return true end function Map:isVisible() return self.visible end function Map:setPosition(x,y,z) self.posX = x self.posY = y self.posZ = z return true end function Map:getPosition() return self.posX, self.posY, self.posZ end function Map:setColor(r,g,b,a) self.color = {r,g,b,a} return true end function Map:getColor() return self.color end function Map:setSize(value) self.size = value return true end function dxDrawEmptyRec(absX,absY,sizeX,sizeY,color,ancho) dxDrawRectangle ( absX,absY,sizeX,ancho,color ) dxDrawRectangle ( absX,absY+ancho,ancho,sizeY-ancho,color ) dxDrawRectangle ( absX+ancho,absY+sizeY-ancho,sizeX-ancho,ancho,color ) dxDrawRectangle ( absX+sizeX-ancho,absY+ancho,ancho,sizeY-ancho*2,color ) end function Map:draw() dxSetRenderTarget(self.renderTarget, true) local player = getLocalPlayer() local centerX = (self.x) + (self.w/2) local centerY = (self.y) + (self.h/2) local pr = getPedRotation(player) local mapSize = 3000 / (self.drawRange/180) if getKeyState("num_add") then if self.drawRange > 120 then self.drawRange = self.drawRange - 8 end elseif getKeyState("num_sub") then if self.drawRange < 660 then self.drawRange = self.drawRange + 8 end elseif getKeyState("arrow_l") then self.posX = self.posX - (self.drawRange/100*10) elseif getKeyState("arrow_r") then self.posX = self.posX + (self.drawRange/100*10) elseif getKeyState("arrow_u") then self.posY = self.posY + (self.drawRange/100*10) elseif getKeyState("arrow_d") then self.posY = self.posY - (self.drawRange/100*10) end local mapPosX, mapPosY = -(math.map(self.posX+3000,0,6000,0,mapSize)-self.w/2), -(math.map(-self.posY + 3000, 0, 6000, 0, mapSize)-self.h/2) ----------------------------------------------------------------------------------------------------- -- draw map dxDrawRectangle(0,0,self.w,self.h,tocolor(0,120,210)) dxDrawImage(mapPosX, mapPosY, mapSize, mapSize, self.map, 0,0,0, tocolor(255,255,255)) ----------------------------------------------------------------------------------------------------- -- draw radar areas for i, area in ipairs (getElementsByType("radararea")) do local ex, ey = getElementPosition(area) local w, h = getRadarAreaSize(area) local areaX = (3000+ex) / 6000 * mapSize local areaY = (3000-ey) / 6000 * mapSize local scaledW = w / 6000*mapSize local scaledH = -(h / 6000*mapSize) areaX = areaX + mapPosX areaY = areaY + mapPosY local rr, gg, bb, alpha = 255,255,255,255 rr, gg, bb, alpha = getRadarAreaColor(area) if (isRadarAreaFlashing(area)) then alpha = alpha*math.abs(getTickCount()%1000-500)/500 end dxSetBlendMode("modulate_add") dxDrawRectangle(areaX, areaY, scaledW, scaledH,tocolor(rr,gg,bb,alpha)) dxSetBlendMode("blend") end ----------------------------------------------------------------------------------------------------- -- draw arrow local local b = self.blipSize local ex,ey = getElementPosition(player) local blipX = (3000+ex) / 6000 * mapSize local blipY = (3000-ey) / 6000 * mapSize blipX = blipX + mapPosX blipY = blipY + mapPosY dxDrawImage(blipX-x*23/2, blipY-y*25/2,x*23,y*25, self.blips[2], (-pr)%360,0,0,tocolor(255,255,255,255)) dxSetRenderTarget() ----------------------------------------------------------------------------------------------------- -- draw render target dxDrawEmptyRec(self.x-x*5, self.y-y*5, self.w+x*10, self.h+y*10,tocolor(0,0,0,150),5) dxDrawImage(self.x, self.y, self.w, self.h, self.renderTarget,0,0,0,tocolor(unpack(self.color))) ----------------------------------------------------------------------------------------------------- -- draw blips for i, b in ipairs (getElementsByType('blip')) do if getElementDimension(b) == getElementDimension(player) and getElementInterior(b) == getElementInterior(player) then local elementAttached = getElementAttachedTo ( b ) if elementAttached ~= player then local ex, ey, ez = getElementPosition(b) local blipX = (3000+ex) / 6000 * mapSize local blipY = (3000-ey) / 6000 * mapSize blipX = blipX + mapPosX + self.x blipY = blipY + mapPosY + self.y if blipX < self.x then blipX = self.x end if blipX > self.x + self.w then blipX = self.x + self.w end if blipY < self.y then blipY = self.y end if blipY > self.y + self.h then blipY = self.y + self.h end local blipIcon = getBlipIcon(b) local rr,gg,bb,aa = 255,255,255,255 local blipSize = self.blipSize if (elementAttached) and (getElementType(elementAttached) == "vehicle") then blipSize = blipSize / 2 aa = 200 end local blipIcon = getBlipIcon(b) if blipIcon == 0 then rr, gg, bb, aa = getBlipColor(b) end local img = self.blips[blipIcon] if (elementAttached) and (getElementType(elementAttached) == "player") then img = self.blips[0] blipSize = blipSize / 1.6 end dxDrawImage(blipX-blipSize/2, blipY-blipSize/2, blipSize, blipSize, img,0,0,0,tocolor(rr,gg,bb,aa)) end end end end function Map:draw2() dxSetRenderTarget(self.renderTarget, true) local player = getLocalPlayer() local centerX = (self.x) + (self.w/2) local centerY = (self.y) + (self.h/2) local pr = getPedRotation(player) local mapSize = 3000 / (self.drawRange/180) local _, _, camRotZ = getElementRotation(getCamera()) if getKeyState("num_add") then if self.drawRange > 120 then self.drawRange = self.drawRange - 8 end elseif getKeyState("num_sub") then if self.drawRange < 660 then self.drawRange = self.drawRange + 8 end end self.posX, self.posY, self.posZ = getElementPosition(player) local playerX, playerY, playerZ = getElementPosition(player) local mapPosX, mapPosY = -(math.map(self.posX+3000,0,6000,0,mapSize)-self.w/2), -(math.map(-self.posY + 3000, 0, 6000, 0, mapSize)-self.h/2) ----------------------------------------------------------------------------------------------------- -- draw map local cx,cy,_,tx,ty = getCameraMatrix() local north = findRotation(cx,cy,tx,ty) dxDrawRectangle(0,0,self.w,self.h,tocolor(0,120,210)) dxDrawImage(mapPosX, mapPosY, mapSize, mapSize, self.map, north, -mapSize/2 - mapPosX + self.w/2, -mapSize/2 - mapPosY + self.h/2, tocolor(255,255,255)) ----------------------------------------------------------------------------------------------------- -- draw wanted level effect if getPlayerWantedLevel(player) > 0 then if not old then old = getTickCount() wR,wG,wB = 0,0,255 end current = getTickCount () if current-old > 1500 then old = getTickCount() if wR == 255 then wR,wG,wB = 0,100,255 else wR,wG,wB = 255,0,0 end end dxDrawRectangle(0, 0, self.w, self.h,tocolor(wR,wG,wB,100)) end ----------------------------------------------------------------------------------------------------- -- draw radar areas for i, area in ipairs (getElementsByType("radararea")) do local ex, ey = getElementPosition(area) local w, h = getRadarAreaSize(area) local areaX = (3000+ex) / 6000 * mapSize local areaY = (3000-ey) / 6000 * mapSize local scaledW = w / 6000*mapSize local scaledH = -(h / 6000*mapSize) areaX = areaX + mapPosX areaY = areaY + mapPosY local rr, gg, bb, alpha = 255,255,255,255 rr, gg, bb, alpha = getRadarAreaColor(area) if (isRadarAreaFlashing(area)) then alpha = alpha*math.abs(getTickCount()%1000-500)/500 end dxSetBlendMode("modulate_add") dxDrawImage(areaX, areaY, scaledW, scaledH,self.blips[1], north, -scaledW/2 - areaX + self.w/2, -scaledH/2 - areaY + self.h/2,tocolor(rr,gg,bb,alpha)) dxSetBlendMode("blend") end ----------------------------------------------------------------------------------------------------- -- draw blips for i, b in ipairs (getElementsByType('blip')) do if getElementDimension(b) == getElementDimension(player) and getElementInterior(b) == getElementInterior(player) then local elementAttached = getElementAttachedTo ( b ) if elementAttached ~= player then local ex, ey, ez = getElementPosition(b) local blipIcon = getBlipIcon(b) local rr,gg,bb,aa = 255,255,255,255 local blipSize = self.blipSize local blipX, blipY = getRadarFromWorldPosition(ex,ey,-x*40, -y*40, self.w+x*80, self.h+y*80,mapSize) if (elementAttached) and (getElementType(elementAttached) == "vehicle") then blipSize = blipSize / 2 aa = 200 end local blipIcon = getBlipIcon(b) if blipIcon == 0 then rr, gg, bb, aa = getBlipColor(b) end local img = self.blips[blipIcon] if (elementAttached) and (getElementType(elementAttached) == "player") then img = self.blips[0] blipSize = blipSize / 1.6 end dxDrawImage(blipX-blipSize/2, blipY-blipSize/2, blipSize, blipSize,img, 0,0,0,tocolor(rr,gg,bb,aa)) if (elementAttached) and (getElementType(elementAttached) == "player") and getPedOccupiedVehicle(elementAttached) and getVehicleType(getPedOccupiedVehicle(elementAttached)) == "Helicopter" then dxDrawImage(blipX-x*50/2, blipY-y*50/2, x*50, y*50, "images/H.png",north-getPedRotation(elementAttached)) dxDrawImage(blipX-x*50/2, blipY-y*50/2, x*50, y*50, "images/HR.png",getTickCount()%360) end end end end ----------------------------------------------------------------------------------------------------- -- draw arrow local local b = self.blipSize local ex,ey = getElementPosition(player) local blipX = (3000+ex) / 6000 * mapSize local blipY = (3000-ey) / 6000 * mapSize blipX = blipX + mapPosX blipY = blipY + mapPosY if getPedOccupiedVehicle(player) and getVehicleType(getPedOccupiedVehicle(player)) == "Helicopter" then dxDrawImage(blipX-x*50/2, blipY-y*50/2, x*50, y*50, "images/H.png",north-pr) dxDrawImage(blipX-x*50/2, blipY-y*50/2, x*50, y*50, "images/HR.png",getTickCount()%360) else dxDrawImage(blipX-x*23/2, blipY-y*25/2,x*23,y*25, self.blips[2], north-pr,0,0,tocolor(255,255,255,255)) end dxSetRenderTarget() ----------------------------------------------------------------------------------------------------- -- draw render target if getElementInterior(player) == 0 then dxDrawImage(self.x, self.y, self.w, self.h, self.renderTarget,0,0,0,tocolor(unpack(self.color))) else dxDrawImage(self.x, self.y, self.w, self.h, "images/lostc.png") end ----------------------------------------------------------------------------------------------------- -- draw damage effect for k, v in ipairs(Map.damageEfect) do v[3] = v[3] - (getTickCount() - v[1]) / 800 if v[3] <= 0 then table.remove(Map.damageEfect, k) else dxDrawImage(self.x, self.y, self.w, self.h, "images/mapred.png", 0, 0, 0, tocolor(255, 255, 255, v[3])) end end dxDrawImage(self.x-x*5, self.y-y*26, self.w+x*10, self.h+y*32, "images/mapbg.png",0,0,0,tocolor(unpack(self.color))) local zinColor = getKeyState("num_add") and tocolor(255,255,255,self.color[4]) or tocolor(172,211,115,self.color[4]) dxDrawImage(self.x+x*272, self.y-y*22,x*17,y*17, "images/zin.png",0,0,0,zinColor) local zoutColor = getKeyState("num_sub") and tocolor(255,255,255,self.color[4]) or tocolor(172,211,115,self.color[4]) dxDrawImage(self.x+x*296, self.y-y*22,x*17,y*17, "images/zout.png",0,0,0,zoutColor) local zoneText = getElementInterior(player) == 0 and "#acd373GPS: #FFFFFF"..getZoneName(playerX,playerY,playerZ) or "#acd373GPS:" dxDrawText(zoneText,self.x+x*32,self.y-y*24, x*100, y*100, tocolor(unpack(self.color)), x*0.6, font,"left","top",false,false,false,true) end function findRotation(x1, y1, x2, y2) local t = -math.deg(math.atan2(x2-x1,y2-y1)) if t < 0 then t = t + 360 end return t end function getPointAway(x, y, angle, dist) local a = -math.rad(angle) dist = dist / 57.295779513082 return x + (dist * math.deg(math.sin(a))), y + (dist * math.deg(math.cos(a))) end function getRadarFromWorldPosition(bx, by, x, y, w, h, scaledMapSize) local RadarX, RadarY = x + w/2, y + h/2 local RadarD = getDistanceBetweenPoints2D(RadarX, RadarY, x, y) local px, py = getElementPosition(localPlayer) local _, _, crz = getElementRotation(getCamera()) local dist = getDistanceBetweenPoints2D(px, py, bx, by) if dist > RadarD * 6000/scaledMapSize then dist = RadarD * 6000/scaledMapSize end local rot = 180 - findRotation(px, py, bx, by) + crz local ax, ay = getPointAway(RadarX, RadarY, rot, dist * scaledMapSize/6000) return ax, ay end function onClientPlayerDamage(attacker, weapon, _, bodypart) local part = attacker and getElementType(attacker) == "player" and getPedWeaponSlot(attacker) and getPedWeaponSlot(attacker) or false if attacker and attacker ~= source and not (part == 8 or (part == 7 and weapon ~= 38)) then Map.damageEfect[#Map.damageEfect + 1] = {getTickCount(), 0, math.min(25.5 * bodypart, 255)} else Map.damageEfect[#Map.damageEfect + 1] = {getTickCount(), 0, math.min(20 * bodypart, 255)} end if #Map.damageEfect > 18 then repeat table.remove(Map.damageEfect, 1) until #Map.damageEfect < 18 end end addEventHandler("onClientPlayerDamage", localPlayer,onClientPlayerDamage) local screenW, screenH = guiGetScreenSize() function DXGUI() local playerHealth = (getElementHealth(localPlayer)) --// Variavel obtendo a vida do Player --// DX-DRAW dxDrawRectangle(screenW * 0.0150, screenH * 0.9833, screenW * 0.1272 / 110* playerHealth, screenH * 0.0113, tocolor(172, 211, 115), false) --// Barra que exibe a vida do player; end addEventHandler("onClientRender", root, DXGUI) só falta colocar a barra do colete e oxigênio ali no final, mas quando coloco desaparece o radar do mta...o objetivo é colocar colete vida e oxigênio de baixo do radar Link to comment
Gabriel63495 Posted April 21, 2019 Author Share Posted April 21, 2019 Ainda não consegii colocar o colete, falta apenas um codigo no final que nao ta funcionando Link to comment
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