Dadinho Posted Wednesday at 20:08 Share Posted Wednesday at 20:08 Olá, boa tarde dependendo do horário kkkk Eu tinha esse mod dessa hud a um bom tempo e editei ele a alguns dias! Após trocar de resolução vi que a mesma não se ajustou ao uma resolução menor! print de como fica: https://prnt.sc/8aDJ7z8qua5t codigo do mesmo: local sx,sy = guiGetScreenSize() local px,py = 1600,900 local x,y = (sx/px), (sy/py) local noreloadweapons = {} noreloadweapons[19] = true noreloadweapons[41] = true local meleespecialweapons = {} meleespecialweapons[0] = true meleespecialweapons[1] = true meleespecialweapons[4] = true meleespecialweapons[5] = true meleespecialweapons[10] = true meleespecialweapons[14] = true meleespecialweapons[43] = true meleespecialweapons[44] = true meleespecialweapons[46] = true HudVisible = false function HUD () dxDrawImage(257, 525, 360, 181, ":CDC-HUD/img/fon.png", 0, 0, 0, tocolor(255, 255, 255, 255), false) local oxigenio = getPedOxygenLevel ( getLocalPlayer() ) if isElementInWater (getLocalPlayer()) then dxDrawRectangle(42, 508, 215, 5, tocolor(86, 101, 120, 255), false)--fundo dxDrawRectangle(42, 508, 215/1000*oxigenio, 5, tocolor(172, 203, 241, 255), false) end local vida = getElementHealth ( getLocalPlayer() ) + 0.40000152596 if getPedStat ( getLocalPlayer(), 24 ) < 1000 then dxDrawRectangle(42, 522, 215, 5, tocolor(90, 12, 14, 255), false)--fundo dxDrawRectangle(42, 522, 215/100*vida, 5, tocolor(255, 40, 49, 255), false) end local armour = getPedArmor ( getLocalPlayer() ) if armour>1 then dxDrawRectangle(42, 515, 215, 5, tocolor(112, 112, 112, 255), false) --fundo dxDrawRectangle(42, 515, 215/100*armour, 5, tocolor(255, 255, 255, 255), false) end local altura = 140 local imageL, imageA = 30,30 local star01, star02, star03, star04, star05, star06 = 1500, 1460, 1415, 1370, 1325, 1280 local wanted = getPlayerWantedLevel (getLocalPlayer()) if wanted == 1 then dxDrawImage(x*star01, y*altura, x*imageL, y*imageA, "img/star.png") -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 02 --fundo dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 03 --fundo dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, "img/star.png", 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, "img/star.png") -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, "img/star.png") -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 03 --fundo dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, "img/star.png", 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, "img/star.png") -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, "img/star.png") -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, "img/star.png") -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 04 --fundo dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, "img/star.png", 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, "img/star.png") -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, "img/star.png") -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, "img/star.png") -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, "img/star.png") -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, "img/star.png", 0,0,0, tocolor(0, 0, 0, 150)) -- star 05 --fundo dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, "img/star.png", 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, "img/star.png") -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, "img/star.png") -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, "img/star.png") -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, "img/star.png") -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, "img/star.png") -- star 05 dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, "img/star.png", 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, "img/star.png") -- star 01 dxDrawImage(x*star02, y*altura, x*imageL, y*imageA, "img/star.png") -- star 02 dxDrawImage(x*star03, y*altura, x*imageL, y*imageA, "img/star.png") -- star 03 dxDrawImage(x*star04, y*altura, x*imageL, y*imageA, "img/star.png") -- star 04 dxDrawImage(x*star05, y*altura, x*imageL, y*imageA, "img/star.png") -- star 05 dxDrawImage(x*star06, y*altura, x*imageL, y*imageA, "img/star.png") -- star 06 end local hour, mins = getTime () local time = hour .. ":" .. (((mins < 10) and "0"..mins) or mins) dxDrawText(time,320, 622, 500, 646,tocolor(255,255,255,215),0.5,"bankgothic","left","top",false,false,false) local Player = getPlayerName ( localPlayer, "PlayerName" ) dxDrawText(""..getPlayerName(localPlayer), 320, 635, 500, 646, tocolor(255, 255, 255, 255), 0.5, "bankgothic", "left", "center", false, false, false, true, false) local money = getPlayerMoney ( getLocalPlayer() ) dxDrawText("$"..money,320, 656, 500, 646, tocolor(255, 255, 255, 255), 1.10, "pricedown", "left", "top", false, false, false, false, false) weapon = getPedWeapon ( getLocalPlayer() ) dxDrawImage(300, 515, 120, 120, "img/".. tostring( weapon ) ..".png") local showammo1 = getPedAmmoInClip (localPlayer,getPedWeaponSlot(localPlayer)) local showammo2 = getPedTotalAmmo(localPlayer)-getPedAmmoInClip(localPlayer) local showammo3 = getPedTotalAmmo(getLocalPlayer()) if noreloadweapons [getPedWeapon(getLocalPlayer())] then dxDrawText(tostring (showammo3),320, 610, 408, 646,tocolor(255,255,255,255),0.55,"bankgothic","left","top",false, false,false) elseif meleespecialweapons [getPedWeapon(getLocalPlayer())] then else dxDrawBorderedText(tostring (showammo2).."-"..tostring (showammo1),322, 590, 408, 646,tocolor(149,176,209,255), 0.8,"pricedown","left","top",false,false,false) end end addEventHandler("onClientRender", getRootElement(), HUD) function dxDrawBorderedText( text, x, y, w, h, color, scale, font, alignX, alignY, clip, wordBreak, postGUI ) dxDrawText ( text, x - 1, y - 1, w - 1, h - 1, tocolor ( 0, 0, 0, 155 ), scale, font, alignX, alignY, clip, wordBreak, false ) -- black dxDrawText ( text, x + 1, y - 1, w + 1, h - 1, tocolor ( 0, 0, 0, 155 ), scale, font, alignX, alignY, clip, wordBreak, false ) dxDrawText ( text, x - 1, y + 1, w - 1, h + 1, tocolor ( 0, 0, 0, 155 ), scale, font, alignX, alignY, clip, wordBreak, false ) dxDrawText ( text, x + 1, y + 1, w + 1, h + 1, tocolor ( 0, 0, 0, 155 ), scale, font, alignX, alignY, clip, wordBreak, false ) dxDrawText ( text, x - 1, y, w - 1, h, tocolor ( 0, 0, 0, 155 ), scale, font, alignX, alignY, clip, wordBreak, false ) dxDrawText ( text, x + 1, y, w + 1, h, tocolor ( 0, 0, 0, 155 ), scale, font, alignX, alignY, clip, wordBreak, false ) dxDrawText ( text, x, y - 1, w, h - 1, tocolor ( 0, 0, 0, 155 ), scale, font, alignX, alignY, clip, wordBreak, false ) dxDrawText ( text, x, y + 1, w, h + 1, tocolor ( 0, 0, 0, 155 ), scale, font, alignX, alignY, clip, wordBreak, false ) dxDrawText ( text, x, y, w, h, color, scale, font, alignX, alignY, clip, wordBreak, postGUI ) end local hudTable = { "ammo", "armour", "clock", "health", "money", "weapon", "wanted", "area_name", "vehicle_name", "breath", "clock" } addEventHandler("onClientResourceStart", resourceRoot, function() for id, hudComponents in ipairs(hudTable) do showPlayerHudComponent(hudComponents, false) end end ) addEventHandler("onClientResourceStop", resourceRoot, function() for id, hudComponents in ipairs(hudTable) do showPlayerHudComponent(hudComponents, true) end end ) -- APERTA F11 SOME/VOLTA -- function togHud(state) if HudVisible == false then HudVisible = true removeEventHandler ("onClientRender", root, HUD) else addEventHandler ("onClientRender", root, HUD) HudVisible = false end end bindKey("F11", "down", togHud) Link to comment
Other Languages Moderators Lord Henry Posted Thursday at 15:51 Other Languages Moderators Share Posted Thursday at 15:51 Boa tarde. Qual a sua resolução nativa e qual resolução você está percebendo a falha? Link to comment
Dadinho Posted Thursday at 19:52 Author Share Posted Thursday at 19:52 3 hours ago, Lord Henry said: Boa tarde. Qual a sua resolução nativa e qual resolução você está percebendo uma falha? No caso não fui eu quem fiz o mod apenas editei o mesmo! porém no meu computador ele funciona direitinho na resolução maxima do meu monitor que seria 1280x720! a diferença está sendo notada na resolução 800x600 Link to comment
Other Languages Moderators Lord Henry Posted Friday at 16:57 Other Languages Moderators Share Posted Friday at 16:57 Não oferecemos suporte para scripts de terceiros, lamento. Entre em contato com o autor do resource e peça uma correção. Além disso, a maioria dos elementos do HUD estão com tamanho e posição fixa, o que dará alteração em resoluções diferentes. Sobre esse problema de distorção, isso acontece por uma questão de proporção (aspect ratio) e não de resolução. Como ele foi feito na resolução 1600 x 900 (proporção 16:9), isso significa que qualquer resolução que esteja nessa mesma proporção irá funcionar normalmente (1280 x 720 também é proporção 16:9, por isso que funciona normalmente nele também). Porém a resolução 800 x 600 tem proporção 4:3, ela é mais quadrada. O que causa distorção no HUD mesmo usando posições e tamanhos relativos. Para corrigir isso, existe a função DxSetAspectRatioAdjustmentEnabled que deve ser chamada dentro da função do onClientRender e antes das linhas do dxDraw. Link to comment
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