=FAS=Shigawire Posted August 10, 2008 Share Posted August 10, 2008 Hi there, I feel like a noob, you talk about creating moving fences and i fail at making a Health Window I made this script: function clientsideResourceStart () -- Create the grid list element local HealthStat = guiCreateGridList ( 0.45, 0.45, 0.15, 0.2, true ) local column = guiGridListAddColumn( HealthStat, "Health", 0.85 ) local playerHealth = getElementHealth ( getLocalPlayer() ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) guiGridListSetItemText ( HealthStat, 1, 1, "You are Alive/Dead", false, false ) guiGridListSetItemText ( HealthStat, 2, 1, "Your current Health: " .. playerHealth, false, false ) guiGridListSetItemText ( HealthStat, 3, 1, "Your current Armor: ", false, false ) --guiGridListSetItemText ( HealthStat, 3, 1, "Your current Armor: ", false, false ) setTimer ( HealthStatRefresh, 500, 100 ) -- Should work 50 seconds afer starting resource end addEventHandler ( "onClientResourceStart", getRootElement(), clientsideResourceStart, showLocalHealth, getElementHealth, HealthStatRefresh ) function HealthStatRefresh () if ( HealthStat ) then guiGridListClear ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) --lol, dunno why, but i made 4 rows local playerHealth = getElementHealth ( getLocalPlayer() ) guiGridListSetItemText ( HealthStat, 2, 1, "Your current Health: " .. playerHealth, false, false ) end end Its showing the Health Status fine, but only one time (when the resource is started), when the player looses Health, it still shows Health: 100... when restarting the script, it shows the right Health Status.. So obviously the Refresh part doesnt work, sry if its a clear and easy fault, but i didnt detect it. And btw. I know this is very crappy scripted, but i did my best and the position of the window will be changed soon Thank You Link to comment
robhol Posted August 10, 2008 Share Posted August 10, 2008 local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) WTF? setTimer ( HealthStatRefresh, 500, 100 ) -- Should work 50 seconds afer starting resource 500 = 2 times per second, for 50 sec use 50000. 100 = execute 100 times only, use 0 instead. (Each 50 sec until you stop it) Remember that you can't use functions before you've made them - move all your functions to the top or over the first place they're used. Link to comment
Gamesnert Posted August 10, 2008 Share Posted August 10, 2008 onClientPlayerDamage onPlayerDamage 2 events 1 server-side, 1 client-side 1 simple solution Anyway, so add something like this: function updateHealth() guiGridListSetItemText ( HealthStat, 2, 1, "Your current Health: " .. getElementHealth(getLocalPlayer()), false, false ) end Don't forget to add the addEventHandler in clientsideResourceStart function! Link to comment
=FAS=Shigawire Posted August 10, 2008 Author Share Posted August 10, 2008 lol thank you Seems i have to learn a lot more ^^ Link to comment
Gamesnert Posted August 10, 2008 Share Posted August 10, 2008 Well, actually I already said this in a previous topic of yours. But I think you indeed might need to. lol ^^ Link to comment
=FAS=Shigawire Posted August 10, 2008 Author Share Posted August 10, 2008 Yeah, than you guys, now the script is working perfectly: function clientsideResourceStart () -- Create the grid list element local HealthStat = guiCreateGridList ( 0.45, 0.45, 0.15, 0.15, true ) local column = guiGridListAddColumn( HealthStat, "Health", 0.85 ) local playerHealth = getElementHealth ( getLocalPlayer() ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) guiGridListSetItemText ( HealthStat, 1, 1, "You are Alive/Dead", false, false ) guiGridListSetItemText ( HealthStat, 2, 1, "Your current Health: " .. getElementHealth(getLocalPlayer()), false, false ) guiGridListSetItemText ( HealthStat, 3, 1, "Your current Armor: ", false, false ) --guiGridListSetItemText ( HealthStat, 3, 1, "Your current Armor: ", false, false ) function updateHealth() if ( HealthStat ) then guiGridListClear ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local row = guiGridListAddRow ( HealthStat ) local playerHealth = getElementHealth ( getLocalPlayer() ) guiGridListSetItemText ( HealthStat, 1, column, "You are Alive/Dead", false, false ) guiGridListSetItemText ( HealthStat, 2, column, "Your current Health: " .. getElementHealth(getLocalPlayer()), false, false ) guiGridListSetItemText ( HealthStat, 3, column, "Your current Armor: ", false, false ) end end setTimer ( updateHealth, 500, 0 ) end addEventHandler ( "onClientResourceStart", getRootElement(), clientsideResourceStart, showLocalHealth, getElementHealth, updateHealth ) WTF? Some examples in the wiki are grving these commands. And only with guiGridListAddRow the Status is working right This script is unfinished, but the main thing is done. Btw.: I could disable everything without the clock (i said is in my other Topic). But when you get idle in Stealth, he will disable Everything, also the clock... So i should have alook on the Stealth code ... Link to comment
Gamesnert Posted August 10, 2008 Share Posted August 10, 2008 Btw.: I could disable everything without the clock (i said is in my other Topic). But when you get idle in Stealth, he will disable Everything, also the clock... So i should have alook on the Stealth code ... In EVERY gamemode the clock is disabled while idling for a while. Link to comment
=FAS=Shigawire Posted August 11, 2008 Author Share Posted August 11, 2008 In EVERY gamemode the clock is disabled while idling for a while. Ahh, thx. this would make the search for the command easier Link to comment
Gamesnert Posted August 11, 2008 Share Posted August 11, 2008 No, what I'm saying is that it's just done by GTA or MTA, not by a command! Searching for the command used... Good luck! Link to comment
=FAS=Shigawire Posted August 11, 2008 Author Share Posted August 11, 2008 No, what I'm saying is that it's just done by GTA or MTA, not by a command! Searching for the command used... Good luck! Lol, thank you. Thats sad. I could place a Gui over the clock, but i want to set the Gui's Alpha ^^. So it wouldnt look good if there is a clock in the background.-. Link to comment
Gamesnert Posted August 11, 2008 Share Posted August 11, 2008 So you want the entire HUD replaced by the GUI? Clever. Anyway, it would be no clock disappear untill DP3. This apparently has been confirmed by Ransom: hiding the clock is an arg in dp3I've opened an issue requesting frozen time for real time in the dev reports, but its low priority so no guarentees. Source: LINK EDIT: Just in case you didn't know, I was talking about the first line ^^ Link to comment
churchill Posted August 11, 2008 Share Posted August 11, 2008 No, what I'm saying is that it's just done by GTA or MTA, not by a command! Searching for the command used... Good luck! Lol, thank you. Thats sad. I could place a Gui over the clock, but i want to set the Gui's Alpha ^^. So it wouldnt look good if there is a clock in the background.-. separate gui elements can have different alpha settings can't they? if so, just make the rest of the gui with alpha transparency, but in that top right hand corner, make it solid. if it's done in the right way, it could still look pretty neat...maybe? Link to comment
=FAS=Shigawire Posted August 11, 2008 Author Share Posted August 11, 2008 Thanks for replies Guys (uuh.. Metaphers) I think, i wont die because of this clock issue. Thanks for giving information about the Alpha I will make a Gui overlaying the CLock. In the Gui Informations like Game-Time and Real-Time should be shown . But until then its a long way through several Guides and Tutorials ATM i try to colour the Health Status (if >30% => colour = red, etc...) BTW. Is it possible to change the scale and colour of a text that is in a GridList?: eg this one: guiGridListSetItemText ( HealthStat, 2, 1, "Your current Health: ", false, false ) i want to use this Function textitem textCreateTextItem ( [string text, float x, float y, string priority, int red = 255, int green = 0, int blue = 0, int alpha = 255, float scale = 1, string alignX = "left", string alignY = "top"] ) MEans: Is it possible to set the font/colour of only ONE row? I could only edit the whole GUI: guiSetFont (HealthStat, "sa-gothic" ) --This works only for the whole column "HealthStat". Is it posssible to make these settings on only one row? Edit: rofl. thats crazy: for getting shown Player's Health correntcly, i needed 3 days. for getting shown Player's Armor correctly, i needed 20 seconds Link to comment
Gamesnert Posted August 11, 2008 Share Posted August 11, 2008 You might be able to make empty rows, and make some labels over them. Also, see this function for more info: http://development.mtasa.com/index.php? ... elSetColor Link to comment
=FAS=Shigawire Posted August 11, 2008 Author Share Posted August 11, 2008 Ok, ty. But i see, too much work ^^. So i will try to sclae the text a bit.. Link to comment
=FAS=Shigawire Posted August 12, 2008 Author Share Posted August 12, 2008 Yo Guys, i got the next problem: The updateWeapon function doesnt work NO command works at the end of this script, and i ask me why.. I hoe you can follow/understand my steps, i didnt make explanations Oh, and please ignore the spammed EventHandler, i have to clean it a lil bit --THE WEAPON FUNCTION: local WeaponStat = guiCreateGridList ( 0.45, 0.02, 0.15, 0.12, true, window ) local column2 = guiGridListAddColumn( WeaponStat, "Weapon", 0.85 ) local row1 = guiGridListAddRow ( WeaponStat ) local row2 = guiGridListAddRow ( WeaponStat ) local row3 = guiGridListAddRow ( WeaponStat ) local row4 = guiGridListAddRow ( WeaponStat ) local row5 = guiGridListAddRow ( WeaponStat ) local row6 = guiGridListAddRow ( WeaponStat ) guiGridListSetItemText ( WeaponStat, row1, column2, "Your current Weapon: ", false, false ) guiGridListSetItemText ( WeaponStat, row3, column2, "Your current Ammo: ", false, false ) local ammot0 = getPlayerTotalAmmo ((getLocalPlayer()), 0) local ammot1 = getPlayerTotalAmmo ((getLocalPlayer()), 1) local ammot2 = getPlayerTotalAmmo ((getLocalPlayer()), 2) local ammot3 = getPlayerTotalAmmo ((getLocalPlayer()), 3) local ammot4 = getPlayerTotalAmmo ((getLocalPlayer()), 4) local ammot5 = getPlayerTotalAmmo ((getLocalPlayer()), 5) local ammot6 = getPlayerTotalAmmo ((getLocalPlayer()), 6) local ammot7 = getPlayerTotalAmmo ((getLocalPlayer()), 7) local ammot8 = getPlayerTotalAmmo ((getLocalPlayer()), local ammot9 = getPlayerTotalAmmo ((getLocalPlayer()), 9) local ammot10 = getPlayerTotalAmmo ((getLocalPlayer()), 10) local ammot11 = getPlayerTotalAmmo ((getLocalPlayer()), 11) local ammot12 = getPlayerTotalAmmo ((getLocalPlayer()), 12) local ammo0 = getPlayerAmmoInClip ((getLocalPlayer()), 0) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo0.. " - " ..ammot0 - ammo0.." ", false, false ) local ammo1 = getPlayerAmmoInClip ((getLocalPlayer()), 1) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo1.. " - " ..ammot1 - ammo1.." ", false, false ) local ammo2 = getPlayerAmmoInClip ((getLocalPlayer()), 2) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo2.. " - " ..ammot2 - ammo2.." ", false, false ) local ammo3 = getPlayerAmmoInClip ((getLocalPlayer()), 3) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo3.. " - " ..ammot3 - ammo3.." ", false, false ) local ammo4 = getPlayerAmmoInClip ((getLocalPlayer()), 4) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo4.. " - " ..ammot4 - ammo4.." ", false, false ) local ammo5 = getPlayerAmmoInClip ((getLocalPlayer()), 5) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo5.. " - " ..ammot5 - ammo5.." ", false, false ) local ammo6 = getPlayerAmmoInClip ((getLocalPlayer()), 6) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo6.. " - " ..ammot6 - ammo6.." ", false, false ) local ammo7 = getPlayerAmmoInClip ((getLocalPlayer()), 7) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo7.. " - " ..ammot7 - ammo7.." ", false, false ) local ammo8 = getPlayerAmmoInClip ((getLocalPlayer()), guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo8.. " - " ..ammot8 - ammo8.." ", false, false ) local ammo9 = getPlayerAmmoInClip ((getLocalPlayer()), 9) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo9.. " - " ..ammot9 - ammo9.." ", false, false ) local ammo10 = getPlayerAmmoInClip ((getLocalPlayer()), 10) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo10.. " - " ..ammot10 - ammo10.." ", false, false ) local ammo11 = getPlayerAmmoInClip ((getLocalPlayer()), 11) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo11.. " - " ..ammot11 - ammo11.." ", false, false ) local ammo12 = getPlayerAmmoInClip ((getLocalPlayer()), 12) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo12.. " - " ..ammot12 - ammo12.." ", false, false ) local weaponType = getPlayerWeapon ( getLocalPlayer()) if ( weaponType == 0 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " None" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo0.. " ", false, false ) elseif ( weaponType == 1 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Brass Knuckles" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo0.. " - " ..ammot0 - ammo0.." ", false, false ) elseif ( weaponType == 2 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " GolfClub" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo0.. " - " ..ammot0 - ammo0.." ", false, false ) elseif ( weaponType == 3 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Nightstick" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " 1 - 0 ", false, false ) elseif ( weaponType == 4 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Knife" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " 1 - 0 ", false, false ) elseif ( weaponType == 5 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Baseball Bat" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " 1 - 0 ", false, false ) elseif ( weaponType == 6 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Shovel" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " 1 - 0 ", false, false ) elseif ( weaponType == 7 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Pool Cue" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " 1 - 0 ", false, false ) elseif ( weaponType == 8 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Katana" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " 1 - 0 ", false, false ) elseif ( weaponType == 9 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Chainsaw" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " 1 - 0 ", false, false ) elseif ( weaponType == 15 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Cane" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " 1 - 0 ", false, false ) elseif ( weaponType == 22 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Pistol" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo2.. " - " ..ammot2 - ammo2.." ", false, false ) elseif ( weaponType == 23 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Silenced Pistol" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo2.. " - " ..ammot2 - ammo2.." ", false, false ) elseif ( weaponType == 24 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Desert Eagle" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo2.. " - " ..ammot2 - ammo2.." ", false, false ) elseif ( weaponType == 25 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Shotgun" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo3.. " - " ..ammot3 - ammo3.." ", false, false ) elseif ( weaponType == 26 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Sawn-Off Shotgun" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo3.. " - " ..ammot3 - ammo3.." ", false, false ) elseif ( weaponType == 27 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " SPAZ-12 Combat Shotgun" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo3.. " - " ..ammot3 - ammo3.." ", false, false ) elseif ( weaponType == 28 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Uzi" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo4.. " - " ..ammot4 - ammo4.." ", false, false ) elseif ( weaponType == 29 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " MP5" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo4.. " - " ..ammot4 - ammo4.." ", false, false ) elseif ( weaponType == 32 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Tec-9" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo4.. " - " ..ammot4 - ammo4.." ", false, false ) elseif ( weaponType == 30 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " AK-47" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo5.. " - " ..ammot5 - ammo5.." ", false, false ) elseif ( weaponType == 31 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " M4" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo5.. " - " ..ammot5 - ammo5.." ", false, false ) elseif ( weaponType == 33 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Coutry Rifle" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo6.. " - " ..ammot6 - ammo6.." ", false, false ) elseif ( weaponType == 34 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Sniper Rifle" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo6.. " - " ..ammot6 - ammo6.." ", false, false ) elseif ( weaponType == 35 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Rocket Launcher" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo7.. " - " ..ammot7 - ammo7.." ", false, false ) elseif ( weaponType == 36 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Heat-Seeking RPG" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo7.. " - " ..ammot7 - ammo7.." ", false, false ) elseif ( weaponType == 37 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Flamethrower" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo7.. " - " ..ammot7 - ammo7.." ", false, false ) elseif ( weaponType == 38 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Minigun, You shouldn't have this ;)" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo7.. " - " ..ammot7 - ammo7.." ", false, false ) elseif ( weaponType == 16 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Grenade" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo8.. " - " ..ammot8 - ammo8.." ", false, false ) elseif ( weaponType == 17 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Tear Gas" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo8.. " - " ..ammot8 - ammo8.." ", false, false ) elseif ( weaponType == 18 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Molotov Cocktail" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo8.. " - " ..ammot8 - ammo8.." ", false, false ) elseif ( weaponType == 39 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Satchel Charges" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo8.. " - " ..ammot8 - ammo8.." ", false, false ) elseif ( weaponType == 40 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Satchel Detonator" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo12.. " - " ..ammot12 - ammo12.." ", false, false ) elseif ( weaponType == 41 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Spraycan" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo9.. " - " ..ammot9 - ammo9.." ", false, false ) elseif ( weaponType == 42 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Fire Extringuisher" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo9.. " - " ..ammot9 - ammo9.." ", false, false ) elseif ( weaponType == 43 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Camera" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo9.. " - " ..ammot9 - ammo9.." ", false, false ) elseif ( weaponType == 10 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Long Purple Dildo" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo11.. " - " ..ammot11 - ammo11.." ", false, false ) elseif ( weaponType == 11 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Short tan Dildo" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo11.. " - " ..ammot11 - ammo11.." ", false, false ) elseif ( weaponType == 12 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Vibrator" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo11.. " - " ..ammot11 - ammo11.." ", false, false ) elseif ( weaponType == 14 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Flowers" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo11.. " - " ..ammot11 - ammo11.." ", false, false ) elseif ( weaponType == 44 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Night-Vision Goggles" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo11.. " - " ..ammot11 - ammo11.." ", false, false ) elseif ( weaponType == 45 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Infrared Goggles" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo11.. " - " ..ammot11 - ammo11.." ", false, false ) elseif ( weaponType == 46 ) then guiGridListSetItemText ( WeaponStat, row2, column2, " Parachute" , false, false ) guiGridListSetItemText ( WeaponStat, row4, column2, " " ..ammo11.. " - " ..ammot11 - ammo11.." ", false, false ) end end function updateWeapon() if ( WeaponStat ) then guiGridListClear ( WeaponStat ) local row1 = guiGridListAddRow ( WeaponStat ) local row2 = guiGridListAddRow ( WeaponStat ) local row3 = guiGridListAddRow ( WeaponStat ) local row4 = guiGridListAddRow ( WeaponStat ) local row5 = guiGridListAddRow ( WeaponStat ) local row6 = guiGridListAddRow ( WeaponStat ) guiGridListSetItemText ( WeaponStat, row1, column2, "Your current Weapon: ", false, false ) guiGridListSetItemText ( WeaponStat, row3, column2, "Your current Ammo: ", false, false ) local ammot0 = getPlayerTotalAmmo ((getLocalPlayer()), 0) local ammot1 = getPlayerTotalAmmo ((getLocalPlayer()), 1) local ammot2 = getPlayerTotalAmmo ((getLocalPlayer()), 2) local ammot3 = getPlayerTotalAmmo ((getLocalPlayer()), 3) local ammot4 = getPlayerTotalAmmo ((getLocalPlayer()), 4) local ammot5 = getPlayerTotalAmmo ((getLocalPlayer()), 5) local ammot6 = getPlayerTotalAmmo ((getLocalPlayer()), 6) local ammot7 = getPlayerTotalAmmo ((getLocalPlayer()), 7) local ammot8 = getPlayerTotalAmmo ((getLocalPlayer()), Link to comment
Gamesnert Posted August 12, 2008 Share Posted August 12, 2008 http://development.mtasa.com/index.php? ... WeaponFire http://development.mtasa.com/index.php? ... aponSwitch You might be able to make something out of events. Instead of timers, which I hate... Link to comment
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