12p Posted November 13, 2011 Share Posted November 13, 2011 You know what. It's very wrong from you to use dxText for this. You should use your own onClientRender script. It's much easier and less CPU using than this. This system was made for other kind of purposes. Link to comment
CapY Posted November 13, 2011 Share Posted November 13, 2011 (edited) - Edited April 6, 2012 by Guest Link to comment
12p Posted November 13, 2011 Share Posted November 13, 2011 It's easy to do that. Just think a bit. Use your mind. Using guiGetScreenSize and SCALE you can make it. Link to comment
karlis Posted November 13, 2011 Share Posted November 13, 2011 could you just show complete code related to this so it is noob-fail-proof? this lib shouldnt lag and should be noob proof too, but apparently not enough for you. and btw are you that bad that you cant calculate the pos for all resolutions, thats so simply easy? Link to comment
CapY Posted November 13, 2011 Share Posted November 13, 2011 (edited) - Edited April 6, 2012 by Guest Link to comment
12p Posted November 13, 2011 Share Posted November 13, 2011 Y U NO SHOW ALL CODE SO WE CAN FIX IT Are you afraid from us stealing your code? PM me (I don't need your scripts, you can trust me). Link to comment
CapY Posted November 13, 2011 Share Posted November 13, 2011 (edited) - Edited April 6, 2012 by Guest Link to comment
qaisjp Posted November 16, 2011 Share Posted November 16, 2011 Facepalm from me. 1. Textlib indeed makes things easier, but why use it just to make ONE dxDrawText and for ONE purpose such as resolution compatibility? 2. He is afraid of stealing getElementPosition and getZoneName with dxDrawText. You could just send the simple script and let us help you instead of making us ask you so many stuff. 3. Textlib is like an element system for dxDrawText. JUST create the text, and it will draw it for you! Link to comment
darkdreamingdan Posted April 12, 2012 Author Share Posted April 12, 2012 Textlib can be found throughout several resources that ship with MTA. For example the deathmatch resource: http://code.google.com/p/mtasa-resource ... ch%2Futils You can download the scripts from there: textlib.lua is the clientside file that generates text (required) textlub_s.lua provides a serverside interface to draw text from the server (optional) textlib_anim.lua provides a way to smoothly do animations such as pulsing, moving and resizing (optional). This requires arc's client_anim.lua library to function. Link to comment
Chia Posted June 2, 2012 Share Posted June 2, 2012 mapdisplay = dxText:create('*Map: none', 2, screenHeight - dxGetFontHeight(0.7, 'bankgothic'), false, 'bankgothic', 0.7, 'left'), authordisplay = dxText:create('*author: none', 2, screenHeight - dxGetFontHeight(0.7, 'bankgothic')/3, false, 'bankgothic', 0.7, 'left'), It puts mapname and author name in left bottom corner. it displays like this Map:Craving v15 Author:Sebas i want it to look like this kinda Map:Craving v15 Author:Sebas so basically i need to add 2 seperations for map: and mapname part then add color codes. Link to comment
Alpha Posted June 2, 2012 Share Posted June 2, 2012 I'm not sure about whether this library supports color codes. But in 1.3.1 dxDrawText will support color codes. Until then you will have to make 2 texts to color them. Link to comment
.:HyPeX:. Posted December 1, 2014 Share Posted December 1, 2014 I've found out race gamemode uses textlib so i'll stick to it. Basically dxText:font changes all the fonts? Link to comment
Banex Posted December 3, 2014 Share Posted December 3, 2014 I've found out race gamemode uses textlib so i'll stick to it. Basically dxText:font changes all the fonts? does not change all fonts, only changes the font of the text that you created Link to comment
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