HeK Posted January 3, 2012 Share Posted January 3, 2012 (edited) Im using "Alternate_Hud" and everytime i log in my server both normal and alternate huds are on. Anyway to fix this? -- Made By XX3, from scratch with MS Notepad. Purpose: To make a new exotic compact HUD. -- You may edit this resource, but please credit me if you wanted to post an edited / extended version. -- PS: I was in MTA SA to show what Indonesia is really made of! -- Weapon tables for ammo. resourceroot = getResourceRootElement(getThisResource()) local noreloadweapons = {} --Weapons that doesn't reload (including the flamethrower, minigun, which doesn't have reload anim). noreloadweapons[16] = true noreloadweapons[17] = true noreloadweapons[18] = true noreloadweapons[19] = true noreloadweapons[25] = true noreloadweapons[33] = true noreloadweapons[34] = true noreloadweapons[35] = true noreloadweapons[36] = true noreloadweapons[37] = true noreloadweapons[38] = true noreloadweapons[39] = true noreloadweapons[41] = true noreloadweapons[42] = true noreloadweapons[43] = true local meleespecialweapons = {} --Weapons that don't shoot, and special weapons. meleespecialweapons[0] = true meleespecialweapons[1] = true meleespecialweapons[2] = true meleespecialweapons[3] = true meleespecialweapons[4] = true meleespecialweapons[5] = true meleespecialweapons[6] = true meleespecialweapons[7] = true meleespecialweapons[8] = true meleespecialweapons[9] = true meleespecialweapons[10] = true meleespecialweapons[11] = true meleespecialweapons[12] = true meleespecialweapons[13] = true meleespecialweapons[14] = true meleespecialweapons[15] = true meleespecialweapons[40] = true meleespecialweapons[44] = true meleespecialweapons[45] = true meleespecialweapons[46] = true function DXdraw() --Variables sWidth, sHeight = guiGetScreenSize() -- Getting the screen size health = getElementHealth( getLocalPlayer() ) lineLength1 = 114 * ( health / 100 ) -- Health bar armor = getPedArmor( getLocalPlayer() ) lineLength2 = 114 * ( armor / 100 ) -- Armor bar ammoinclip = getPedAmmoInClip (getLocalPlayer()) -- The ammo inside the clip totalammo = getPedTotalAmmo(getLocalPlayer())-getPedAmmoInClip(getLocalPlayer()) -- The total ammo minus ammo inside clip totalammo2 = getPedTotalAmmo(getLocalPlayer()) showammo1 = ammoinclip showammo2 = totalammo showammo3 = totalammo2 moneycount=getPlayerMoney(getLocalPlayer()) money= '$' ..moneycount -- Money local hour, mins = getTime () time = hour .. ":" .. (((mins < 10) and "0"..mins) or mins) -- Time. This one makes the minutes always show by 2 digits (3:05 instead of 3:5) local wantedlevel = getPlayerWantedLevel (getLocalPlayer()) --Getting the player's wanted level. -------- Dynamic health colour thanks to 50p ---------- tick = getTickCount () -- For active health bar local maxHealth = 100; -- get max health stat local colourPercent = ( health / maxHealth ) * 200; local red, green; -- we don't need blue because we don't use it, it'll be 0 if health < ( maxHealth / 2 ) then red = 200; green = ( health / 50 ) * ( colourPercent * 2 ); else green = 200; red = 200 - ( ( health - 50 ) / 50 ) * 200; end -- For inactive health bar local maxHealth = 75; -- get max health stat local colourPercent1 = ( health / maxHealth ) * 75; local red1, green1; -- we don't need blue because we don't use it, it'll be 0 if health < ( maxHealth / 2 ) then red1 = 75; green1 = ( health / 50 ) * ( colourPercent1 * 2 ); else green1 = 75; red1 = 75 - ( ( health - 50 ) / 50 ) * 75; end local color1 = tocolor( red1, green1, 0, 150 ) local color2 = tocolor( red, green, 0, 200 ) -- For the health bar if getTickCount () %1500 < 500 and health <= 20 and armor <=0 then -- If health is less than 20%, armor is 0%, the health bar will blink by hiding the health bar every 1.5 seconds. else dxDrawRectangle(sWidth-206,sHeight-29,114.0,14.0,color1, false) -- Health inactive bar dxDrawRectangle(sWidth-206,sHeight-29,lineLength1,14.0,color2,false) --Health active bar end if armor <= 0 then else dxDrawRectangle(sWidth-206,sHeight-43,lineLength2,14.0,tocolor(200,200,200,200),false) -- Armor active bar dxDrawRectangle(sWidth-206,sHeight-43,114.0,14.0,tocolor(50,50,50,150),false) -- Armor inactive bar end ------ DX drawing that are visible at all times dxDrawRectangle(sWidth-84,sHeight-48,78.0,33.0,tocolor(0,0,0,150),false) -- GTA Time DX Rectangle dxDrawText(tostring (money),sWidth-200,sHeight-78,sWidth-5,sHeight-54,tocolor(0,0,0,200),1.0,"pricedown","right","top",false,false,false) -- Money DX text (shadow) dxDrawText(tostring (money),sWidth-202,sHeight-81,sWidth-7,sHeight-57,tocolor(0,100,0,220),1.0,"pricedown","right","top",false,false,false) -- Money DX text dxDrawText(tostring (time),sWidth-81,sHeight-46,sWidth-10,sHeight-16,tocolor(250,250,250,200),1.0,"diploma","center","top",false,false,false) -- GTA Time DX text ------- Weapon icons & Ammo DX drawings local weaponID = getPedWeapon (getLocalPlayer()); -- Get weapon ID dxDrawImage(sWidth-266,sHeight-60,48.0,52.0,"icons/".. tostring( weaponID ) .. ".png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Weapon icons image. Check the icons file if you want to take and replace weapon icons. -- now decide if the optional stuff should be drawn if noreloadweapons [getPedWeapon(getLocalPlayer())] then dxDrawText(tostring (showammo3),sWidth-400,sHeight-47,sWidth-288,sHeight-12,tocolor(0,255,255,200),1.0,"bankgothic","right","top",false,false,false) -- No reload weapons (for shotgun, grenades, etc) elseif meleespecialweapons [getPedWeapon(getLocalPlayer())] then -- Draw Nothing for melee and special weapons. else --Weapons that reloads. dxDrawText(tostring (showammo2),sWidth-414,sHeight-47,sWidth-369,sHeight-18,tocolor(0,255,255,200),1.0,"bankgothic","right","top",false,false,false) dxDrawText("|",sWidth-361,sHeight-48,sWidth-385,sHeight-8,tocolor(255,200,0,200),1.0,"bankgothic","left","top",false,false,false) dxDrawText(tostring (showammo1),sWidth-345,sHeight-47,sWidth-272,sHeight-12,tocolor(0,255,255,200),1.0,"bankgothic","left","top",false,false,false) end if wantedlevel == 0 then -- Draw nothing (Wanted level 0) elseif wantedlevel == 1 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 1 elseif wantedlevel == 2 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 2 dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) elseif wantedlevel == 3 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 3 dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) elseif wantedlevel == 4 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 4 dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) elseif wantedlevel == 5 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 5 dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) else dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 6 dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) end end -- End of the DX Drawing function -------- HUD toogle command functions. function hudChanger () addEventHandler("onClientRender", getRootElement(), DXdraw) showPlayerHudComponent ( "armour", false ) showPlayerHudComponent ( "health", false ) showPlayerHudComponent ( "money", false ) showPlayerHudComponent ( "clock", false ) showPlayerHudComponent ( "weapon", false ) showPlayerHudComponent ("ammo", false) showPlayerHudComponent ( "money", false ) showPlayerHudComponent ( "wanted", false ) end addCommandHandler ( "showhud", hudChanger ) -- Shows the Alternate HUD addCommandHandler ( "hidegtahud", hudChanger ) -- Hides the GTA HUD addEventHandler( "onClientResourceStart", resourceroot, hudChanger ) addEventHandler( "onPlayerJoin", resourceroot, hudChanger ) -- The same, but also on player join. function hudChanger2 () removeEventHandler("onClientRender", getRootElement(), DXdraw) showPlayerHudComponent ( "armour", true ) showPlayerHudComponent ( "health", true ) showPlayerHudComponent ( "money", true ) showPlayerHudComponent ( "clock", true ) showPlayerHudComponent ( "weapon", true ) showPlayerHudComponent ("ammo", true) showPlayerHudComponent ( "money", true) showPlayerHudComponent ( "wanted", true ) end addCommandHandler ( "hidehud", hudChanger2) -- Removes the HUD, and shows the GTA HUD. addCommandHandler ( "showgtahud", hudChanger2) addEventHandler("onClientResourceStop", resourceroot, hudChanger2) -- When you stop the resource, executes. function hudChanger3 () removeEventHandler("onClientRender", getRootElement(), DXdraw) showPlayerHudComponent ("all", false) end addCommandHandler ( "hideall", hudChanger3 ) -- Shows the Alternate HUD function radarcommand1 () showPlayerHudComponent ("radar", true) end addCommandHandler( "showradar", radarcommand1 ) function radarcommand2 () showPlayerHudComponent ("radar", false) end addCommandHandler( "hideradar", radarcommand2 ) Edited January 4, 2012 by Guest Link to comment
HeK Posted January 3, 2012 Author Share Posted January 3, 2012 /debugscript 3? No warnings or errors about Alternate_hud. Link to comment
Kenix Posted January 3, 2012 Share Posted January 3, 2012 (edited) Try: -- Made By XX3, from scratch with MS Notepad. Purpose: To make a new exotic compact HUD. -- You may edit this resource, but please credit me if you wanted to post an edited / extended version. -- PS: I was in MTA SA to show what Indonesia is really made of! <!-- s:D --><img src=\"{SMILIES_PATH}/icon_biggrin.gif\" alt=\":D\" title=\"Very Happy\" /><!-- s:D --> -- Weapon tables for ammo. local noreloadweapons = {} --Weapons that doesn't reload (including the flamethrower, minigun, which doesn't have reload anim). noreloadweapons[16] = true noreloadweapons[17] = true noreloadweapons[18] = true noreloadweapons[19] = true noreloadweapons[25] = true noreloadweapons[33] = true noreloadweapons[34] = true noreloadweapons[35] = true noreloadweapons[36] = true noreloadweapons[37] = true noreloadweapons[38] = true noreloadweapons[39] = true noreloadweapons[41] = true noreloadweapons[42] = true noreloadweapons[43] = true local meleespecialweapons = {} --Weapons that don't shoot, and special weapons. meleespecialweapons[0] = true meleespecialweapons[1] = true meleespecialweapons[2] = true meleespecialweapons[3] = true meleespecialweapons[4] = true meleespecialweapons[5] = true meleespecialweapons[6] = true meleespecialweapons[7] = true meleespecialweapons[8] = true meleespecialweapons[9] = true meleespecialweapons[10] = true meleespecialweapons[11] = true meleespecialweapons[12] = true meleespecialweapons[13] = true meleespecialweapons[14] = true meleespecialweapons[15] = true meleespecialweapons[40] = true meleespecialweapons[44] = true meleespecialweapons[45] = true meleespecialweapons[46] = true function DXdraw() --Variables sWidth, sHeight = guiGetScreenSize() -- Getting the screen size health = getElementHealth( getLocalPlayer() ) lineLength1 = 114 * ( health / 100 ) -- Health bar armor = getPedArmor( getLocalPlayer() ) lineLength2 = 114 * ( armor / 100 ) -- Armor bar ammoinclip = getPedAmmoInClip (getLocalPlayer()) -- The ammo inside the clip totalammo = getPedTotalAmmo(getLocalPlayer())-getPedAmmoInClip(getLocalPlayer()) -- The total ammo minus ammo inside clip totalammo2 = getPedTotalAmmo(getLocalPlayer()) showammo1 = ammoinclip showammo2 = totalammo showammo3 = totalammo2 moneycount=getPlayerMoney(getLocalPlayer()) money= '$' ..moneycount -- Money local hour, mins = getTime () time = hour .. ":" .. (((mins < 10) and "0"..mins) or mins) -- Time. This one makes the minutes always show by 2 digits (3:05 instead of 3:5) local wantedlevel = getPlayerWantedLevel (getLocalPlayer()) --Getting the player's wanted level. -------- Dynamic health colour thanks to 50p ---------- tick = getTickCount () -- For active health bar local maxHealth = 100; -- get max health stat local colourPercent = ( health / maxHealth ) * 200; local red, green; -- we don't need blue because we don't use it, it'll be 0 if health < ( maxHealth / 2 ) then red = 200; green = ( health / 50 ) * ( colourPercent * 2 ); else green = 200; red = 200 - ( ( health - 50 ) / 50 ) * 200; end -- For inactive health bar local maxHealth = 75; -- get max health stat local colourPercent1 = ( health / maxHealth ) * 75; local red1, green1; -- we don't need blue because we don't use it, it'll be 0 if health < ( maxHealth / 2 ) then red1 = 75; green1 = ( health / 50 ) * ( colourPercent1 * 2 ); else green1 = 75; red1 = 75 - ( ( health - 50 ) / 50 ) * 75; end local color1 = tocolor( red1, green1, 0, 150 ) local color2 = tocolor( red, green, 0, 200 ) -- For the health bar if getTickCount () %1500 < 500 and health <= 20 and armor <=0 then -- If health is less than 20%, armor is 0%, the health bar will blink by hiding the health bar every 1.5 seconds. else dxDrawRectangle(sWidth-206,sHeight-29,114.0,14.0,color1, false) -- Health inactive bar dxDrawRectangle(sWidth-206,sHeight-29,lineLength1,14.0,color2,false) --Health active bar end if armor <= 0 then else dxDrawRectangle(sWidth-206,sHeight-43,lineLength2,14.0,tocolor(200,200,200,200),false) -- Armor active bar dxDrawRectangle(sWidth-206,sHeight-43,114.0,14.0,tocolor(50,50,50,150),false) -- Armor inactive bar end ------ DX drawing that are visible at all times dxDrawRectangle(sWidth-84,sHeight-48,78.0,33.0,tocolor(0,0,0,150),false) -- GTA Time DX Rectangle dxDrawText(tostring (money),sWidth-200,sHeight-78,sWidth-5,sHeight-54,tocolor(0,0,0,200),1.0,"pricedown","right","top",false,false,false) -- Money DX text (shadow) dxDrawText(tostring (money),sWidth-202,sHeight-81,sWidth-7,sHeight-57,tocolor(0,100,0,220),1.0,"pricedown","right","top",false,false,false) -- Money DX text dxDrawText(tostring (time),sWidth-81,sHeight-46,sWidth-10,sHeight-16,tocolor(250,250,250,200),1.0,"diploma","center","top",false,false,false) -- GTA Time DX text ------- Weapon icons & Ammo DX drawings local weaponID = getPedWeapon (getLocalPlayer()); -- Get weapon ID dxDrawImage(sWidth-266,sHeight-60,48.0,52.0,"icons/".. tostring( weaponID ) .. ".png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Weapon icons image. Check the icons file if you want to take and replace weapon icons. -- now decide if the optional stuff should be drawn if noreloadweapons [getPedWeapon(getLocalPlayer())] then dxDrawText(tostring (showammo3),sWidth-400,sHeight-47,sWidth-288,sHeight-12,tocolor(0,255,255,200),1.0,"bankgothic","right","top",false,false,false) -- No reload weapons (for shotgun, grenades, etc) elseif meleespecialweapons [getPedWeapon(getLocalPlayer())] then -- Draw Nothing for melee and special weapons. else --Weapons that reloads. dxDrawText(tostring (showammo2),sWidth-414,sHeight-47,sWidth-369,sHeight-18,tocolor(0,255,255,200),1.0,"bankgothic","right","top",false,false,false) dxDrawText("|",sWidth-361,sHeight-48,sWidth-385,sHeight-8,tocolor(255,200,0,200),1.0,"bankgothic","left","top",false,false,false) dxDrawText(tostring (showammo1),sWidth-345,sHeight-47,sWidth-272,sHeight-12,tocolor(0,255,255,200),1.0,"bankgothic","left","top",false,false,false) end if wantedlevel == 0 then -- Draw nothing (Wanted level 0) elseif wantedlevel == 1 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 1 elseif wantedlevel == 2 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 2 dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) elseif wantedlevel == 3 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 3 dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) elseif wantedlevel == 4 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 4 dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) elseif wantedlevel == 5 then dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 5 dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) else dxDrawImage(sWidth-21,sHeight-212,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) -- Wanted level 6 dxDrawImage(sWidth-21,sHeight-190,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-168,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-148,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-126,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) dxDrawImage(sWidth-21,sHeight-105,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,255),false) end end -- End of the DX Drawing function -------- HUD toogle command functions. function hudChanger () addEventHandler("onClientRender", getRootElement(), DXdraw) showPlayerHudComponent ( "armour", false ) showPlayerHudComponent ( "health", false ) showPlayerHudComponent ( "money", false ) showPlayerHudComponent ( "clock", false ) showPlayerHudComponent ( "weapon", false ) showPlayerHudComponent ("ammo", false) showPlayerHudComponent ( "money", false ) showPlayerHudComponent ( "wanted", false ) end addCommandHandler ( "showhud", hudChanger ) -- Shows the Alternate HUD addCommandHandler ( "hidegtahud", hudChanger ) -- Hides the GTA HUD addEventHandler( "onClientResourceStart", resourceRoot, hudChanger ) function hudChanger2 () removeEventHandler("onClientRender", getRootElement(), DXdraw) showPlayerHudComponent ( "armour", true ) showPlayerHudComponent ( "health", true ) showPlayerHudComponent ( "money", true ) showPlayerHudComponent ( "clock", true ) showPlayerHudComponent ( "weapon", true ) showPlayerHudComponent ("ammo", true) showPlayerHudComponent ( "money", true) showPlayerHudComponent ( "wanted", true ) end addCommandHandler ( "hidehud", hudChanger2) -- Removes the HUD, and shows the GTA HUD. addCommandHandler ( "showgtahud", hudChanger2) addEventHandler("onClientResourceStop", resourceRoot, hudChanger2) -- When you stop the resource, executes. function hudChanger3 () removeEventHandler("onClientRender", getRootElement(), DXdraw) showPlayerHudComponent ("all", false) end addCommandHandler ( "hideall", hudChanger3 ) -- Shows the Alternate HUD function radarcommand1 () showPlayerHudComponent ("radar", true) end addCommandHandler( "showradar", radarcommand1 ) function radarcommand2 () showPlayerHudComponent ("radar", false) end addCommandHandler( "hideradar", radarcommand2 ) Code updated Edited January 3, 2012 by Guest Link to comment
CapY Posted January 3, 2012 Share Posted January 3, 2012 Or just : showPlayerHudComponent ( "all", false ) Link to comment
Kenix Posted January 3, 2012 Share Posted January 3, 2012 Event onPlayerJoin only server side not client side. Link to comment
HeK Posted January 3, 2012 Author Share Posted January 3, 2012 Still the same, double HUD. Link to comment
karlis Posted January 3, 2012 Share Posted January 3, 2012 Or just : showPlayerHudComponent ( "all", false ) the hud resource doesn't provide alternative aim/radio so that wont work. Link to comment
CapY Posted January 3, 2012 Share Posted January 3, 2012 Still the same, double HUD. Take a look at showPlayerHUDComponent functions, at it's arguments too. EDIT: Okay, Karlis my bad then.. Link to comment
BorderLine Posted January 3, 2012 Share Posted January 3, 2012 add this line in your script function hideold() showPlayerHudComponent("armour",false) showPlayerHudComponent("health",false) showPlayerHudComponent("clock",false) showPlayerHudComponent("money",false) showPlayerHudComponent("weapon",false) showPlayerHudComponent("ammo",false) showPlayerHudComponent("wanted",false) end setTimer(hideold,5000,0) Link to comment
HeK Posted January 4, 2012 Author Share Posted January 4, 2012 Thanks so much Yakuza. Link to comment
Kenix Posted January 4, 2012 Share Posted January 4, 2012 function hideold( ) showPlayerHudComponent( "armour",false ) showPlayerHudComponent( "health",false ) showPlayerHudComponent( "clock",false ) showPlayerHudComponent( "money",false ) showPlayerHudComponent( "weapon",false ) showPlayerHudComponent( "ammo",false ) showPlayerHudComponent( "wanted",false ) end setTimer( hideold,1000,1 ) this better p.s Why every 5 sec hide hud????????????????????? Link to comment
karlis Posted January 4, 2012 Share Posted January 4, 2012 set timer for 1 time after about 3sec when new resource gets started. Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now