TheGuyNL Posted February 21, 2012 Posted February 21, 2012 Hey, How can I enable the nametags in Race gamemode support color codes?
HunT Posted February 21, 2012 Posted February 21, 2012 replace the dxDrawText with dxDrawColorText function here : function dxDrawColorText(str, ax, ay, bx, by, color, scale, font) local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) ax = ax + w color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end last = e + 1 s, e, cap, col = str:find(pat, last) end if last <= #str then cap = str:sub(last) local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) end end
TheGuyNL Posted February 21, 2012 Author Posted February 21, 2012 In what lua should I look in the race resource?
Discord Moderators Zango Posted February 21, 2012 Discord Moderators Posted February 21, 2012 How about nametags.lua
Evil-Cod3r Posted February 21, 2012 Posted February 21, 2012 try my script ------------- By Evil-Cod3er v1.0 ------------- ------------- local x, y = guiGetScreenSize() function PlayerNameTags() local players = getElementsByType("player") for k,v in ipairs(players) do if v == getLocalPlayer() then else local r = getElementData(v,"red") local g = getElementData(v,"green") local b = getElementData(v,"blue") local x1,y1,z1 = getElementPosition (getLocalPlayer()) local x2,y2,z2 = getElementPosition (v) local visibleto = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2) if visibleto > 75 then else local sx,sy = getScreenFromWorldPosition ( x2,y2,z2+1.05 ) if not sx and not sy then else dxDrawText ( string.gsub ( getPlayerName ( v ), "#%x%x%x%x%x%x", "" ).."", sx,sy,sx,sy, tocolor(r,g,b,255), 1.8-visibleto/50, "default-bold", "center","top",false,false,false ) if y/102-visibleto/5 < 0 then else dxDrawRectangle ( sx-x/13/2+visibleto/2, sy+y/27.2-visibleto/3, x/13-visibleto,y/102-visibleto/10, tocolor(0,0,0,255) ) dxDrawRectangle ( sx-x/14/2+visibleto/2, sy+y/25-visibleto/3, x/14-visibleto,y/146.3-visibleto/10, tocolor(100,0,0,245) ) if getElementHealth(v) < 1 then else dxDrawRectangle ( sx-x/14/2+visibleto/2, sy+y/25-visibleto/3, x/14*getElementHealth(v)/100-visibleto,y/146.3-visibleto/10, tocolor(190,0,0,245) ) end local armor = getPedArmor(v) if armor and armor > 0 then dxDrawRectangle ( sx-x/13/2+visibleto/2, sy+y/40.2-visibleto/3, x/13-visibleto,y/102-visibleto/10, tocolor(0,0,0,255) ) dxDrawRectangle ( sx-x/14/2+visibleto/2, sy+y/38-visibleto/3, x/14-visibleto,y/146.3-visibleto/10, tocolor(100,100,100,245) ) dxDrawRectangle ( sx-x/14/2+visibleto/2, sy+y/38-visibleto/3, x/14*armor/100-visibleto,y/146.3-visibleto/10, tocolor(190,190,190,245) ) end end end end end end end addEventHandler("onClientRender",getRootElement(),PlayerNameTags) ---- end of the script
GTX Posted February 21, 2012 Posted February 21, 2012 nametag = {} local nametags = {} local g_screenX,g_screenY = guiGetScreenSize() local bHideNametags = false local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out local NAMETAG_DISTANCE = 120 --Distance until we're gone local NAMETAG_ALPHA = 120 --The overall alpha level of the nametag --The following arent actual pixel measurements, they're just proportional constraints local NAMETAG_TEXT_BAR_SPACE = 2 local NAMETAG_WIDTH = 50 local NAMETAG_HEIGHT = 5 local NAMETAG_TEXTSIZE = 0.26 local NAMETAG_OUTLINE_THICKNESS = 1.2 -- local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY -- -- If 1 then it shows your own nametag, else it will make invisible Testing = 0 -- Ensure the name tag doesn't get too big local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} } -- Ensure the text doesn't get too small/unreadable local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} } -- Make the text a bit brighter and fade more gradually local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} } function nametag.create ( player ) nametags[player] = true end function nametag.destroy ( player ) nametags[player] = nil end addEventHandler ( "onClientRender", g_Root, function() -- Hideous quick fix -- for i,player in ipairs(g_Players) do if player ~= g_Me or Testing == 1 then setPlayerNametagShowing ( player, false ) if not nametags[player] then nametag.create ( player ) end end end if bHideNametags then return end local x,y,z = getCameraMatrix() for player in pairs(nametags) do while true do if not isPedInVehicle(player) or isPlayerDead(player) then break end local vehicle = getPedOccupiedVehicle(player) local px,py,pz = getElementPosition ( vehicle ) local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) if pdistance <= NAMETAG_DISTANCE then --Get screenposition local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) if not sx or not sy then break end --Calculate our components local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) scale = math.evalCurve(maxScaleCurve,scale) local textscale = math.evalCurve(textScaleCurve,scale) local textalpha = math.evalCurve(textAlphaCurve,alpha) local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) --Draw our text local r,g,b = 255,255,255 local team = getPlayerTeam(player) if team then r,g,b = getTeamColor(team) end local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 -- There will be the font name font = "bankgothic" -- As you can see, i'm using bankgothic font dxDrawColorText ( string.gsub(getPlayerNametagText(player),'#%x%x%x%x%x%x',''), sx + 1, sy - offset + 1, sx + 1, sy - offset + 1, tocolor(0,0,0,textalpha), textscale*NAMETAG_TEXTSIZE, font, "center", "bottom", false, false, false ) dxDrawColorText ( getPlayerNametagText(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, font, "center", "bottom", false, false, false ) --We draw three parts to make the healthbar. First the outline/background local drawX = sx - NAMETAG_WIDTH*scale/2 drawY = sy + offset local width,height = NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) ) --Next the inner background local health = getElementHealth(vehicle) health = math.max(health - 250, 0)/750 local p = -510*(health^2) local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, width - outlineThickness*2, height - outlineThickness*2, tocolor(r,g,0,0.4*alpha) ) --Finally, the actual health dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, health*(width - outlineThickness*2), height - outlineThickness*2, tocolor(r,g,0,alpha) ) end break end end end ) ---------------THE FOLLOWING IS THE MANAGEMENT OF NAMETAGS----------------- addEventHandler('onClientResourceStart', g_ResRoot, function() for i,player in ipairs(getElementsByType"player") do if player ~= g_Me or Testing == 1 then nametag.create ( player ) end end end ) addEventHandler ( "onClientPlayerJoin", g_Root, function() if source == g_Me then return end setPlayerNametagShowing ( source, false ) nametag.create ( source ) end ) addEventHandler ( "onClientPlayerQuit", g_Root, function() nametag.destroy ( source ) end ) addEvent ( "onClientScreenFadedOut", true ) addEventHandler ( "onClientScreenFadedOut", g_Root, function() bHideNametags = true end ) addEvent ( "onClientScreenFadedIn", true ) addEventHandler ( "onClientScreenFadedIn", g_Root, function() bHideNametags = false end ) function dxDrawColorText(str, ax, ay, bx, by, color, scale, font, alignX, alignY) if alignX then if alignX == "center" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = ax + (bx-ax)/2 - w/2 elseif alignX == "right" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = bx - w end end if alignY then if alignY == "center" then local h = dxGetFontHeight(scale, font) ay = ay + (by-ay)/2 - h/2 elseif alignY == "bottom" then local h = dxGetFontHeight(scale, font) ay = by - h end end local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) ax = ax + w color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end last = e + 1 s, e, cap, col = str:find(pat, last) end if last <= #str then cap = str:sub(last) local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) end end
drk Posted February 21, 2012 Posted February 21, 2012 Use my edited dxDrawColorText. You can bring the dx text to front / back and activate/desativate wordbreak and clip. function dxDrawColoredText(str, ax, ay, bx, by, color, scale, font, left, top, clip, wordbreak, postGUI) local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor( tonumber( "0x"..col:sub( 1, 2 ) ), tonumber( "0x"..col:sub( 3, 4 ) ), tonumber( "0x"..col:sub( 5, 6 ) ), 255 ) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText( cap, ax, ay, ax + w, by, color, scale, font ) ax = ax + w color = tocolor( tonumber( "0x"..col:sub( 1, 2 ) ), tonumber( "0x"..col:sub( 3, 4 ) ), tonumber( "0x"..col:sub( 5, 6 ) ), 255 ) end last = e + 1 s, e, cap, col = str:find( pat, last ) end if last <= #str then cap = str:sub( last ) local w = dxGetTextWidth( cap, scale, font ) dxDrawText( cap, ax, ay, ax + w, by, color, scale, font, left, top, clip, wordbreak, postGUI ) end end Example: dxDrawColoredText(getPlayerName(thePlayer),posX,posY,width,height,tocolor(255,255,255,255),0.6,"pricedown","center","center",false,false,true)
TheGuyNL Posted February 21, 2012 Author Posted February 21, 2012 nametag = {} local nametags = {} local g_screenX,g_screenY = guiGetScreenSize() local bHideNametags = false local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out local NAMETAG_DISTANCE = 120 --Distance until we're gone local NAMETAG_ALPHA = 120 --The overall alpha level of the nametag --The following arent actual pixel measurements, they're just proportional constraints local NAMETAG_TEXT_BAR_SPACE = 2 local NAMETAG_WIDTH = 50 local NAMETAG_HEIGHT = 5 local NAMETAG_TEXTSIZE = 0.26 local NAMETAG_OUTLINE_THICKNESS = 1.2 -- local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY -- -- If 1 then it shows your own nametag, else it will make invisible Testing = 0 -- Ensure the name tag doesn't get too big local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} } -- Ensure the text doesn't get too small/unreadable local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} } -- Make the text a bit brighter and fade more gradually local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} } function nametag.create ( player ) nametags[player] = true end function nametag.destroy ( player ) nametags[player] = nil end addEventHandler ( "onClientRender", g_Root, function() -- Hideous quick fix -- for i,player in ipairs(g_Players) do if player ~= g_Me or Testing == 1 then setPlayerNametagShowing ( player, false ) if not nametags[player] then nametag.create ( player ) end end end if bHideNametags then return end local x,y,z = getCameraMatrix() for player in pairs(nametags) do while true do if not isPedInVehicle(player) or isPlayerDead(player) then break end local vehicle = getPedOccupiedVehicle(player) local px,py,pz = getElementPosition ( vehicle ) local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) if pdistance <= NAMETAG_DISTANCE then --Get screenposition local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) if not sx or not sy then break end --Calculate our components local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) scale = math.evalCurve(maxScaleCurve,scale) local textscale = math.evalCurve(textScaleCurve,scale) local textalpha = math.evalCurve(textAlphaCurve,alpha) local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) --Draw our text local r,g,b = 255,255,255 local team = getPlayerTeam(player) if team then r,g,b = getTeamColor(team) end local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 -- There will be the font name font = "bankgothic" -- As you can see, i'm using bankgothic font dxDrawColorText ( string.gsub(getPlayerNametagText(player),'#%x%x%x%x%x%x',''), sx + 1, sy - offset + 1, sx + 1, sy - offset + 1, tocolor(0,0,0,textalpha), textscale*NAMETAG_TEXTSIZE, font, "center", "bottom", false, false, false ) dxDrawColorText ( getPlayerNametagText(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, font, "center", "bottom", false, false, false ) --We draw three parts to make the healthbar. First the outline/background local drawX = sx - NAMETAG_WIDTH*scale/2 drawY = sy + offset local width,height = NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) ) --Next the inner background local health = getElementHealth(vehicle) health = math.max(health - 250, 0)/750 local p = -510*(health^2) local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, width - outlineThickness*2, height - outlineThickness*2, tocolor(r,g,0,0.4*alpha) ) --Finally, the actual health dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, health*(width - outlineThickness*2), height - outlineThickness*2, tocolor(r,g,0,alpha) ) end break end end end ) ---------------THE FOLLOWING IS THE MANAGEMENT OF NAMETAGS----------------- addEventHandler('onClientResourceStart', g_ResRoot, function() for i,player in ipairs(getElementsByType"player") do if player ~= g_Me or Testing == 1 then nametag.create ( player ) end end end ) addEventHandler ( "onClientPlayerJoin", g_Root, function() if source == g_Me then return end setPlayerNametagShowing ( source, false ) nametag.create ( source ) end ) addEventHandler ( "onClientPlayerQuit", g_Root, function() nametag.destroy ( source ) end ) addEvent ( "onClientScreenFadedOut", true ) addEventHandler ( "onClientScreenFadedOut", g_Root, function() bHideNametags = true end ) addEvent ( "onClientScreenFadedIn", true ) addEventHandler ( "onClientScreenFadedIn", g_Root, function() bHideNametags = false end ) function dxDrawColorText(str, ax, ay, bx, by, color, scale, font, alignX, alignY) if alignX then if alignX == "center" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = ax + (bx-ax)/2 - w/2 elseif alignX == "right" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = bx - w end end if alignY then if alignY == "center" then local h = dxGetFontHeight(scale, font) ay = ay + (by-ay)/2 - h/2 elseif alignY == "bottom" then local h = dxGetFontHeight(scale, font) ay = by - h end end local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) ax = ax + w color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end last = e + 1 s, e, cap, col = str:find(pat, last) end if last <= #str then cap = str:sub(last) local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) end end Worked, thanks.
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