BriGhtx3 Posted April 3, 2012 Share Posted April 3, 2012 (edited) g_Root = getRootElement() g_ResRoot = getResourceRootElement(getThisResource()) g_Players = getElementsByType('player') g_Me = getLocalPlayer() 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 = 25 --Distance to start fading out local NAMETAG_DISTANCE = 25 --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 = 0.9 local NAMETAG_OUTLINE_THICKNESS = 1.3 -- local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY -- 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 isElement(player) then if player ~= g_Me then setPlayerNametagShowing ( player, false ) if not nametags[player] then nametag.create ( player ) end end end end if bHideNametags then return end local x,y,z = getCameraMatrix() for player in pairs(nametags) do while true do if not isElement(player) then break end if getElementDimension(player) ~= getElementDimension(g_Me) then break end local px,py,pz = getElementPosition ( player ) if processLineOfSight(x, y, z, px, py, pz, true, false, false, true, false, true) then break end 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 ) --------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------ POSI OF STATUS ---------------------------------------------- --------------------------------------------------------------------------------------------------------------------- local sxStat,syStat = getScreenFromWorldPosition ( px, py, pz+0.85, 0.06 ) if not sx or not sy then break end if not sxStat or not syStat 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 health local p local r,g health = getElementHealth ( player ) health = math.max(health, 0)/100 p = -510*(health^2) r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 --------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------ STATUS ------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- dxDrawText ( "DER STATUS", sxStat, syStat - offset, sxStat, syStat - offset, tocolor(10,10,10,255), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false ) if health <= 0 then --------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------ IMAGE -------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- dxDrawImage ( sx - offset, sy - offset, 20, 20, 'images/tt.png' ) dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(0,0,0,textalpha), textscale*NAMETAG_TEXTSIZE, "default", "center", "bottom", false, false, false ) else dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,0,textalpha), textscale*NAMETAG_TEXTSIZE, "default", "center", "bottom", false, false, false ) end 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 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 ) -- Math functions function math.lerp(from,to,alpha) return from + (to-from) * alpha end -- curve is { {x1, y1}, {x2, y2}, {x3, y3} ... } function math.evalCurve( curve, input ) -- First value if input[1][1] then return curve[1][2] end -- Interp value for idx=2,#curve do if input[idx][1] then local x1 = curve[idx-1][1] local y1 = curve[idx-1][2] local x2 = curve[idx][1] local y2 = curve[idx][2] -- Find pos between input points local alpha = (input - x1)/(x2 - x1); -- Map to output points return math.lerp(y1,y2,alpha) end end -- Last value return curve[#curve][2] end Hey, this is the nametag script of the race resource. Now I want to add another text called "DER STATUS" underneath the name and if the player dies, I want to show the image. Everything is shown but the text "DER STATUS" moves away or gets too small or too big. The same happens with the image. How can I fix the positions like in the name? The parts of my modifications are marked. Thanks Edited April 3, 2012 by Guest Link to comment
drk Posted April 3, 2012 Share Posted April 3, 2012 local NAMETAG_DISTANCE = 25 --Distance until we're gone Link to comment
BriGhtx3 Posted April 3, 2012 Author Share Posted April 3, 2012 What shall I do with this? The text also should disappear when reaching a distance of 25, but the size of the text "DER STATUS" is getting too small. Just like the image. Link to comment
Todd Posted April 3, 2012 Share Posted April 3, 2012 local NAMETAG_TEXTSIZE = 0.9 maybe try to change NAMETAG_TEXTSIZE value Link to comment
BriGhtx3 Posted April 3, 2012 Author Share Posted April 3, 2012 @Todd The startingsize is right. But when I move away the text becomes smaller. But when I move away the name does not become smaller. @Draken what do you mean? Link to comment
drk Posted April 3, 2012 Share Posted April 3, 2012 Yes, is this - Is what todd said. Link to comment
BriGhtx3 Posted April 3, 2012 Author Share Posted April 3, 2012 Tried it. It doesn't work. When I move away the text becomes too small and moves into my name. Link to comment
Todd Posted April 3, 2012 Share Posted April 3, 2012 @Todd The startingsize is right. But when I move away the text becomes smaller. But when I move away the name does not become smaller.@Draken what do you mean? I don't understand. Text becomes smaller when you move away but name does not become smaller? Yep? Link to comment
Todd Posted April 3, 2012 Share Posted April 3, 2012 (edited) total edit: sry, previous edit was bad, try now: g_Root = getRootElement() g_ResRoot = getResourceRootElement(getThisResource()) g_Players = getElementsByType('player') g_Me = getLocalPlayer() 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 = 25 --Distance to start fading out local NAMETAG_DISTANCE = 25 --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 = 0.9 local NAMETAG_OUTLINE_THICKNESS = 1.3 -- local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY -- 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 isElement(player) then if player ~= g_Me then setPlayerNametagShowing ( player, false ) if not nametags[player] then nametag.create ( player ) end end end end if bHideNametags then return end local x,y,z = getCameraMatrix() for player in pairs(nametags) do while true do if not isElement(player) then break end if getElementDimension(player) ~= getElementDimension(g_Me) then break end local px,py,pz = getElementPosition ( player ) if processLineOfSight(x, y, z, px, py, pz, true, false, false, true, false, true) then break end 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 ) --------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------ POSI OF STATUS ---------------------------------------------- --------------------------------------------------------------------------------------------------------------------- local sxStat,syStat = getScreenFromWorldPosition ( px, py, pz+0.85, 0.06 ) if not sx or not sy then break end if not sxStat or not syStat 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 health local p local r,g health = getElementHealth ( player ) health = math.max(health, 0)/100 p = -510*(health^2) r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 --------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------ STATUS ------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- dxDrawText ( "DER STATUS", sxStat, syStat - offset, sxStat, syStat - offset, tocolor(10,10,10,255), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false ) if health <= 0 then --------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------ IMAGE -------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- dxDrawImage ( sx - offset, sy - offset, 20, 20, 'images/tt.png' ) dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(0,0,0,textalpha), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false ) else dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,0,textalpha), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false ) end 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 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 ) -- Math functions function math.lerp(from,to,alpha) return from + (to-from) * alpha end -- curve is { {x1, y1}, {x2, y2}, {x3, y3} ... } function math.evalCurve( curve, input ) -- First value if input[1][1] then return curve[1][2] end -- Interp value for idx=2,#curve do if input[idx][1] then local x1 = curve[idx-1][1] local y1 = curve[idx-1][2] local x2 = curve[idx][1] local y2 = curve[idx][2] -- Find pos between input points local alpha = (input - x1)/(x2 - x1); -- Map to output points return math.lerp(y1,y2,alpha) end end -- Last value return curve[#curve][2] end last edit: 11:05 pm Edited April 3, 2012 by Guest Link to comment
BriGhtx3 Posted April 3, 2012 Author Share Posted April 3, 2012 (edited) Now it's better, but the text still moves into the name Edit: Still the same Edited April 3, 2012 by Guest Link to comment
Todd Posted April 3, 2012 Share Posted April 3, 2012 just the nickname is not becoming smaller. weird dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(0,0,0,textalpha), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false ) else dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,0,textalpha), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false ) try to do something with it i think that (textscale*NAMETAG_TEXTSIZE)-0.3 you have to change value of it I mean -0.3 value / maybe try to replace it on -0.2... or something like that I am tired I go to sleep. Good night and good luck with it. Link to comment
BriGhtx3 Posted April 3, 2012 Author Share Posted April 3, 2012 But both are the same. In the name I use: local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,0,textalpha), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false ) In the text I use: local sxStat,syStat = getScreenFromWorldPosition ( px, py, pz+0.85, 0.06 ) dxDrawText ( "DER STATUS", sxStat, syStat - offset, sxStat, syStat - offset, tocolor(10,10,10,255), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false ) Edit: Ok. Thank you anyways. Link to comment
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