BriGhtx3 Posted April 3, 2012 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 Currently working on gamemodes : Reallife Script 70% Breakout Script 10%
drk Posted April 3, 2012 Posted April 3, 2012 local NAMETAG_DISTANCE = 25 --Distance until we're gone EPT Team Server Development: 0% Learning C++ | C++ is amazing
BriGhtx3 Posted April 3, 2012 Author 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. Currently working on gamemodes : Reallife Script 70% Breakout Script 10%
Todd Posted April 3, 2012 Posted April 3, 2012 local NAMETAG_TEXTSIZE = 0.9 maybe try to change NAMETAG_TEXTSIZE value
drk Posted April 3, 2012 Posted April 3, 2012 Yes, is this EPT Team Server Development: 0% Learning C++ | C++ is amazing
BriGhtx3 Posted April 3, 2012 Author 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? Currently working on gamemodes : Reallife Script 70% Breakout Script 10%
drk Posted April 3, 2012 Posted April 3, 2012 Yes, is this - Is what todd said. EPT Team Server Development: 0% Learning C++ | C++ is amazing
BriGhtx3 Posted April 3, 2012 Author Posted April 3, 2012 Tried it. It doesn't work. When I move away the text becomes too small and moves into my name. Currently working on gamemodes : Reallife Script 70% Breakout Script 10%
Todd Posted April 3, 2012 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?
BriGhtx3 Posted April 3, 2012 Author Posted April 3, 2012 Currently working on gamemodes : Reallife Script 70% Breakout Script 10%
Todd Posted April 3, 2012 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
BriGhtx3 Posted April 3, 2012 Author 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 Currently working on gamemodes : Reallife Script 70% Breakout Script 10%
Todd Posted April 3, 2012 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.
BriGhtx3 Posted April 3, 2012 Author 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. Currently working on gamemodes : Reallife Script 70% Breakout Script 10%
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