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Nametag problem


BriGhtx3

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Hey,

I still have the same problem as before. I want three "nametags" for one player. The first should contain the name.

The second should contain a simple text. And the third an image. I use the standard race nametag resource.

I think the problem is the offset. If someone created something like this before, could he just post a snippet how he created it?

Or at least explain how I can adjust the offset (they should be underneath each others and not overlap).

Thanks

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Hey,

I still have the same problem as before. I want three "nametags" for one player. The first should contain the name.

The second should contain a simple text. And the third an image. I use the standard race nametag resource.

I think the problem is the offset. If someone created something like this before, could he just post a snippet how he created it?

Or at least explain how I can adjust the offset (they should be underneath each others and not overlap).

Thanks

Post a screen and your code. Then we can probably help you.

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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 nametagcreate ( player ) 
    nametags[player] = true 
end 
  
function nametagdestroy ( 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 
                        nametagcreate ( 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 
                nametagcreate ( player ) 
            end 
        end 
    end 
) 
  
addEventHandler ( "onClientPlayerJoin", g_Root, 
    function() 
        if source == g_Me then return end 
        setPlayerNametagShowing ( source, false ) 
        nametagcreate ( source ) 
    end 
) 
  
addEventHandler ( "onClientPlayerQuit", g_Root, 
    function() 
        nametagdestroy ( 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 
  
  

The name-position is right.

The text "Der Status"-position is wrong because it overlaps.

And I didn't create the image, because at first I wanted to create the right text above.

But when the player dies, an image appears which position is partly wrong.

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try this:

g_Players = getElementsByType('player') 
  
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 nametagcreate ( player ) 
    nametags[player] = true 
end 
  
function nametagdestroy ( player ) 
    nametags[player] = nil 
end 
  
addEventHandler ( "onClientRender", root, 
    function() 
        -- Hideous quick fix -- 
        for i,player in ipairs(g_Players) do 
            if isElement(player) then 
                if player ~= localPlayer then 
                    setPlayerNametagShowing ( player, false ) 
                    if not nametags[player] then 
                        nametagcreate ( 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(localPlayer) 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+3, sx, sy - offset+3, tocolor(0,0,0,textalpha), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false )       
                    else 
                        dxDrawText ( getPlayerName(player), sx, sy - offset+3, sx, sy - offset+3, 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', resourceRoot, 
    function() 
        for i,player in ipairs(g_Players) do 
            if player ~= localPlayer then 
                nametagcreate ( player ) 
            end 
        end 
    end 
) 
  
addEventHandler ( "onClientPlayerJoin", root, 
    function() 
        if source == localPlayer then return end 
        setPlayerNametagShowing ( source, false ) 
        nametagcreate ( source ) 
    end 
) 
  
addEventHandler ( "onClientPlayerQuit", root, 
    function() 
        nametagdestroy ( 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 

Link to comment

this is the last script I have:

g_Players = getElementsByType('player') 
  
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 nametagcreate ( player ) 
    nametags[player] = true 
end 
  
function nametagdestroy ( player ) 
    nametags[player] = nil 
end 
  
addEventHandler ( "onClientRender", root, 
    function() 
        -- Hideous quick fix -- 
        for i,player in ipairs(g_Players) do 
            if isElement(player) then 
                if player ~= localPlayer then 
                    setPlayerNametagShowing ( player, false ) 
                    if not nametags[player] then 
                        nametagcreate ( 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(localPlayer) 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+3, sx, sy - offset+3, tocolor(0,0,0,textalpha), (textscale*NAMETAG_TEXTSIZE)-0.3, "default", "center", "bottom", false, false, false )       
                    else 
                        dxDrawText ( getPlayerName(player), sx, sy - offset+3, sx, sy - offset+3, 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', resourceRoot, 
    function() 
        for i,player in ipairs(g_Players) do 
            if player ~= localPlayer then 
                nametagcreate ( player ) 
            end 
        end 
    end 
) 
  
addEventHandler ( "onClientPlayerJoin", root, 
    function() 
        if source == localPlayer then return end 
        setPlayerNametagShowing ( source, false ) 
        nametagcreate ( source ) 
    end 
) 
  
addEventHandler ( "onClientPlayerQuit", root, 
    function() 
        nametagdestroy ( 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 

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