~Zeus~ Posted April 25, 2012 Share Posted April 25, 2012 Son 2 preguntas.He visto 1 HUD, exactamente el: Alternate HUD (alternate_hud) : https://community.multitheftauto.com/index.php?p=resources&s=details&id=807 Mis dudas son las siguientes --> 1-Lo he probado, y he visto que donde esta el reloj, que marca la hora, se podria cambiar por un nombre, por ejemplo, en vez de la hora, pues poner "Hola" (sin comillas (es un ejemplo, pero quiero poner otra cosa)) 2-Al probarlo todo va bien, pero al morir, el hud predeterminado, sale, y estan 2 los huds activos,¿podria quitar ese HUD, el predeterminado, y dejar el Alternate HUD sin que salga el otro? Link to comment
Castillo Posted April 25, 2012 Share Posted April 25, 2012 Cuando el jugador spawnea, ocultas el HUD de nuevo. Link to comment
~Zeus~ Posted April 25, 2012 Author Share Posted April 25, 2012 No entiendo muy bien, tendria que reiniciar cada vez el Alternate Hud con la Consola o el Panel de Admin? PD: Perdona, pero esque soi nuevo en esto Link to comment
Castillo Posted April 25, 2012 Share Posted April 25, 2012 onPlayerSpawn -- El evento para cuando un jugador spawnea. showPlayerHudComponent -- La funcion para mostrar/ocultar el HUD original. Link to comment
~Zeus~ Posted April 25, 2012 Author Share Posted April 25, 2012 (edited) EDITADO* SI puede ser, pues donde tendria que poner lo del name en el reloj, y si puede ser tamien, donde seria para lo que no salga el predeterminado -- 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 = aqui que pongo? -- 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 April 26, 2012 by Guest Link to comment
~Zeus~ Posted April 26, 2012 Author Share Posted April 26, 2012 (edited) Muchas gracias lo testeare ahora Edited April 26, 2012 by Guest Link to comment
Castillo Posted April 26, 2012 Share Posted April 26, 2012 -- 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 text = "Hola" 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) 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 (text),sWidth-81,sHeight-46,sWidth-10,sHeight-16,tocolor(250,250,250,200),1.0,"diploma","center","top",false,false,false) ------- 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 ) Cambia la variable "text" a lo que vos quieras. 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