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Como cambiar y mantener HUD


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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?

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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 by Guest
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-- 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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