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Nametag


DefearT

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Hola; alguien me podria decir como puedo poner en color el Nametag de los Jugadores de Race!?

Tengo el original y sale con los HEX y le trate de agregar el dxColorText y no funciono; porque no se que hice mal;

Alguien me podria decir como hacer para poner el nametag; yo usaba el nametag v.2 de yakuza pero no me gusta porque tienes que poner una fuente y creo que es mejor dejandola en defaul-bold!

Ayudenme; y si tienen ese resource me lo podrian pasar?!

Gracias; Ayudenme :P

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Este es el Nametag; solo quiero quitar para crear la fuente para poner la de default-bold!

Se puede?

-------[EDITED] mR|Monster-------------------- 
-------[ORIGINAL AUTHOR] Yakuza.Real --------- 
  
srfont = dxCreateFont("font.ttf",13) 
  
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 = 50 --Distance to start fading out 
local NAMETAG_DISTANCE = 100 --Distance until we're gone 
local NAMETAG_ALPHA = 255 --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 = 0.3 
local NAMETAG_OUTLINE_THICKNESS = 1.2 
  
  
-- 
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 ) 
                    if not sx or not sy 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 r,g,b = getPlayerNametagColor(player) 
                    local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 
            local w = dxGetTextWidth(getPlayerNameR(player), textscale * NAMETAG_TEXTSIZE, srfont) / 2 
                    dxDrawText ( getPlayerNameR(player), sx, sy - offset, sx, sy - offset, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, srfont, "center", "bottom", false, false, false ) 
                    dxDrawColorText ( getPlayerName(player), sx-w, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, srfont, "center", "bottom", false, false, false ) 
                    local drawX = sx - NAMETAG_WIDTH*scale/2 
                    drawY = sy + offset 
                    local width,height =  NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale 
                    dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,50) ) 
                    --Next the inner background 
                    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) 
                    if health > 1.0 then 
                        health = 1.0 
                    end 
                    dxDrawRectangle (   drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        width - outlineThickness*2, 
                                        height - outlineThickness*2, 
                                        tocolor(0,0,0,50) 
                                    ) 
                    --Finally, the actual health 
                    dxDrawRectangle (   drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        health*(width - outlineThickness*2), 
                                        height - outlineThickness*2, 
                                        tocolor(0,100,255,100) 
                                    )           
                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 
  
 function removeColorCoding ( name ) 
    return type(name)=='string' and string.gsub ( name, '#%x%x%x%x%x%x', '' ) or name 
end 
  
function getPlayerNameR ( player ) 
    return removeColorCoding ( getPlayerName ( player ) ) 
end 
  
  
function dxDrawColorText(str, ax, ay, bx, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
  local pat = "(.-)#(%x%x%x%x%x%x)" 
  local s, e, cap, col = str:find(pat, 1) 
  local last = 1 
  while s do 
    if s ~= 1 or cap ~= "" then  
      local w = dxGetTextWidth(cap, scale, font) 
      dxDrawText(cap, ax, ay, ax + w, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
      ax = ax + w 
      color = tocolor(tonumber("0x"..string.sub(col, 1, 2)), tonumber("0x"..string.sub(col, 3, 4)), tonumber("0x"..string.sub(col, 5, 6)), 255) 
    end 
    last = e+1 
    s, e, cap, col = str:find(pat, last) 
  end 
  if last <= #str then 
    cap = str:sub(last) 
    local w = dxGetTextWidth(cap, scale, font) 
    dxDrawText(cap, ax, ay, ax + w, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
  end 
end  
  

Link to comment
  
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 = 50 --Distance to start fading out 
local NAMETAG_DISTANCE = 100 --Distance until we're gone 
local NAMETAG_ALPHA = 255 --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 = 0.3 
local NAMETAG_OUTLINE_THICKNESS = 1.2 
  
  
-- 
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 ) 
                    if not sx or not sy 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 r,g,b = getPlayerNametagColor(player) 
                    local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 
            local w = dxGetTextWidth(getPlayerNameR(player), textscale * NAMETAG_TEXTSIZE, srfont) / 2 
                    dxDrawText ( getPlayerNameR(player), sx, sy - offset, sx, sy - offset, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, "default-bold", "center", "bottom", false, false, false ) 
                    dxDrawColorText ( getPlayerName(player), sx-w, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, "default-bold", "center", "bottom", false, false, false ) 
                    local drawX = sx - NAMETAG_WIDTH*scale/2 
                    drawY = sy + offset 
                    local width,height =  NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale 
                    dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,50) ) 
                    --Next the inner background 
                    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) 
                    if health > 1.0 then 
                        health = 1.0 
                    end 
                    dxDrawRectangle (   drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        width - outlineThickness*2, 
                                        height - outlineThickness*2, 
                                        tocolor(0,0,0,50) 
                                    ) 
                    --Finally, the actual health 
                    dxDrawRectangle (   drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        health*(width - outlineThickness*2), 
                                        height - outlineThickness*2, 
                                        tocolor(0,100,255,100) 
                                    )           
                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 
  
 function removeColorCoding ( name ) 
    return type(name)=='string' and string.gsub ( name, '#%x%x%x%x%x%x', '' ) or name 
end 
  
function getPlayerNameR ( player ) 
    return removeColorCoding ( getPlayerName ( player ) ) 
end 

Link to comment

verga me ekivoke en borrar algo

-------[EDITED] mR|Monster-------------------- 
-------[ORIGINAL AUTHOR] Yakuza.Real --------- 
  
  
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 = 50 --Distance to start fading out 
local NAMETAG_DISTANCE = 100 --Distance until we're gone 
local NAMETAG_ALPHA = 255 --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 = 0.3 
local NAMETAG_OUTLINE_THICKNESS = 1.2 
  
  
-- 
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 ) 
                    if not sx or not sy 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 r,g,b = getPlayerNametagColor(player) 
                    local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 
            local w = dxGetTextWidth(getPlayerNameR(player), textscale * NAMETAG_TEXTSIZE, srfont) / 2 
                    dxDrawText ( getPlayerNameR(player), sx, sy - offset, sx, sy - offset, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, "default-bold", "center", "bottom", false, false, false ) 
                    dxDrawColorText ( getPlayerName(player), sx-w, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, "default-bold", "center", "bottom", false, false, false ) 
                    local drawX = sx - NAMETAG_WIDTH*scale/2 
                    drawY = sy + offset 
                    local width,height =  NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale 
                    dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,50) ) 
                    --Next the inner background 
                    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) 
                    if health > 1.0 then 
                        health = 1.0 
                    end 
                    dxDrawRectangle (   drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        width - outlineThickness*2, 
                                        height - outlineThickness*2, 
                                        tocolor(0,0,0,50) 
                                    ) 
                    --Finally, the actual health 
                    dxDrawRectangle (   drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        health*(width - outlineThickness*2), 
                                        height - outlineThickness*2, 
                                        tocolor(0,100,255,100) 
                                    )           
                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 
  
 function removeColorCoding ( name ) 
    return type(name)=='string' and string.gsub ( name, '#%x%x%x%x%x%x', '' ) or name 
end 
  
function getPlayerNameR ( player ) 
    return removeColorCoding ( getPlayerName ( player ) ) 
end 
  
  
function dxDrawColorText(str, ax, ay, bx, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
  local pat = "(.-)#(%x%x%x%x%x%x)" 
  local s, e, cap, col = str:find(pat, 1) 
  local last = 1 
  while s do 
    if s ~= 1 or cap ~= "" then 
      local w = dxGetTextWidth(cap, scale, font) 
      dxDrawText(cap, ax, ay, ax + w, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
      ax = ax + w 
      color = tocolor(tonumber("0x"..string.sub(col, 1, 2)), tonumber("0x"..string.sub(col, 3, 4)), tonumber("0x"..string.sub(col, 5, 6)), 255) 
    end 
    last = e+1 
    s, e, cap, col = str:find(pat, last) 
  end 
  if last <= #str then 
    cap = str:sub(last) 
    local w = dxGetTextWidth(cap, scale, font) 
    dxDrawText(cap, ax, ay, ax + w, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) 
  end 
end  
  

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