WASSIm. Posted December 21, 2012 Author Share Posted December 21, 2012 Should be visible for all clients, since is created client side, but every player.Maybe they can't see it because of the same reason I couldn't, the position difference between resolutions. plis how fix ? The text should be in the middle of the screen. these functions should help you: guiGetScreenSize guiGetSize guiSetPosition you can give me complete pliss gtatbogt = "weapons TBOGT" gtatlad = "weapons TLAD" gtaiv = "weapons GTA IV" weaponGui = {} weaponGui["window"] = guiCreateWindow(200,0,328,250,"Selection weapon",false) weaponGui["btnclose"] = guiCreateButton(63,200,212,25,"Close",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btnclose"], function ( btn, state ) if state == "up" then guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn1"] = guiCreateButton(63,40,212,40,""..gtatbogt.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn1"], function (btn, state) if state == "up" then outputChatBox(""..gtatbogt.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/tbogt/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/tbogt/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/tbogt/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/tbogt/satchel.dff", 363 ) engineReplaceModel(dff, 363) txd = engineLoadTXD("weapon/tbogt/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/tbogt/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/tbogt/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/tbogt/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/tbogt/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/tbogt/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/tbogt/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/tbogt/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/tbogt/shotgspa.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/tbogt/shotgspa.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) engineReplaceModel(dff, 338) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn2"] = guiCreateButton(63,90,212,40,""..gtatlad.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn2"], function (btn, state) if state == "up" then outputChatBox(""..gtatlad.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/tlad/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/tlad/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/tlad/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/tlad/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/tlad/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/tlad/poolcue.dff", 338 ) engineReplaceModel(dff, 338) txd = engineLoadTXD("weapon/tlad/shotgspa.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/tlad/shotgspa.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/tlad/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/tlad/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/tlad/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/tlad/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) engineReplaceModel(dff, 363) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn3"] = guiCreateButton(63,140,212,40,""..gtaiv.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn3"], function (btn, state) if state == "up" then outputChatBox(""..gtaiv.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/ak47.txd", 355 ) engineImportTXD(txd, 355) dff = engineLoadDFF("weapon/ak47.dff", 355 ) engineReplaceModel(dff, 355) txd = engineLoadTXD("weapon/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/shotgspa.txd", 349 ) engineImportTXD(txd, 349) dff = engineLoadDFF("weapon/shotgspa.dff", 349 ) engineReplaceModel(dff, 349) txd = engineLoadTXD("weapon/colt45.txd", 346 ) engineImportTXD(txd, 346) dff = engineLoadDFF("weapon/colt45.dff", 346 ) engineReplaceModel(dff, 346) txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/knifecur.txd", 335 ) engineImportTXD(txd, 335) dff = engineLoadDFF("weapon/knifecur.dff", 335 ) engineReplaceModel(dff, 335) txd = engineLoadTXD("weapon/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/molotov.txd", 344 ) engineImportTXD(txd, 344) dff = engineLoadDFF("weapon/molotov.dff", 344 ) engineReplaceModel(dff, 344) txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/rocketla.txd", 359 ) engineImportTXD(txd, 359) dff = engineLoadDFF("weapon/rocketla.dff", 359 ) engineReplaceModel(dff, 359) txd = engineLoadTXD("weapon/chromegun.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/chromegun.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/silenced.txd", 347 ) engineImportTXD(txd, 347) dff = engineLoadDFF("weapon/silenced.dff", 347 ) engineReplaceModel(dff, 347) txd = engineLoadTXD("weapon/missile.txd", 345 ) engineImportTXD(txd, 345) dff = engineLoadDFF("weapon/missile.dff", 345 ) engineReplaceModel(dff, 345) txd = engineLoadTXD("weapon/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) engineReplaceModel(dff, 338) txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) engineReplaceModel(dff, 363) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) guiSetVisible(weaponGui["window"], false) function show_window () local IsWindowVisible = guiGetVisible(weaponGui["window"]) if (IsWindowVisible == true) then guiSetVisible(weaponGui["window"], false) showCursor(false) end if (IsWindowVisible == false) then guiSetVisible(weaponGui["window"], true) showCursor(true) end end bindKey("F2", "down", show_window ) Link to comment
Vanlot Posted December 21, 2012 Share Posted December 21, 2012 This if you want to set the Window in the center. gtatbogt = "weapons TBOGT" gtatlad = "weapons TLAD" gtaiv = "weapons GTA IV" weaponGui = {} weaponGui["window"] = guiCreateWindow(200,0,328,250,"Selection weapon",false) weaponGui["btnclose"] = guiCreateButton(63,200,212,25,"Close",false,weaponGui["window"]) local screenW,screenH=guiGetScreenSize() local sizeW,sizeH=guiGetSize(weaponGui["window"],false) local x,y = (screenW-sizeW)/2,(screenH-sizeH)/2 guiSetPosition(weaponGui["window"],x,y,false) addEventHandler ( "onClientGUIClick", weaponGui["btnclose"], function ( btn, state ) if state == "up" then guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn1"] = guiCreateButton(63,40,212,40,""..gtatbogt.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn1"], function (btn, state) if state == "up" then outputChatBox(""..gtatbogt.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/tbogt/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/tbogt/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/tbogt/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/tbogt/satchel.dff", 363 ) engineReplaceModel(dff, 363) txd = engineLoadTXD("weapon/tbogt/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/tbogt/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/tbogt/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/tbogt/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/tbogt/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/tbogt/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/tbogt/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/tbogt/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/tbogt/shotgspa.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/tbogt/shotgspa.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) engineReplaceModel(dff, 338) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn2"] = guiCreateButton(63,90,212,40,""..gtatlad.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn2"], function (btn, state) if state == "up" then outputChatBox(""..gtatlad.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/tlad/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/tlad/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/tlad/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/tlad/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/tlad/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/tlad/poolcue.dff", 338 ) engineReplaceModel(dff, 338) txd = engineLoadTXD("weapon/tlad/shotgspa.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/tlad/shotgspa.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/tlad/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/tlad/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/tlad/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/tlad/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) engineReplaceModel(dff, 363) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) weaponGui["btn3"] = guiCreateButton(63,140,212,40,""..gtaiv.."",false,weaponGui["window"]) addEventHandler ( "onClientGUIClick", weaponGui["btn3"], function (btn, state) if state == "up" then outputChatBox(""..gtaiv.." loaded", 255, 200, 0) txd = engineLoadTXD("weapon/ak47.txd", 355 ) engineImportTXD(txd, 355) dff = engineLoadDFF("weapon/ak47.dff", 355 ) engineReplaceModel(dff, 355) txd = engineLoadTXD("weapon/bat.txd", 336 ) engineImportTXD(txd, 336) dff = engineLoadDFF("weapon/bat.dff", 336 ) engineReplaceModel(dff, 336) txd = engineLoadTXD("weapon/shotgspa.txd", 349 ) engineImportTXD(txd, 349) dff = engineLoadDFF("weapon/shotgspa.dff", 349 ) engineReplaceModel(dff, 349) txd = engineLoadTXD("weapon/colt45.txd", 346 ) engineImportTXD(txd, 346) dff = engineLoadDFF("weapon/colt45.dff", 346 ) engineReplaceModel(dff, 346) txd = engineLoadTXD("weapon/desert_eagle.txd", 348 ) engineImportTXD(txd, 348) dff = engineLoadDFF("weapon/desert_eagle.dff", 348 ) engineReplaceModel(dff, 348) txd = engineLoadTXD("weapon/knifecur.txd", 335 ) engineImportTXD(txd, 335) dff = engineLoadDFF("weapon/knifecur.dff", 335 ) engineReplaceModel(dff, 335) txd = engineLoadTXD("weapon/m4.txd", 356 ) engineImportTXD(txd, 356) dff = engineLoadDFF("weapon/m4.dff", 356 ) engineReplaceModel(dff, 356) txd = engineLoadTXD("weapon/micro_uzi.txd", 352 ) engineImportTXD(txd, 352) dff = engineLoadDFF("weapon/micro_uzi.dff", 352 ) engineReplaceModel(dff, 352) txd = engineLoadTXD("weapon/molotov.txd", 344 ) engineImportTXD(txd, 344) dff = engineLoadDFF("weapon/molotov.dff", 344 ) engineReplaceModel(dff, 344) txd = engineLoadTXD("weapon/mp5lng.txd", 353 ) engineImportTXD(txd, 353) dff = engineLoadDFF("weapon/mp5lng.dff", 353 ) engineReplaceModel(dff, 353) txd = engineLoadTXD("weapon/rocketla.txd", 359 ) engineImportTXD(txd, 359) dff = engineLoadDFF("weapon/rocketla.dff", 359 ) engineReplaceModel(dff, 359) txd = engineLoadTXD("weapon/chromegun.txd", 351 ) engineImportTXD(txd, 351) dff = engineLoadDFF("weapon/chromegun.dff", 351 ) engineReplaceModel(dff, 351) txd = engineLoadTXD("weapon/sniper.txd", 358 ) engineImportTXD(txd, 358) dff = engineLoadDFF("weapon/sniper.dff", 358 ) engineReplaceModel(dff, 358) txd = engineLoadTXD("weapon/silenced.txd", 347 ) engineImportTXD(txd, 347) dff = engineLoadDFF("weapon/silenced.dff", 347 ) engineReplaceModel(dff, 347) txd = engineLoadTXD("weapon/missile.txd", 345 ) engineImportTXD(txd, 345) dff = engineLoadDFF("weapon/missile.dff", 345 ) engineReplaceModel(dff, 345) txd = engineLoadTXD("weapon/grenade.txd", 342 ) engineImportTXD(txd, 342) dff = engineLoadDFF("weapon/grenade.dff", 342 ) engineReplaceModel(dff, 342) txd = engineLoadTXD("weapon/default/sawnoff.txd", 350 ) engineImportTXD(txd, 350) dff = engineLoadDFF("weapon/default/sawnoff.dff", 350 ) engineReplaceModel(dff, 350) txd = engineLoadTXD("weapon/default/poolcue.txd", 338 ) engineImportTXD(txd, 338) dff = engineLoadDFF("weapon/default/poolcue.dff", 338 ) engineReplaceModel(dff, 338) txd = engineLoadTXD("weapon/default/satchel.txd", 363 ) engineImportTXD(txd, 363) dff = engineLoadDFF("weapon/default/satchel.dff", 363 ) engineReplaceModel(dff, 363) guiSetVisible(weaponGui["window"], false) showCursor(false) end end, false ) guiSetVisible(weaponGui["window"], false) function show_window () local IsWindowVisible = guiGetVisible(weaponGui["window"]) if (IsWindowVisible == true) then guiSetVisible(weaponGui["window"], false) showCursor(false) end if (IsWindowVisible == false) then guiSetVisible(weaponGui["window"], true) showCursor(true) end end bindKey("F2", "down", show_window ) Link to comment
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