Alexs Posted March 17, 2013 Posted March 17, 2013 drawText es efímero, dura 1 frame, utiliza addEventHandler y removeEventHandler junto a 'onClientRender'. Developer @ MYVAL
Julian09123 Posted March 17, 2013 Author Posted March 17, 2013 No te entiendo Como? Skype: Juliang09123
Alexs Posted March 17, 2013 Posted March 17, 2013 Mira el ejemplo de 'removeEventHandler': function drawText() -- A function to draw the text we want dxDrawText(text, 10,100) -- creates a dx text 10 pixels from left, 100 from top of the screen end function doText(command, ...) if command == "starttext" then -- if player wrote /starttext text = table.concat({...}," ") -- then we retrieve the text addEventHandler("onClientRender", getRootElement(), drawText) -- and since addEventHandler and removeEventHandler's syntax is the same, we just define the function we use later elseif command == "stoptext" then removeEventHandler("onClientRender", getRootElement(), drawText) -- this time we use removeEventHandler end end addCommandHandler("starttext", doText) -- add two command handlers to doText function addCommandHandler("stoptext", doText) Los Dx duran un frame (aproximadamente una Quincuagésima de segundo) así que debes hacer que se vuelva a mostrar en cada frame (onClientRender). Developer @ MYVAL
Julian09123 Posted March 17, 2013 Author Posted March 17, 2013 Alex dice en la console cuando pongo /starttext dice addeventhandler `onclientrender` with this funtion is already handled Skype: Juliang09123
Alexs Posted March 17, 2013 Posted March 17, 2013 Es el ejemplo de la Wiki, no es para que lo probaras ni es la solución a tu problema, solo es para que sepas como se hace. Developer @ MYVAL
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