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Flipi

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Posted
creo que, Pruebalo:
local sx, sy = guiGetScreenSize() 
local sx = sx / 2 
local sy = sy / 2 
function drawText() 
    local color = tocolor(0,128,255,255) 
    local width = dxGetTextWidth(theText, 3, "default") 
    local height = dxGetFontHeight(3, "default") 
    local leftB = sx - width / 2 
    local topB = sy - (height + 5) 
    local left = sx - width / 2 
    local top = sy - height 
    dxDrawText(theText, leftB+2, topB+2, left, top, tocolor(0, 0, 0, 255), 3, "default-bold", "left", "top", false, true, true) 
    dxDrawText(theText, leftB, topB, left, top, color, 3, "default-bold", "left", "top", false, true, true) 
end 
draw = false 
function drawShout(text) 
    if not draw then 
        theText = text 
        addEventHandler("onClientRender", root, drawText) 
        draw = true 
        setTimer(function() 
        draw = false 
        removeEventHandler("onClientRender", root, drawText) 
        end, 5000, 1) 
    end 
end 
addEvent("onShouts", true) 
addEventHandler("onShouts", root, drawShout) 
  
function RGBColor(red, green, blue) 
    if((red < 0 or red > 255 or green < 0 or green > 255 or blue < 0 or blue > 255)) then 
        return 
end 

Con eso no tendría sentido usar el settings

Posted
creo que, Pruebalo:
local sx, sy = guiGetScreenSize() 
local sx = sx / 2 
local sy = sy / 2 
function drawText() 
    local color = tocolor(0,128,255,255) 
    local width = dxGetTextWidth(theText, 3, "default") 
    local height = dxGetFontHeight(3, "default") 
    local leftB = sx - width / 2 
    local topB = sy - (height + 5) 
    local left = sx - width / 2 
    local top = sy - height 
    dxDrawText(theText, leftB+2, topB+2, left, top, tocolor(0, 0, 0, 255), 3, "default-bold", "left", "top", false, true, true) 
    dxDrawText(theText, leftB, topB, left, top, color, 3, "default-bold", "left", "top", false, true, true) 
end 
draw = false 
function drawShout(text) 
    if not draw then 
        theText = text 
        addEventHandler("onClientRender", root, drawText) 
        draw = true 
        setTimer(function() 
        draw = false 
        removeEventHandler("onClientRender", root, drawText) 
        end, 5000, 1) 
    end 
end 
addEvent("onShouts", true) 
addEventHandler("onShouts", root, drawShout) 
  
function RGBColor(red, green, blue) 
    if((red < 0 or red > 255 or green < 0 or green > 255 or blue < 0 or blue > 255)) then 
        return 
end 

Con eso no tendría sentido usar el settings

porsupuesto, el objetivo es hacer que se pueda ocupar un setting para el color del texto

Posted
obtienes los 3 colores del settings, mandas esos valores a client, y ahí puedes poner algo como:

local r, g, b = var1, var2, var3

asi?

local sx, sy = guiGetScreenSize() 
local sx = sx / 2 
local sy = sy / 2 
function drawText() 
    local r,g,b = (0,128,255) 
    local width = dxGetTextWidth(theText, 3, "default") 
    local height = dxGetFontHeight(3, "default") 
    local leftB = sx - width / 2 
    local topB = sy - (height + 5) 
    local left = sx - width / 2 
    local top = sy - height 
    dxDrawText(theText, leftB+2, topB+2, left, top, tocolor(0, 0, 0, 255), 3, "default-bold", "left", "top", false, true, true) 
    dxDrawText(theText, leftB, topB, left, top, RGBColor(r,g,b), 3, "default-bold", "left", "top", false, true, true) 
end 
draw = false 
function drawShout(text) 
    if not draw then 
        theText = text 
        addEventHandler("onClientRender", root, drawText) 
        draw = true 
        setTimer(function() 
        draw = false 
        removeEventHandler("onClientRender", root, drawText) 
        end, 5000, 1) 
    end 
end 
addEvent("onShouts", true) 
addEventHandler("onShouts", root, drawShout) 
  
function RGBColor(red, green, blue) 
    if((red < 0 or red > 255 or green < 0 or green > 255 or blue < 0 or blue > 255)) then 
        return 
end 

No, donde están las variables que representan los valores obtenidos del settings?

en el local r,g,b, ahí seria o no?

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