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icons in scoreboard


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Posted

hello

i have problem no show icons on scoreborad only show text "":levelsystem\\icons\\private.png"

client:

function ranks() 
    local localPlayer = getLocalPlayer() 
    local rankico = getElementData(localPlayer, "Rankicon") 
    if rankico then 
    setElementData(localPlayer, "Rank",":levelsystem\\icons\\"..rankico..".png") 
    else 
    setElementData(localPlayer, "Rank",":levelsystem\\icons\\private.png") 
    end 
end 
setTimer(ranks, 500, 0) 

and thx for help

Posted
  
function ranks() 
    local rankico = getElementData(localPlayer, "Rankicon") 
    if rankico then 
    setElementData(localPlayer, "Rank",":levelsystem/icons/"..rankico..".png") 
    else 
    setElementData(localPlayer, "Rank",":levelsystem/icons/private.png") 
    end 
end 
setTimer(ranks, 500, 0) 
  

Posted
  
function ranks() 
    local rankico = getElementData(localPlayer, "Rankicon") 
    if rankico then 
    setElementData(localPlayer, "Rank",":levelsystem/icons/"..rankico..".png") 
    else 
    setElementData(localPlayer, "Rank",":levelsystem/icons/private.png") 
    end 
end 
setTimer(ranks, 500, 0) 
  

no work no there icon in scoreborad.

Posted
You have edited the scoreboard to display an image?

no

-- THESE CAN BE CHANGED 
triggerKey = "tab" -- default button to open/close scoreboard
settingsKey = "F7" -- default button to open the settings window
drawOverGUI = true -- draw scoreboard over gui?
seperationSpace = 80 -- the space between top/bottom screen and scoreboard top/bottom in pixels
 
-- BUT DON'T TOUCH THESE
scoreboardToggled = false
scoreboardForced = false
scoreboardDrawn = false
forceScoreboardUpdate = false
useAnimation = true
scoreboardIsToggleable = false
showServerInfo = false
showGamemodeInfo = false
showTeams = true
useColors = true
drawSpeed = 1
scoreboardScale = 1
teamHeaderFont = "clear"
contentFont = "default-bold"
columnFont = "default-bold"
serverInfoFont = "default"
rmbFont = "clear"
cBlack = tocolor( 0, 0, 0 )
cWhite = tocolor( 255, 255, 255 )
cSettingsBox = tocolor( 255, 255, 255, 150 )
MAX_PRIRORITY_SLOT = 500
 
scoreboardColumns = {}
resourceColumns = {}
scoreboardDimensions = { ["width"] = 0, ["height"] = 0, ["phase"] = 1, ["lastSeconds"] = 0 }
scoreboardTicks = { ["lastUpdate"] = 0, ["updateInterval"] = 500 }
scoreboardContent = {}
firstVisibleIndex = 1
sortBy = { ["what"] = "__NONE__", ["dir"] = -1 } -- -1 = dec, 1 = asc
sbOutOffset, sbInOffset = 1, 1
sbFont = "clear"
sbFontScale = 0.68
serverInfo = {}
fontScale = { -- To make all fonts be equal in height
    ["default"] = 1.0,
    ["default-bold"] = 1.0,
    ["clear"] = 1.0,
    ["arial"] = 1.0,
    ["sans"] = 1.0,
    ["pricedown"] = 0.5,
    ["bankgothic"] = 0.5,
    ["diploma"] = 0.5,
    ["beckett"] = 0.5
}
selectedRows = {}
 
addEvent( "onClientPlayerScoreboardClick" )
 
addEventHandler( "onClientResourceStart", getResourceRootElement( getThisResource() ),
    function ( resource )
        cScoreboardBackground = tocolor( defaultSettings.bg_color.r, defaultSettings.bg_color.g, defaultSettings.bg_color.b, defaultSettings.bg_color.a )
        cSelection = tocolor( defaultSettings.selection_color.r, defaultSettings.selection_color.g, defaultSettings.selection_color.b, defaultSettings.selection_color.a )
        cHighlight = tocolor( defaultSettings.highlight_color.r, defaultSettings.highlight_color.g, defaultSettings.highlight_color.b, defaultSettings.highlight_color.a )
        cHeader = tocolor( defaultSettings.header_color.r, defaultSettings.header_color.g, defaultSettings.header_color.b, defaultSettings.header_color.a )
        cTeam = tocolor( defaultSettings.team_color.r, defaultSettings.team_color.g, defaultSettings.team_color.b, defaultSettings.team_color.a )
        cBorder = tocolor( defaultSettings.border_color.r, defaultSettings.border_color.g, defaultSettings.border_color.b, defaultSettings.border_color.a )
        cServerInfo = tocolor( defaultSettings.serverinfo_color.r, defaultSettings.serverinfo_color.g, defaultSettings.serverinfo_color.b, defaultSettings.serverinfo_color.a )
        cContent = tocolor( defaultSettings.content_color.r, defaultSettings.content_color.g, defaultSettings.content_color.b, defaultSettings.content_color.a )
       
        bindKey( triggerKey, "down", "Toggle scoreboard", "1" )
        bindKey( triggerKey, "up", "Toggle scoreboard", "0" )
        bindKey( settingsKey, "down", "Open scoreboard settings", "1" )
       
        addEventHandler( "onClientRender", getRootElement(), drawScoreboard )
        triggerServerEvent( "onClientDXScoreboardResourceStart", getRootElement() )
        readScoreboardSettings()
        triggerServerEvent( "requestServerInfo", getRootElement() )
 
        colorPicker.constructor()
    end
)
 
addEventHandler( "onClientPlayerQuit", getRootElement(),
    function()
        selectedRows[source] = nil
    end
)
 
function sendServerInfo( output )
    serverInfo = output
end
addEvent( "sendServerInfo", true )
addEventHandler( "sendServerInfo", getResourceRootElement( getThisResource() ), sendServerInfo )
 
function toggleScoreboard( _, state )
    state = iif( state == "1", true, false )
    if scoreboardIsToggleable and state then
        scoreboardToggled = not scoreboardToggled
    elseif not scoreboardIsToggleable then
        scoreboardToggled = state
    end
end
addCommandHandler( "Toggle scoreboard", toggleScoreboard )
 
function openSettingsWindow()
    if scoreboardDrawn then
        local sX, sY = guiGetScreenSize()
        if not (windowSettings and isElement( windowSettings ) and guiGetVisible( windowSettings )) then
            createScoreboardSettingsWindow( sX-323, sY-350 )
            showCursor( true )
        elseif isElement( windowSettings ) then
            destroyScoreboardSettingsWindow()
        end
    end
end
addCommandHandler( "Open scoreboard settings", openSettingsWindow )
 
addCommandHandler( "scoreboard",
    function ()
        scoreboardToggled = not scoreboardToggled
    end
)
 
function iif( cond, arg1, arg2 )
    if cond then
        return arg1
    end
    return arg2
end
 
function doDrawScoreboard( rtPass, onlyAnim, sX, sY )
    if #scoreboardColumns ~= 0 then
 
        --
        -- In/out animation
        --
        local currentSeconds = getTickCount() / 1000
        local deltaSeconds = currentSeconds - scoreboardDimensions.lastSeconds
        scoreboardDimensions.lastSeconds = currentSeconds
        deltaSeconds = math.clamp( 0, deltaSeconds, 1/25 )
           
        if scoreboardToggled or scoreboardForced then
            local phases = {
                [1] = {
                    ["width"]       = s(10),
                    ["height"]      = s(5),
                   
                    ["incToWidth"]  = s(10),
                    ["incToHeight"] = s(5),
               
                    ["decToWidth"]  = 0,
                    ["decToHeight"] = 0
                },
                [2] = {
                    ["width"]   = s(40),
                    ["height"]  = s(5),
                       
                    ["incToWidth"]  = calculateWidth(),
                    ["incToHeight"] = s(5),
                       
                    ["decToWidth"]  = s(10),
                    ["decToHeight"] = s(5)
                       
                },
                [3] = {
                    ["width"]       = calculateWidth(),
                    ["height"]      = s(30),
                       
                    ["incToWidth"]  = calculateWidth(),
                    ["incToHeight"] = calculateHeight(),
                       
                    ["decToWidth"]  = calculateWidth(),
                    ["decToHeight"] = s(5)
                }
            }
       
            if not useAnimation then
                scoreboardDimensions.width = calculateWidth()
                scoreboardDimensions.height = calculateHeight()
                scoreboardDimensions.phase = #phases
            end
           
            local maxChange = deltaSeconds * 30*drawSpeed
            local maxWidthDiff = math.clamp( -maxChange, phases[scoreboardDimensions.phase].incToWidth - scoreboardDimensions.width, maxChange )
            local maxHeightDiff = math.clamp( -maxChange, phases[scoreboardDimensions.phase].incToHeight - scoreboardDimensions.height, maxChange ) 
           
            if scoreboardDimensions.width < phases[scoreboardDimensions.phase].incToWidth then
                scoreboardDimensions.width = scoreboardDimensions.width + maxWidthDiff * phases[scoreboardDimensions.phase].width
                if scoreboardDimensions.width > phases[scoreboardDimensions.phase].incToWidth then
                    scoreboardDimensions.width = phases[scoreboardDimensions.phase].incToWidth
                end
            elseif scoreboardDimensions.width > phases[scoreboardDimensions.phase].incToWidth and not scoreboardDrawn then
                scoreboardDimensions.width = scoreboardDimensions.width - maxWidthDiff * phases[scoreboardDimensions.phase].width
                if scoreboardDimensions.width < phases[scoreboardDimensions.phase].incToWidth then
                    scoreboardDimensions.width = phases[scoreboardDimensions.phase].incToWidth
                end
            end
               
            if scoreboardDimensions.height < phases[scoreboardDimensions.phase].incToHeight then
                scoreboardDimensions.height = scoreboardDimensions.height + maxHeightDiff * phases[scoreboardDimensions.phase].height
                if scoreboardDimensions.height > phases[scoreboardDimensions.phase].incToHeight then
                    scoreboardDimensions.height = phases[scoreboardDimensions.phase].incToHeight
                end
            elseif scoreboardDimensions.height > phases[scoreboardDimensions.phase].incToHeight and not scoreboardDrawn then
                scoreboardDimensions.height = scoreboardDimensions.height - maxHeightDiff * phases[scoreboardDimensions.phase].height
                if scoreboardDimensions.height < phases[scoreboardDimensions.phase].incToHeight then
                    scoreboardDimensions.height = phases[scoreboardDimensions.phase].incToHeight
                end
            end
               
            if  scoreboardDimensions.width == phases[scoreboardDimensions.phase].incToWidth and
                scoreboardDimensions.height == phases[scoreboardDimensions.phase].incToHeight then
                if phases[scoreboardDimensions.phase + 1] then
                    scoreboardDimensions.phase = scoreboardDimensions.phase + 1
                else
                    if not scoreboardDrawn then
                        bindKey( "mouse2", "both", showTheCursor )
                        bindKey( "mouse_wheel_up", "down", scrollScoreboard, -1 )
                        bindKey( "mouse_wheel_down", "down", scrollScoreboard, 1 )
                        addEventHandler( "onClientClick", getRootElement(), scoreboardClickHandler )
                        if not (windowSettings and isElement( windowSettings )) then
                            showCursor( false )
                        end
                        triggerServerEvent( "requestServerInfo", getRootElement() )
                    end
                    scoreboardDrawn = true
                end
            end
        elseif scoreboardDimensions.width ~= 0 and scoreboardDimensions.height ~= 0 then
            local phases = {
                [1] = {
                    ["width"]       = s(10),
                    ["height"]      = s(5),
                   
                    ["incToWidth"]  = s(10),
                    ["incToHeight"] = s(5),
               
                    ["decToWidth"]  = 0,
                    ["decToHeight"] = 0
                },
                [2] = {
                    ["width"]   = s(40),
                    ["height"]  = s(5),
                       
                    ["incToWidth"]  = calculateWidth(),
                    ["incToHeight"] = s(5),
                       
                    ["decToWidth"]  = s(10),
                    ["decToHeight"] = s(5)
                       
                },
                [3] = {
                   
Posted

Well, you have to modify it, because the scoreboard doesn't display images by default.

You can search in the forums, there are many topics similar to this.

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