Jacobob14 Posted March 16, 2014 Share Posted March 16, 2014 hello I'm trying to do the radar area but I is not going very well could someone please help me http://prntscr.com/318f3v local screenx, screeny = guiGetScreenSize( ); local posX = 30; local posY = 157; -- Make sure it's the right values local width1 = 135; local height1 = 135; -- local scale = 0.67; local texture = dxCreateTexture( 'images/sattelite.png', 'dxt5', true, 'clamp' ); imagewidth1, imageheight1 = dxGetMaterialSize( texture ); showPlayerHudComponent( "radar", false ) addEventHandler("onClientRender",root, function( ) local px ,py, pz = getElementPosition( localPlayer ) local mapX = px / ( 6000 / imagewidth1 ) + ( imagewidth1 / 2 ) - ( width1 / scale / 2 ); local mapY = py / ( -6000 / imageheight1 ) + ( imageheight1 / 2 ) - ( height1 / scale / 2 ); local cx,cy,cz,tx,ty,tz = getCameraMatrix( ); local rotation = getCameraRotation(); dxDrawImageSection( posX, screeny - posY, width1, height1, mapX, mapY, width1 / scale, height1 / scale, texture, rotation, 0, 0, tocolor( 255, 255, 255, 220 ), false ); --dxDrawRectangle( posX + width1 / 2, screeny - posY + height1 / 2, 5, 5, tocolor( 0, 0, 255, 255 ) ); dxDrawImage(posX, screeny - posY, width1, height1, "/images/blips/guia.png" , rotation ); for i, v in ipairs( getElementsByType('radararea') ) do local r,g,b,a = getRadarAreaColor(v) local w,h = getRadarAreaSize(v) x,y = getElementPosition(v) x = x / (6000 / mapX) + mapX/2 y = y / (-6000/ mapY) + mapY/2 dxDrawRectangle(x, (y-h) + 4 + (h/2), (w/2), (h/2), tocolor(r,g,b,a)) end Link to comment
Moderators Citizen Posted March 16, 2014 Moderators Share Posted March 16, 2014 Why are you trying to modify or to do the hard stuff when you are still a beginner ? You should first start by making easy systems with server and client codes (with dx functions maybe) before doing hard stuff like making your own radar. And yeah I'm helping you right now by saying that, for the future. Link to comment
RenanPG Posted March 17, 2014 Share Posted March 17, 2014 I used to have the same problem on my blips system, using shaders u can fix it. Link to comment
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