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How to hide HUD in CDM gamemode?


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Try this..

addEventHandler ( "onPlayerJoin", root,  
    function () 
        setPlayerHudComponentVisible ( source, "ammo", false )    -- Hide the ammo displays for the newly joined player 
        setPlayerHudComponentVisible ( source, "weapon", false )  -- Hide the weapon displays for the newly joined player 
        setPlayerHudComponentVisible ( source, "clock", false )  -- Hide the clock displays for the newly joined player 
        setPlayerHudComponentVisible ( source, "money", false )  -- Hide the money displays for the newly joined player 
        setPlayerHudComponentVisible ( source, "wanted", false )  -- Hide the wanted displays for the newly joined player 
    end 
) 

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I don't know, how to do that. :( Here is the script of gamemode:

--[[ 
 
     
     
     
     
 
]] 
  
cdm_root = getRootElement() 
  
function cdm_initialize() 
    outputDebugString( "Initializing Classic Deathmatch..." ) 
    local teams = getElementsByType( "team" ) 
    if ( #teams < 2 ) then 
        outputDebugString( "* CDM Error: There are not enough teams. Minimum is 2", 1 ) 
        cdm_error = true 
        return 
    end 
    teamRoot = {} 
    for k,v in ipairs(teams) do 
        teamRoot[k] = {} 
        teamRoot[k].name = getElementData( v, "name" ) 
        if ( teamRoot[k].name == false ) then 
            outputDebugString( "* CDM Error: Team #" .. k .. " doesn't have a name.", 1 ) 
            cdm_error = true 
            return 
        end 
        local weapons = getChildren ( v, "weapon" ) 
        teamRoot[k].weapons = {} 
        local str = "" 
        for i,j in ipairs(weapons) do 
            teamRoot[k].weapons[i] = {} 
            teamRoot[k].weapons[i].id, teamRoot[k].weapons[i].ammo = tonumber(getElementData( j, "model" )), tonumber(getElementData( j, "ammo" )) 
            if ( teamRoot[k].weapons[i].id == false ) then 
                outputDebugString( "* CDM Error: All weapon IDs should be numeric.", 1 ) 
                cdm_error = true 
                return 
            elseif ( teamRoot[k].weapons[i].ammo == false ) then 
                outputDebugString( "* CDM Error: All ammo values should be numeric.", 1 ) 
                cdm_error = true 
                return 
            end 
            str = str .. teamRoot[k].weapons[i].ammo .. "x " .. getWeaponNameFromID ( teamRoot[k].weapons[i].id ) .. "\n" 
        end 
        local skins = getChildren ( v, "skin" ) 
        teamRoot[k].skins = {} 
        if ( #skins == 0 ) then  
            teamRoot[k].skins[1] = 0 
            outputDebugString( "* CDM Warning: No skins were found in team #" .. k .. ". Defaulting to 0.", 2 ) 
        end 
        for i,j in ipairs(skins) do 
            teamRoot[k].skins[i] = tonumber(getElementData( j, "model" )) 
            if ( teamRoot[k].skins[i] == false ) then 
                outputDebugString( "* CDM Error: All skin IDs should be numeric.", 1 ) 
                cdm_error = true 
                return 
            end 
        end 
        local spawnpoints = getChildren ( v, "spawnpoint" ) 
        if ( #spawnpoints == 0 ) then 
            outputDebugString( "* CDM Error: Team #" .. k .. " doesn't have enough spawnpoints. Minimum is 1.", 1 ) 
            cdm_error = true 
            return 
        end 
        teamRoot[k].spawnpoints = {} 
        for i,j in ipairs(spawnpoints) do 
            teamRoot[k].spawnpoints[i] = {} 
            teamRoot[k].spawnpoints[i].posX, teamRoot[k].spawnpoints[i].posY, teamRoot[k].spawnpoints[i].posZ, teamRoot[k].spawnpoints[i].rot = tonumber(getElementData( j, "posX" )), tonumber(getElementData( j, "posY" )), tonumber(getElementData( j, "posZ" )), tonumber(getElementData( j, "rot" )) 
            if ( ( teamRoot[k].spawnpoints[i].posX == false ) or ( teamRoot[k].spawnpoints[i].posY == false ) or ( teamRoot[k].spawnpoints[i].posZ == false ) or ( teamRoot[k].spawnpoints[i].rot == false ) ) then 
                outputDebugString( "* CDM Error: All spawnpoint values should be numeric.", 1 ) 
                cdm_error = true 
                return 
            end 
        end 
        local camera = getChildren ( v, "camera" ) 
        teamRoot[k].camera = {} 
        teamRoot[k].camera.posX, teamRoot[k].camera.posY, teamRoot[k].camera.posZ, teamRoot[k].camera.lookX, teamRoot[k].camera.lookY, teamRoot[k].camera.lookZ = tonumber(getElementData( camera[1], "posX" )), tonumber(getElementData( camera[1], "posY" )), tonumber(getElementData( camera[1], "posZ" )), tonumber(getElementData( camera[1], "lookX" )), tonumber(getElementData( camera[1], "lookY" )), tonumber(getElementData( camera[1], "lookZ" )) 
        if ( ( teamRoot[k].camera.posX == false ) or ( teamRoot[k].camera.posY == false ) or ( teamRoot[k].camera.posZ == false ) or ( teamRoot[k].camera.lookX == false ) or ( teamRoot[k].camera.lookY == false ) or ( teamRoot[k].camera.lookZ == false )) then 
            teamRoot[k].camera.posX, teamRoot[k].camera.posY, teamRoot[k].camera.posZ, teamRoot[k].camera.lookX, teamRoot[k].camera.lookY, teamRoot[k].camera.lookZ = 0, 0, 0, 0, 0, 0 
            outputDebugString( "* CDM Warning: Something went wrong with the camera in team #" .. k .. " and it's your fault. Defaulting to 0, 0, 0.", 2 ) 
        end 
        teamRoot[k].red, teamRoot[k].green, teamRoot[k].blue = tonumber(getElementData( v, "red" )), tonumber(getElementData( v, "green" )), tonumber(getElementData( v, "blue" )) 
        if (( teamRoot[k].red == false ) or ( teamRoot[k].green == false ) or ( teamRoot[k].blue == false )) then 
            teamRoot[k].red, teamRoot[k].green, teamRoot[k].blue = 255, 255, 255 
            outputDebugString( "* CDM Warning: Something went wrong with the colors in team #" .. k .. " and it's your fault. Defaulting to 255, 255, 255.", 2 ) 
        end 
        teamRoot[k].display = textCreateDisplay () 
        teamRoot[k].text1 = textCreateTextItem ( getElementData( v, "name" ), 0.5, 0.23, "high", teamRoot[k].red, teamRoot[k].green, teamRoot[k].blue, 255, 2.5 ) 
        teamRoot[k].text2 = textCreateTextItem ( str, 0.5, 0.35, "high", 240, 240, 240, 255, 1.75 ) 
        textDisplayAddText ( teamRoot[k].display, teamRoot[k].text1 ) 
        textDisplayAddText ( teamRoot[k].display, teamRoot[k].text2 ) 
        teamRoot[k].team = createTeam( tostring(teamRoot[k].name), tonumber(teamRoot[k].red), tonumber(teamRoot[k].green), tonumber(teamRoot[k].blue) ) 
    end 
    cdm_error = false 
    outputDebugString( "Done." ) 
end 
  
function cdm_showScreen( player ) 
    local last = getElementData( player, "lastSpawn" ) 
    if ( last == false ) then 
        setElementData( player, "lastSpawn", 1 ) 
        last = 1 
    end 
    spawnPlayer( player, 10000, 10000, 10000, 0, 0 ) 
    setElementPosition( player, teamRoot[last].camera.posX, teamRoot[last].camera.posY, teamRoot[last].camera.posZ - 100 ) 
    setPedGravity ( player, 0 ) 
    textDisplayAddObserver ( teamRoot[last].display, player ) 
    setCameraMatrix ( player, teamRoot[last].camera.posX, teamRoot[last].camera.posY, teamRoot[last].camera.posZ, teamRoot[last].camera.lookX, teamRoot[last].camera.lookY, teamRoot[last].camera.lookZ ) 
    bindKey ( player, "enter", "down", "Spawn" ) 
    bindKey ( player, "arrow_l", "down", "Next_team", "arrow_l" ) 
    bindKey ( player, "arrow_r", "down", "Previous_team", "arrow_r" ) 
end 
  
function cdm_changeSpawn( player, commandName, key ) 
    local last = getElementData( player, "lastSpawn" ) 
    textDisplayRemoveObserver ( teamRoot[last].display, player ) 
    if ( key == "arrow_l" ) then last = last - 1 else last = last + 1 end 
    if ( last < 1 ) then last = #teamRoot end 
    if ( last > #teamRoot ) then last = 1 end 
    textDisplayAddObserver ( teamRoot[last].display, player ) 
    setElementPosition( player, teamRoot[last].camera.posX, teamRoot[last].camera.posY, teamRoot[last].camera.posZ - 100 ) 
    setCameraMatrix( player, teamRoot[last].camera.posX, teamRoot[last].camera.posY, teamRoot[last].camera.posZ, teamRoot[last].camera.lookX, teamRoot[last].camera.lookY, teamRoot[last].camera.lookZ ) 
    setElementData( player, "lastSpawn", last ) 
end 
  
function cdm_spawn( player ) 
    teamNum = getElementData( player, "lastSpawn" ) 
    textDisplayRemoveObserver ( teamRoot[teamNum].display, player ) 
    unbindKey ( player, "enter", "down", "Spawn" ) 
    unbindKey ( player, "arrow_l", "down", "Next_team" ) 
    unbindKey ( player, "arrow_r", "down", "Previous_team" ) 
    local randSpawn = math.random(1, #teamRoot[teamNum].spawnpoints) 
    local randSkin = math.random(1, #teamRoot[teamNum].skins) 
    local team = getTeamFromName(teamRoot[teamNum].name) 
    setPlayerNametagColor ( player, teamRoot[teamNum].red, teamRoot[teamNum].green, teamRoot[teamNum].blue ) 
    setPedGravity ( player, 0.008 ) 
    spawnPlayer ( player, 0, 0, 1000, 0, 1 ) 
    setTimer( cdm_spawnTwo, 550, 1, player, teamNum, randSpawn, randSkin, team ) 
end 
  
function cdm_spawnTwo( player, teamNum, randSpawn, randSkin, team ) 
    setCameraTarget( player, player ) 
    setPlayerTeam ( player, team ) 
    spawnPlayer ( player, teamRoot[teamNum].spawnpoints[randSpawn].posX, teamRoot[teamNum].spawnpoints[randSpawn].posY, teamRoot[teamNum].spawnpoints[randSpawn].posZ, teamRoot[teamNum].spawnpoints[randSpawn].rot, teamRoot[teamNum].skins[randSkin], 0, 0, team ) 
    createBlipAttachedTo ( player, 0, 2, teamRoot[teamNum].red, teamRoot[teamNum].green, teamRoot[teamNum].blue ) 
    for k,v in ipairs(teamRoot[teamNum].weapons) do 
        giveWeapon ( player, teamRoot[teamNum].weapons[k].id, teamRoot[teamNum].weapons[k].ammo ) 
    end 
end 
  
function cdm_killAll() 
    local players = getElementsByType( "player" ) 
    for k,v in ipairs(players) do 
        if ( isPedDead( v ) == false ) then 
            killPed( v ) 
        end 
    end 
end  
  
function cdm_gamemodeMapStart( startedMap ) 
    cdm_initialize() 
    if ( cdm_error == false ) then 
        local sTime = getElementsByType( "respawn" ) 
        if ( sTime ) then respawnTime = tonumber(getElementData( sTime[1], "time" )) else respawnTime = 4500 end 
        local players = getElementsByType( "player" ) 
        for k,v in ipairs(players) do 
            setElementData( v, "score", 0 ) 
            spawnPlayer( v, 10000, 10000, 10000, 0, 0 ) 
            cdm_showScreen( v ) 
            fadeCamera ( v, true ) 
        end 
    end 
end 
  
function cdm_playerJoin() 
    setElementData( source, "score", 0 ) 
    cdm_showScreen( source ) 
    fadeCamera ( source, true ) 
end 
  
function cdm_playerQuit() 
    destroyBlipsAttachedTo ( source ) 
end 
  
function cdm_playerWasted( totalAmmo, killer ) 
    setPlayerTeam ( source, nil ) 
    if ( killer ) then 
        if ( killer ~= source ) then 
            setElementData( killer, "score", getElementData( source, "score" ) + 1 ) 
        else 
            setElementData( killer, "score", getElementData( source, "score" ) - 1 ) 
        end 
    end 
    destroyBlipsAttachedTo ( source ) 
    local x, y, z = getElementPosition( source ) 
    local deathBlip = createBlip ( x, y, z, 0, 2, 200, 200, 200 ) 
    if ( getPedOccupiedVehicle ( source ) ) then 
        if ( respawnTime > 200 ) then 
            setTimer( removePedFromVehicle, respawnTime-200, 1, source ) 
        else 
            removePedFromVehicle( source ) 
        end 
    end 
    setTimer( destroyElement, respawnTime, 1, deathBlip ) 
    setTimer( cdm_showScreen, respawnTime, 1, source ) 
end 
  
function destroyBlipsAttachedTo( source ) 
    local elements = getAttachedElements ( source ) 
    for k,v in ipairs( elements ) do 
        if ( getElementType( v ) == "blip" ) then destroyElement( v ) end 
    end 
end 
  
function getChildren ( root, type ) 
    local elements = getElementsByType ( type ) 
    local result = {} 
    for elementKey,elementValue in ipairs(elements) do 
        if ( getElementParent( elementValue ) == root ) then 
            result[ table.getn( result ) + 1 ] = elementValue 
        end 
    end 
    return result 
end 
  
addCommandHandler("Spawn", cdm_spawn) 
addCommandHandler("Next_team", cdm_changeSpawn) 
addCommandHandler("Previous_team", cdm_changeSpawn) 
  
addEventHandler ( "onPlayerJoin", cdm_root, cdm_playerJoin ) 
addEventHandler ( "onPlayerQuit", cdm_root, cdm_playerQuit ) 
addEventHandler ( "onPlayerWasted", cdm_root, cdm_playerWasted ) 
addEventHandler ( "onGamemodeMapStart", cdm_root, cdm_gamemodeMapStart ) 

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Try this..

addEventHandler ( "onPlayerSpawn", root, 
    function () 
        setPlayerHudComponentVisible ( source, "ammo", false )    -- Hide the ammo displays for the newly joined player 
        setPlayerHudComponentVisible ( source, "weapon", false )  -- Hide the weapon displays for the newly joined player 
        setPlayerHudComponentVisible ( source, "clock", false )  -- Hide the clock displays for the newly joined player 
        setPlayerHudComponentVisible ( source, "money", false )  -- Hide the money displays for the newly joined player 
        setPlayerHudComponentVisible ( source, "wanted", false )  -- Hide the wanted displays for the newly joined player 
    end 
) 

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