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[HELP]Gamemod Race !! Help


Hit/\/\an

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Hello EvreyBody,

My Problem Is (Sometimes) i add something to Gamemod it Show Black Screen And Add To Debugscript 3

this png : mta-screen_2015-04-18_16-58-27.png

What i add is:

nextmapdisplay = dxText:create('#FF0000Next Map: #ffffffNot set now...', 2, screenHeight - fontX/2, false, 'default-bold', fonts*2, 'left')

fps = dxText:create('#FF0000FPS #ffffff45', 2, screenHeight - fontX*2.5, false, 'default-bold', fonts*2, 'left')

g_dxGUI.nextmapdisplay:type('shadow', 1, 0, 0, 0, 175)

g_dxGUI.nextmapdisplay:visible(false)

function nextMapSet(confirm, mapname)

if confirm == true then

g_dxGUI.mapdisplay:position(2, sH - fontX*1.5, false)

fps:position(2, sH-fontX*3.5, false)

spectators:position(2, sH-fontX*2.5, false)

g_dxGUI.nextmapdisplay:visible(true)

g_dxGUI.nextmapdisplay:text("#FF0000Next Map: #ffffff" ..mapname)

else

g_dxGUI.nextmapdisplay:visible(false)

g_dxGUI.mapdisplay:position(2, sH - fontX/2, false)

fps:position(2, sH-fontX*2.5, false)

spectators:position(2, sH-fontX*1.5, false)

end

addEvent("onNextMap", true)

addEventHandler("onNextMap", getRootElement(), nextMapSet)

--FPS

local root = getRootElement()

local player = getLocalPlayer()

local counter = 0

local starttick

local currenttick

And Listen Am Not Good At Scripting and all that #@!$:#

And Not First Time This happen And Whare The Fuck namtags Came From ... !!

And Thanks :D

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your code is wrong it must be like this :

function nextMapSet(confirm, mapname) 
if confirm == true then 
g_dxGUI.mapdisplay:position(2, sH - fontX*1.5, false) 
fps:position(2, sH-fontX*3.5, false) 
spectators:position(2, sH-fontX*2.5, false) 
g_dxGUI.nextmapdisplay:visible(true) 
g_dxGUI.nextmapdisplay:text("#FF0000Next Map: #ffffff" ..mapname) 
else 
g_dxGUI.nextmapdisplay:visible(false) 
g_dxGUI.mapdisplay:position(2, sH - fontX/2, false) 
fps:position(2, sH-fontX*2.5, false) 
spectators:position(2, sH-fontX*1.5, false) 
end  
end 
addEvent("onNextMap", true) 
addEventHandler("onNextMap", getRootElement(), nextMapSet) 

Post your nametags.lua here

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Nfont = "default-bold" 
local NfontScale = 1 
  
nametag = {} 
local enabled = true 
local nametags = {} 
local g_screenX,g_screenY = guiGetScreenSize() 
local bHideNametags = false 
  
local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions 
local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out 
local NAMETAG_DISTANCE = 120 --Distance until we're gone 
local NAMETAG_ALPHA = 120 --The overall alpha level of the nametag 
--The following arent actual pixel measurements, they're just proportional constraints 
local NAMETAG_TEXT_BAR_SPACE = 2 
local NAMETAG_WIDTH = 50 
local NAMETAG_HEIGHT = 5 
local NAMETAG_TEXTSIZE_N = 0.7 
local NAMETAG_OUTLINE_THICKNESS = 1.2 
-- 
local chaticon = true 
local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE 
NAMETAG_SCALE = 1/NAMETAG_SCALE * 1100 / g_screenY  -- default was 800 
  
-- Ensure the name tag doesn't get too big 
local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} } 
-- Ensure the text doesn't get too small/unreadable 
local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} } 
-- Make the text a bit brighter and fade more gradually 
local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} } 
  
function nametag.create ( player ) 
    nametags[player] = true 
end 
  
function nametag.destroy ( player ) 
    nametags[player] = nil 
end 
  
dxTextCache = {} 
dxTextShadowCache = {} 
  
  
function clearDxCache( ) 
    dxTextCache = {} 
    dxTextShadowCache = {} 
end 
  
addCommandHandler("cleardx", clearDxCache) 
  
setTimer(clearDxCache,1000,0) 
  
function dxDrawColoredText(str, ax, ay, bx, by, color, tcolor,  scale, font) 
    local rax = ax 
    if not dxTextShadowCache[str] then 
        dxTextShadowCache[str] = string.gsub( str, '#%x%x%x%x%x%x', '' ) 
    end 
    dxDrawText(dxTextShadowCache[str], ax+1,ay+1,ax+1,by,tocolor(0,0,0, 0.8 * tcolor[4]),scale,font, "left", "bottom", false,false,false)  
    if dxTextCache[str] then 
        for id, text in ipairs(dxTextCache[str]) do 
            local w = text[2] * ( scale / text[4]  ) 
            dxDrawText(text[1], ax + w, ay, ax + w, by, tocolor(text[3][1],text[3][2],text[3][3],tcolor[4]), scale, font, "left", "bottom", false,false,false) 
        end 
    else 
        dxTextCache[str] = {} 
        local pat = "(.-)#(%x%x%x%x%x%x)" 
        local s, e, cap, col = str:find(pat, 1) 
        local last = 1 
        local r = tcolor[1] 
        local g = tcolor[2] 
        local b = tcolor[3] 
        local textalpha = tcolor[4] 
        while s do 
            if cap == "" and col then 
                r = tonumber("0x"..col:sub(1, 2)) 
                g = tonumber("0x"..col:sub(3, 4)) 
                b = tonumber("0x"..col:sub(5, 6)) 
                color = tocolor(r, g, b, textalpha)  
            end 
            if s ~= 1 or cap ~= "" then 
                local w = dxGetTextWidth(cap, scale, font) 
                dxDrawText(cap, ax, ay, ax + w, by, color, scale, font, "left", "bottom") 
                table.insert(dxTextCache[str], { cap, ax-rax, {r,g,b}, scale } ) 
                ax = ax + w 
                r = tonumber("0x"..col:sub(1, 2)) 
                g = tonumber("0x"..col:sub(3, 4)) 
                b = tonumber("0x"..col:sub(5, 6)) 
                color = tocolor( r, g, b, textalpha) 
            end 
            last = e + 1 
            s, e, cap, col = str:find(pat, last) 
        end 
        if last <= #str then 
            cap = str:sub(last) 
            local w = dxGetTextWidth(cap, scale, font) 
            dxDrawText(cap, ax, ay, ax + w, by, color, scale, font, "left", "bottom") 
            table.insert(dxTextCache[str], { cap, ax-rax, {r,g,b}, scale } ) 
        end 
    end 
end 
  
addEventHandler ( "onClientRender", g_Root, 
    function() 
        -- Hideous quick fix -- 
        for i,player in ipairs(g_Players) do 
            if player ~= g_Me then 
                setPlayerNametagShowing ( player, false ) 
                if not nametags[player] then 
                    nametag.create ( player ) 
                end 
            end 
        end 
        if bHideNametags then 
            return 
        end 
        local x,y,z = getCameraMatrix() 
        if not enabled then return end 
        for player in pairs(nametags) do  
            while true do 
                if not isPedInVehicle(player) or isPlayerDead(player) then break end 
                local vehicle = getPedOccupiedVehicle(player) 
                local px,py,pz = getElementPosition ( vehicle ) 
                local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) 
                if pdistance <= NAMETAG_DISTANCE then 
                    --Get screenposition 
                    local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) 
                    if not sx or not sy then break end 
                    --Calculate our components 
                    local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) 
                    local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) 
                    alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) 
                    local scale = math.evalCurve(maxScaleCurve,scale) 
                    local textscale = math.evalCurve(textScaleCurve,scale) 
                    local textalpha = math.evalCurve(textAlphaCurve,alpha) 
                    local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) 
                    --Draw chat icon 
                    if getElementData(player, "isChatting") and chaticon then 
                    --  dxDrawImage(sx - 15 * scale, sy - 40 * scale, 30 * scale, 30 * scale, "img/chat.png") 
                    end 
                    --Draw our text 
                    local r,g,b = 255,255,255 
                    local team = getPlayerTeam(player) 
                    if team then 
                        r,g,b = getTeamColor(team) 
                    end 
                    local h = dxGetFontHeight(0.5 * NfontScale * textscale * NAMETAG_TEXTSIZE_N, Nfont) 
                    local oet = (scale) * NAMETAG_TEXT_BAR_SPACE/2 
                    local w = dxGetTextWidth(getPlayerName(player), 0.5 * NfontScale * textscale * NAMETAG_TEXTSIZE_N, Nfont) 
                    --dxDrawColoredText(getPlayerName(player), sx - w + 1, sy - oet + 1, sx - w + 1, sy + 1, tocolor(0,0,0, math.floor(0.8*getElementAlpha(getPedOccupiedVehicle(player)))),math.floor(0.8*getElementAlpha(getPedOccupiedVehicle(player))), NfontScale * textscale * NAMETAG_TEXTSIZE_N, font, "center", "bottom", false, false, false, true) 
                    local a = getElementAlpha(getPedOccupiedVehicle(player)) 
                    dxDrawColoredText(getPlayerNametagText(player), sx - w, sy - oet, sx - w, sy, tocolor(r, g, b, a), {r,g,b,a} , NfontScale * textscale * NAMETAG_TEXTSIZE_N, Nfont, "center", "bottom", false, false, false, true) 
                    --We draw three parts to make the healthbar.  First the outline/background 
                    local drawX = sx - NAMETAG_WIDTH*scale*0.65/2 
                    drawY = sy + oet*0.6 
                    local width,height =  NAMETAG_WIDTH*scale*0.65, NAMETAG_HEIGHT*scale*0.7 
                    --dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) ) 
                    --Next the inner background  
                    local health = getElementHealth(vehicle) 
                    health = math.max(health - 250, 0)/750 
                    local p = -510*(health^2) 
                    local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) 
                    dxDrawImageSection(drawX, drawY, width, height, math.floor(256 - 256 * (health)), 0, 256, 16, "img/healthbar1.png", 0, 0, 0, tocolor(r, g, 0, getElementAlpha(getPedOccupiedVehicle(player)))) 
                    dxDrawImageSection(drawX, drawY, width, height, math.floor(256 - 256 * (health)), 0, 256, 16, "img/healthbar2.png", 0, 0, 0, tocolor(255,255,255, getElementAlpha(getPedOccupiedVehicle(player)))) 
                    dxDrawImage(drawX - 1, drawY - 1, width + 2, height + 2, "img/healthbar3.png", 0, 0, 0, tocolor(255,255,255,getElementAlpha(getPedOccupiedVehicle(player)))) 
                end 
                break 
            end 
             
        end 
    end 
) 
  
addEventHandler('onClientResourceStart', g_ResRoot, 
    function() 
        for i,player in ipairs(getElementsByType"player") do 
            if player ~= g_Me then 
                nametag.create ( player ) 
            end 
        end 
    end 
) 
  
addEventHandler ( "onClientPlayerJoin", g_Root, 
    function() 
        if source == g_Me then return end 
        setPlayerNametagShowing ( source, false ) 
        nametag.create ( source ) 
    end 
) 
  
addEventHandler ( "onClientPlayerQuit", g_Root, 
    function() 
        nametag.destroy ( source ) 
    end 
) 
  
  
addEvent ( "onClientScreenFadedOut", true ) 
addEventHandler ( "onClientScreenFadedOut", g_Root, 
    function() 
        bHideNametags = true 
    end 
) 
  
addEvent ( "onClientScreenFadedIn", true ) 
addEventHandler ( "onClientScreenFadedIn", g_Root, 
    function() 
        bHideNametags = false 
    end 
) 
  
function isTheft() 
return false 
end 
  
setTimer( 
function() 
if getElementData(getLocalPlayer(), "isChatting" ) ~= isChatBoxInputActive() then 
    setElementData(getLocalPlayer(), "isChatting", isChatBoxInputActive(), true) 
end 
end, 
50,0 ) 
  
addCommandHandler("nametags", function() 
  enabled = not enabled 
end 
) 
addCommandHandler("chaticons", function() 
  chaticons = not chaticon 
end 
) 

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