Hit/\/\an Posted April 24, 2015 Share Posted April 24, 2015 Hello EvreyBody, My Problem Is (Sometimes) i add something to Gamemod it Show Black Screen And Add To Debugscript 3 this 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 Link to comment
Walid Posted April 24, 2015 Share Posted April 24, 2015 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 Link to comment
Hit/\/\an Posted April 24, 2015 Author Share Posted April 24, 2015 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 ) Link to comment
Walid Posted April 24, 2015 Share Posted April 24, 2015 There is no table called 'g_Players' more than that g_Me it's not defined. You must add something like this in your code g_Players = getElementsByType('player') g_Me = getLocalPlayer() Link to comment
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