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[HELP]Gamemod Race !! Help


Hit/\/\an

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Posted

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

Posted

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

Do not yield your back to your enemy, might feel something strange in your ass.

Two things are infinite the universe and human stupidity and i'm not sure about the universe.

UF: IsTextInGridList | GetGridListRowIndexFromText | Table.removeValue | removeHex | dxDrawTriangle

Skype: SaSuki102 | About Me | Youtube channel | Lua Tips & Tricks | Lua Strings | Lua Tables | Lua Operators

Posted
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 
) 

Posted

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() 
  

Do not yield your back to your enemy, might feel something strange in your ass.

Two things are infinite the universe and human stupidity and i'm not sure about the universe.

UF: IsTextInGridList | GetGridListRowIndexFromText | Table.removeValue | removeHex | dxDrawTriangle

Skype: SaSuki102 | About Me | Youtube channel | Lua Tips & Tricks | Lua Strings | Lua Tables | Lua Operators

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