SpoC^ Posted May 6, 2015 Author Share Posted May 6, 2015 (edited) All these post and you just only keep saying debugscript? Seriously??!it's so simple, after creating your main render target just add which i guess it's 'radarRT2' : dxSetTextureEdge( radarRT2, "border", tocolor( 255, 255, 255, 100 ) ) Look complete function function renderRadar() if not radarRT1 and radarRT2 then return end dxDrawImage(70*sW, 697*sH, 236*sW, 9*sH, "sz/blips/radarbg.png", 0, 0, 0, tocolor(0, 0, 0, RBACK_ALPHA)) ---------------------------------------------------------------------------- local vehicle = getPedOccupiedVehicle (localPlayer) if isPedInVehicle(localPlayer) then local vx,vy,vz = getElementVelocity(vehicle) velocidade = ( 1 + (vx^2 + vy^2 + vz^2)^(0.5) ) / 2 else local vx,vy,vz = getElementVelocity(localPlayer) velocidade = math.max(1 + (vx^2 + vy^2 + vz^2)^(0.5), 2)/5 end local alt = MAP_SIZE * math.min(velocidade,2) - 80 dxDrawImageSection(0, 0, rtSX, rtSY, uvX, uvY, uvSX, uvSY, MAP_PATH) ---------------------------------------------------------------------------- local aPercent = math.abs(getTickCount()%1000 - 500) / 500 for k, Rarea in ipairs( getElementsByType("radararea") ) do if isElementVisible(Rarea) then local r, g, b, a = getRadarAreaColor(Rarea) local x, y, _ = getElementPosition(Rarea) local sx, sy = getRadarAreaSize(Rarea) local rx, ry = getImagePointFromWorld(x, y) local rsx, rsy = sx * MAP_MPP, -sy * MAP_MPP if isRadarAreaFlashing(Rarea) then a = a * aPercent end dxDrawRectangle(rx-uvX, ry-uvY, rsx, rsy, tocolor(r, g, b, a)) end end dxSetRenderTarget(radarRT1, true) dxDrawImage(0, 0, rtSX, rtSY, radarRT2, crot) dxSetBlendMode("blend") dxSetRenderTarget() dxDrawImageSection(RADAR_X-10, RADAR_Y-10, RADAR_SX+20, RADAR_SY+20, rtSX/2-RADAR_SX/2, rtSY/2-RADAR_SY/2, RADAR_SX, RADAR_SY, radarRT1, 0, 0, 0, tocolor(255, 255, 255, 11)) dxDrawImageBorder (RADAR_X-10, RADAR_Y-10, RADAR_SX+20, RADAR_SY+20, tocolor(0,0,0,255) ,2,false) -- My code function dxDrawImageBorder (corX, corY, imageWidth, imageHeight, lineColor, lineWidth, postGUI ) local lineWidth = lineWidth or 1 dxDrawLine ( corX, corY, corX+imageWidth, corY, lineColor, lineWidth, postGUI ) dxDrawLine ( corX, corY, corX, corY+imageHeight, lineColor, lineWidth, postGUI ) dxDrawLine ( corX, corY+imageHeight, corX+imageWidth, corY+imageHeight, lineColor, lineWidth, postGUI ) return dxDrawLine ( corX+imageWidth, corY, corX+imageWidth, corY+imageHeight, lineColor, lineWidth, postGUI ) end --hud health Armour --dxDrawRectangle(sW*67, sH*695, sW*241, sH*13, tocolor(0, 0, 0, 100), false) local sz1, sz2, sz3 = getHealthColor() local health = math.floor( getElementHealth( getLocalPlayer() )) if ( health <= 50) then HP_Colour = tocolor(sz1, sz2, sz3, textAlpha) HP_Alpha = tocolor(sz1, sz2, sz3, 100) else HP_Colour = tocolor(103, 188, 107, 255) HP_Alpha = tocolor(103, 188, 107, 100) end local stat = getPedStat ( getLocalPlayer(), 24 ) if stat < 1000 then dxDrawRectangle(sW*71, sH*698, sW*116, sH*7, HP_Alpha, false) --fundo dxDrawRectangle(sW*71, sH*698, sW*116/100*health, sH*7, HP_Colour, false) else dxDrawRectangle(sW*72, sH*698, sW*115, sH*7, HP_Alpha, false) --fundo dxDrawRectangle(sW*72, sH*698, sW*115/200*health, sH*7, HP_Colour, false) end if fadeIn == false then textAlpha = textAlpha - 7 elseif fadeIn == true then textAlpha = textAlpha + 7 end checkApha() local armour = getPedArmor ( getLocalPlayer() ) dxDrawRectangle(sW*190, sH*698, sW*55, sH*7, tocolor(95, 165, 206, 100), false) if armour>0 then dxDrawRectangle(sW*190, sH*698, sW*55/100*armour, sH*7, tocolor(95, 165, 206, 255), false) end local oxigenio= getPedOxygenLevel ( getLocalPlayer() ) dxDrawRectangle(sW*248, sH*698, sW*56, sH*7, tocolor(253, 219, 36, 140), false) if oxigenio < 1000 or isElementInWater (getLocalPlayer()) then dxDrawRectangle(sW*248, sH*698, sW*55, sH*7, tocolor(61, 94, 112, 255), false) end addEventHandler("onClientRender", root, renderRadar) What a mess. this function did not change anything dxSetTextureEdge( radarRT2, "border", tocolor( 255, 255, 255, 100 ) ) Edited May 6, 2015 by Guest Link to comment
Walid Posted May 6, 2015 Share Posted May 6, 2015 @Blaawee next time try to check the code before you start talking . @ SpoC^ you want a border and as i can see my code is working and you have one now . Link to comment
SpoC^ Posted May 6, 2015 Author Share Posted May 6, 2015 @Blaawee next time try to check the code before you start talking .@ SpoC^ you want a border and as i can see my code is working and you have one now . @Walid Look my intention for border, Transparency on the map edge on GPS Link to comment
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