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help with dx functions


MAB

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Posted

i made a speedometer and i used the guiGetScreenSize example way to make it fixed for all screen resolutions (this way was recommanded by many scripters in this forum in other topic by me about making dx elements visible for all screen resolutions) but when i ran the script in the server down this post some players said that it is small and others said that it is big and almost in the center of the screen but it is perfect with me of course . so anyone knows another/better way to make the dx elements fixed for all screen resolutions? please share fast with examples

  • Scripting Moderators
Posted

make your speedometter have min/max size.I hope this way can help you. :D

Posted

If it's not working you're doing something wrong(look up differences between absolute and relative values). Post your code and we'll try and help.

Posted

this is wrong?

local sx,sy = guiGetScreenSize () 
local x,y = (sx/1280),(sy/768) 
dxDrawImage(x*992, y*653, x*25, y*29, ":speed/images/e.png", 0, 0, 0, tocolor(255, 255, 255, 255), false) 
       dxDrawRectangle(x*992, y*536, x*185, y*29, tocolor(0, 0, 0, 100), false) 
       dxDrawRectangle(x*992, y*536, x*(currenthealth*1.85), y*29, color, false) 
       dxDrawRectangle(x*992, y*575, x*185, y*29, tocolor(0, 0, 0, 100), false) 
       dxDrawRectangle(x*992, y*575, x*(fuel*1.85), y*29, tocolor(0, 255, 255, 100), false) 
       dxDrawImage(x*992, y*576, x*24, y*28, ":speed/images/f.png", 0, 0, 0, tocolor(255, 255, 255, 255), false) 
       dxDrawRectangle(x*992, y*497, x*185, y*29, tocolor(0, 0, 0, 100), false) -- speed 
       dxDrawRectangle(x*992, y*497, x*(kphSpeed/1.85*1.42), y*29, tocolor(163, 109, 4, 100), false) 
       dxDrawText(tostring(kphSpeed).."KM/H", x*1056, y*504, x*1100, y*518, tocolor(255, 255, 255, 255), x*0.50, "bankgothic", "left", "top", false, false, false, false, false) 
       dxDrawText(tostring(currenthealth).."%", x*1056, y*541, x*1100, y*555, tocolor(255, 255, 255, 255), x*0.50, "bankgothic", "left", "top", false, false, false, false, false) 
       dxDrawText(tostring(fuel).."%", x*1056, y*580, x*1095, y*600, tocolor(255, 255, 255, 255), x*0.50, "bankgothic", "left", "top", false, false, false, false, false) 
  

Posted

I suggest that you use the gui editor to draw the elements and then right click the element and then set relative,i've created multiple dx scripts thx to the gui editor it doesnt take that much and they all look the Same on size on every resolution

Posted
I suggest that you use the gui editor to draw the elements and then right click the element and then set relative,i've created multiple dx scripts thx to the gui editor it doesnt take that much and they all look the Same on size on every resolution

._. isn't that what it did up there?!

  • Moderators
Posted

I scale down like this.

local scaleFactor = math.min(guiGetScreenSize ())/1080 

My resolution is 1920x1080. So when you are making your dx stuff on your screen, replace 1080 with your screen height*.

* probably your screen height, I don't think people (can)play with 1080x1920.

Also sometimes you must limit the scaleFactor when you are working with text functions. When text get too small, people can't read it any more.

For example:

local scaleFactorText = scaleFactor 
if scaleFactorText < 0.3 then 
   scaleFactorText = 0.3 
end 

Posted
I scale down like this.
local scaleFactor = math.min(guiGetScreenSize ())/1080 

My resolution is 1920x1080. So when you are making your dx stuff on your screen, replace 1080 with your screen height*.

* probably your screen height, I don't think people (can)play with 1080x1920.

Also sometimes you must limit the scaleFactor when you are working with text functions. When text get too small, people can't read it any more.

For example:

local scaleFactorText = scaleFactor 
if scaleFactorText < 0.3 then 
   scaleFactorText = 0.3 
end 

mm..

  • Moderators
Posted

Scaling stuff in two directions, gives a terrible result when the ratio chances. That's why I am using only 1 scalingFactor.

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