LabiVila Posted July 21, 2016 Share Posted July 21, 2016 Hello, local x,y = guiGetScreenSize () local mapSmallness = 5 --Handle render target; addEventHandler ("onClientResourceStart", getRootElement(), function () renderTarget = dxCreateRenderTarget (180, 180, true) end ) --Keep the map appeared; addEventHandler ("onClientRender", getRootElement(), function () if renderTarget then dxSetRenderTarget (renderTarget) ---------------------------------- local _, _, pedRotation = getElementRotation (localPlayer) dxDrawRectangle (0, 0, 180, 180, tocolor (0, 0, 0, 150)) dxDrawImage (80, 80, 20, 20, "blip_player.png", pedRotation) getBlips () ---------------------------------- dxSetRenderTarget () dxDrawImage (20, 400, 180, 180, renderTarget) end end ) --Created blips; function getBlips () local myX, myY = getElementPosition (localPlayer) for i,v in ipairs (getElementsByType ("object")) do if (getElementModel (v) == 673) then local treeX, treeY = getElementPosition (v) dxDrawRectangle (87.5 + (myX - treeX) * mapSmallness, 87.5 + (myY - treeY) * mapSmallness, 6, 6, tocolor (0, 255, 0, 150)) end if (getElementModel (v) == 746) then local rockX, rockY = getElementPosition (v) dxDrawRectangle (87.5 + (myX - rockX) * mapSmallness, 87.5 + (myY - rockY) * mapSmallness, 6, 6, tocolor (0, 255, 0, 150)) end if (getElementModel (v) == 3276) then local fenceX, fenceY = getElementPosition (v) dxDrawRectangle (87.5 + (myX - fenceX) * mapSmallness, 87.5 + (myY - fenceY) * mapSmallness, 6, 6, tocolor (0, 255, 0, 150)) end end end so the radar works fine but I can't manage to make it work as I want. Currently when you rotate, it's the player's blip that moves but I don't want this (since it seems quite messed up on gameplay). I want the player's blip to stand still (not moving, not rotating) but the objects behind should move when you rotate. So I'm having problems with player's blip, it works strangely. Thanks further Link to comment
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