Smart. Posted April 13, 2012 Posted April 13, 2012 It's a easy to use resource, makes custom made GUI messages instead of the normal chatbox. How to use it? It's really easy to use. I'll give you an example below Server Sided: -- exports ["guimessages"] : outputServer ( argue, "message" ,r, g, b ) exports ["guimessages"] : outputServer (root, "Server sided message" , 204, 51, 255) Client Sided: -- exports ["guimessages"] : outpuClient ( "message" , r, g, b ) exports ["guimessages"] : outputClient ( "Client message" , 204, 51, 255) Using it in a script: -- we register greetPlayer as a handler for the event function greetPlayer ( ) -- we store the player's name local joinedPlayerName = getPlayerName ( source ) local serverName = getServerName( ) -- and send him a greeting exports ["guimessages"] : outputServer ( source, "Welcome " .. joinedPlayerName .. " to ".. serverName .."!" , 255, 255, 255 ) end addEventHandler ( "onPlayerJoin", getRootElement(), greetPlayer ) How does it look like? http://i44.tinypic.com/153y7pw.png http://i44.tinypic.com/o9inop.png http://i39.tinypic.com/efrpzq.png http://i43.tinypic.com/2cwty6x.png Where can I download it? https://community.multitheftauto.com/index.php?p= ... ls&id=4448 1
Scripting Moderators Sarrum Posted April 13, 2012 Scripting Moderators Posted April 13, 2012 Very nice job.
Smart. Posted April 13, 2012 Author Posted April 13, 2012 Those bastards who give me a low rate without any feedback Anyhow, thanks.
Wei Posted April 13, 2012 Posted April 13, 2012 Don't wory... they're just angry because you are better than them !
MIKI785 Posted April 13, 2012 Posted April 13, 2012 It's nice. It would be even better if you would support HEX codes So if you will be doing some update, don't forget to add HEX codes support
Fury Posted April 13, 2012 Posted April 13, 2012 It's nice. It would be even better if you would support HEX codes So if you will be doing some update, don't forget to add HEX codes support + must be a "uncompiled" for edit the text position ps: good job
MIKI785 Posted April 13, 2012 Posted April 13, 2012 It's nice. It would be even better if you would support HEX codes So if you will be doing some update, don't forget to add HEX codes support + must be a "uncompiled" for edit the text position ps: good job Yep, that's problem too It doesn't have to be uncompiled, it can be done via settings. That would be useful.
Smart. Posted April 13, 2012 Author Posted April 13, 2012 I'm quite busy atm, I'll def add that in the next version tho, thanks for the respons.
MIKI785 Posted April 14, 2012 Posted April 14, 2012 Why is it compiled. So noobs won't change it and presenting it as their work.
drk Posted April 14, 2012 Posted April 14, 2012 You should use something like meta settings to add the possibility to others change position of the text, no?
MTA Team qaisjp Posted April 14, 2012 MTA Team Posted April 14, 2012 Well not everyone is a noob, some people are experienced and are interested in learning from and tweaking your code. If it is reuploaded by someone else, it is deleted by a mod when reported. Simple as that. If you are worried about people on servers presenting as their own, just add a license. At the least let some people acquire the source code, don't be afraid of people presenting it as their own. The resource is good, but there are some modifications I would like to create to make it compliant with my own server.
Smart. Posted April 15, 2012 Author Posted April 15, 2012 I wont release a un-compiled version. I'll fix so you will be able to change the most though, it will take some time I'm more busy now than ever.
sckatchof Posted April 19, 2012 Posted April 19, 2012 I wont release a un-compiled version. I'll fix so you will be able to change the most though, it will take some time I'm more busy now than ever. that's be good ps : good job
Sex* Posted November 10, 2012 Posted November 10, 2012 How to use it in join quit? My code that isnt working: g_Root = getRootElement() addEventHandler('onClientPlayerJoin', g_Root, function() local joinedPlayerName = getPlayerName ( source ) exports ["guimessages"] : outputServer ( source, "*" .. joinedPlayerName .. " has joined" , 0, 255, 0 ) end ) addEventHandler('onClientPlayerChangeNick', g_Root, function(oldNick, newNick) local joinedPlayerName = getPlayerName ( source ) exports ["guimessages"] : outputServer ( source, "*" .. oldNick .. "'#FFF000 is now known as: #00FF00'" .. newNick .. "'#FFF000", 0, 255, 0 ) end ) addEventHandler('onClientPlayerQuit', g_Root, function(reason) local QuitPlayerName = getPlayerName ( source ) exports ["guimessages"] : outputServer ( source," .. getPlayerName(source) .. "'#FF0000 has left the game #00ff00: #FF4500'" .. reason .. "'" , 255, 255, 255 ) end ) The guimessages resource and joinquit resource is started so idk And also that the letter would fadeout(dissepear) not stay there.
Smart. Posted November 10, 2012 Author Posted November 10, 2012 You're using a client event but the server export
Baseplate Posted November 11, 2012 Posted November 11, 2012 Server.lua g_Root = getRootElement() addEventHandler('onPlayerJoin', g_Root, function() local joinedPlayerName = getPlayerName ( source ) exports ["guimessages"] : outputServer ( source, "*" .. joinedPlayerName .. " has joined" , 0, 255, 0 ) end ) addEventHandler('onPlayerChangeNick', g_Root, function(oldNick, newNick) local joinedPlayerName = getPlayerName ( source ) exports ["guimessages"] : outputServer ( source, "*" .. oldNick .. "'#FFF000 is now known as: #00FF00'" .. newNick .. "'#FFF000", 0, 255, 0 ) end ) addEventHandler('onPlayerQuit', g_Root, function(reason) local QuitPlayerName = getPlayerName ( source ) exports ["guimessages"] : outputServer ( source," .. getPlayerName(source) .. "'#FF0000 has left the game #00ff00: #FF4500'" .. reason .. "'" , 255, 255, 255 ) end ) Meta.xml: <script src="server.lua" type="server"/>
Mossy Posted November 11, 2012 Posted November 11, 2012 Quick question. What is the difference between the Client and the Server outputs in this resource?
TwiX! Posted November 11, 2012 Posted November 11, 2012 dx text + table(move/remove text) = compiled script 0.05/10
Smart. Posted November 11, 2012 Author Posted November 11, 2012 dx text + table(move/remove text) = compiled script 0.05/10 Look at the date of release. kthxbai /let_topic_die_again_pliz
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