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[Help]Custom Wanted Stars


Xierra

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Posted (edited)

Hello guys,

So here's another assignment for my Alternate HUD, I want to make custom wanted stars, like in SAES server.

Edit: Look at the most recent post for updates.

Edited by Guest
Posted

I wanted to create such resource one day but I gave up before I even started lol. So, here are 2 png that I planned to use.

2pocv92.png

8xoiue.png

(If I remember rightly, this white star is 70% transparent. If you need 100% say so)

Posted (edited)

Well nice work again 50p!

Edit: Finished making the location of its own.

Preview of the image (not scripted)

mtascreen20100623215530.jpg

So the wanted star will look like that, bottom to highest.

How I want it to work: Get the wanted value. If the wanted is 1, then set the r,g,b,a of the bottom star to 255,255,255,200. The rest is 0,0,0,100, and vice versa.

So on the preview, it's 5 stars. One of the star on the top is inactive. I'll try to work on the script first...

Edited by Guest
Posted

So here's the update I've done:

(Client-side script)

1. results given here: (On variables line, there is one variable added)

-- Weapon tables for ammo.
local noreloadweapons = {} --Weapons that doesn't reload (including the flamethrower, minigun, which doesn't have reload anim).
noreloadweapons[16] = true
noreloadweapons[17] = true
noreloadweapons[18] = true
noreloadweapons[19] = true
noreloadweapons[25] = true
noreloadweapons[33] = true
noreloadweapons[34] = true
noreloadweapons[35] = true
noreloadweapons[36] = true
noreloadweapons[37] = true
noreloadweapons[38] = true
noreloadweapons[39] = true
noreloadweapons[41] = true
noreloadweapons[42] = true
noreloadweapons[43] = true
 
local meleespecialweapons = {} --Weapons that don't shoot, and special weapons.
meleespecialweapons[0] = true
meleespecialweapons[1] = true
meleespecialweapons[2] = true
meleespecialweapons[3] = true
meleespecialweapons[4] = true
meleespecialweapons[5] = true
meleespecialweapons[6] = true
meleespecialweapons[7] = true
meleespecialweapons[8] = true
meleespecialweapons[9] = true
meleespecialweapons[10] = true
meleespecialweapons[11] = true
meleespecialweapons[12] = true
meleespecialweapons[13] = true
meleespecialweapons[14] = true
meleespecialweapons[15] = true
meleespecialweapons[40] = true
meleespecialweapons[44] = true
meleespecialweapons[45] = true
meleespecialweapons[46] = true
 
function DXdraw()
--Variables
	sWidth, sHeight = guiGetScreenSize()
 
	health = getElementHealth( getLocalPlayer() )
	lineLength1 = 114 * ( health / 100 ) -- Health bar
 
	armor = getPedArmor( getLocalPlayer() )
	lineLength2 = 114 * ( armor / 100 ) -- Armor bar
 
	ammoinclip = getPedAmmoInClip (getLocalPlayer())
	totalammo = getPedTotalAmmo (getLocalPlayer())
	showammo1 = ammoinclip
	showammo2 = totalammo
 
	moneycount=getPlayerMoney(getLocalPlayer())
	money= '$' ..moneycount  -- Get the player's money
 
local hour, mins = getTime ()
time = hour.. ':' ..mins -- Get GTA SA time
 
local wantedlevel = getPlayerWantedLevel (getLocalPlayer()) --Getting the player's wanted level.
-- End of variables line.
 
 
-- first draw the stuff which is visible at all times
dxDrawRectangle(sWidth-206,sHeight-43,lineLength2,14.0,tocolor(200,200,200,200),false) -- Armor active bar
 
dxDrawRectangle(sWidth-206,sHeight-23,114.0,14.0,tocolor(50,0,0,150),false) -- Health inactive bar
 
dxDrawRectangle(sWidth-206,sHeight-43,114.0,14.0,tocolor(50,50,50,150),false) -- Armor inactive bar
 
dxDrawRectangle(sWidth-206,sHeight-23,lineLength1,14.0,tocolor(175,0,0,200),false) --Health active bar
 
dxDrawRectangle(sWidth-84,sHeight-48,78.0,33.0,tocolor(0,0,0,150),false) -- GTA Time DX Rectangle
 
dxDrawText(tostring (money),sWidth-200,sHeight-78,sWidth-5,sHeight-54,tocolor(0,0,0,200),1.0,"pricedown","right","top",false,false,false) -- Money DX text (shadow)
 
dxDrawText(tostring (money),sWidth-202,sHeight-81,sWidth-7,sHeight-57,tocolor(0,100,0,220),1.0,"pricedown","right","top",false,false,false) -- Money DX text
 
dxDrawText(tostring (time),sWidth-81,sHeight-46,sWidth-10,sHeight-16,tocolor(250,250,250,200),1.0,"diploma","center","top",false,false,false) -- GTA Time DX text
 
local weaponID = getPedWeapon (getLocalPlayer()); -- Get weapon ID
dxDrawImage(sWidth-266,sHeight-56,48.0,52.0,"icons/".. tostring( weaponID ) .. ".png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Weapon icons image.
 
-- now decide if the optional stuff should be drawn
if noreloadweapons [getPedWeapon(getLocalPlayer())] then
dxDrawText(tostring (showammo2),sWidth-400,sHeight-42,sWidth-288,sHeight-12,tocolor(0,255,255,200),1.0,"bankgothic","right","top",false,false,false) -- No reload weapons (for shotgun, grenades, etc)
 
elseif meleespecialweapons [getPedWeapon(getLocalPlayer())] then
-- Draw Nothing for melee and special weapons.
 
else --Weapons that reloads.
dxDrawText(tostring (showammo1),sWidth-455,sHeight-41,sWidth-387,sHeight-13,tocolor(0,255,255,200),1.0,"bankgothic","right","top",false,false,false)
dxDrawText("|",sWidth-381,sHeight-42,sWidth-366,sHeight-8,tocolor(255,200,0,200),1.0,"bankgothic","left","top",false,false,false)
dxDrawText(tostring (showammo2),sWidth-365,sHeight-41,sWidth-272,sHeight-12,tocolor(0,255,255,200),1.0,"bankgothic","left","top",false,false,false)
 
 
 -- Wanted level DX images
 
if wantedlevel = 0 then
-- Draw nothing (Wanted level 0)
 
elseif wantedlevel = 1 then
dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 1
 
elseif wantedlevel = 2 then
dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 2
dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
 
elseif wantedlevel = 3 then
dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 3
dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
 
elseif wantedlevel = 4 then
dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 4
dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
 
elseif wantedlevel = 5 then
dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false)
dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 5
dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
else
dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 6
dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)
 
end
end
end
addEventHandler("onClientRender", getRootElement(), DXdraw)

So what's happened here is that the script makes an error: [string = "alternate_hud\client.lua"]:101: "then" expected near "=".

Anybody knows how to fix this?

Posted

If you compare variables/strings/numbers/etc., you use 2 equal signs (==) not 1 (=), because 1 is used to set new value to a variable.

Posted

Thanks! It's working at last.

Gonna be released soon as V 1.3! :D

I'll credit you again, 50p, for the most number of helps on this script. :mrgreen:

Edit: Wait a sec, what is the HUD component name for wanted stars?

Posted
Thanks! It's working at last.

Gonna be released soon as V 1.3! :D

I'll credit you again, 50p, for the most number of helps on this script. :mrgreen:

I'll help you again with your time lol

Well, I don't like to see a number of minutes without an extra 0 at the front if number of minutes is less then 10 (like 2:5, when it's 2:05).

time = hours .. ":" .. (((mins < 10) and "0"..mins) or mins)

Posted
Ok, I'll change it, maybe looks good with that.

Now what's the HUD component name for wanted stars?

I suppose there is none. If there isn't one on wiki then there isn't.

Posted

Aww, then how SAES server hide them up...

Maybe custom wanted functions?

Anybody knows if there is a way to hide wanted stars HUD?

Posted

I suppose they use a custom function because you don't see any stars when your wanted level is at 0.

Posted

I justed tested every hud component and no, the wanted stars can't be deactivated.

But, as 50p said, they are not shown, as long as you don't set the wanted level > 0.

So you should just write your own wanted function, which does not rely on the setPlayerWantedLevel function.

Posted

The only downside of making your custom functions is that only you will use them.. I mean, other scripts will use setPlayerWantedLevel so the custom stars will be useless but if you run it on your own server you will be fine. You can export these functions and let other resources use them but other scripts which use setPlayerWantedLevel would have to be changed to use the exported functions instead.

Posted

I know, I must make my own wanted functions if hiding wanted HUD is impossible for now.

Alright then, I'll cancel that one, unless the SAES Server if inspired, simply look at the wanted functions (but dunno where it is) and follow it!

Topic ends here.

Posted

It's not hard to make your own wanted level functions... Don't give up that easily because you'll never make a script that you dream of. Just use element data to indicate the wanted level. You can then just use getElementData to get his wanted level and show specific amount of stars. I think element data would be good enough for it.. You won't even have to export any functions because element data is shared by entire server and all resources can use getElementData to get the data that was set by other resource. So, don't give up.

Posted (edited)

Good idea, I never looked at getElementData though, I'll go and learn it out. :)

*Edit* Well now it's reborn! Check out the next posts.

Edited by Guest
  • 4 months later...
Posted

Sorry for the big bump, but looks like Gangsta RPG needs custom wanted stars script.

So yeah this time there's a chance if it's only available for one server...

So how would the script look like?

My idea is:

There are ranges between 0 - 2000

1st wanted star is made if range of crime is 100

2nd wanted star is made if range of crime is 250

3rd wanted star is made if range of crime is 500

4th wanted star is made if range of crime is 800

5th wanted star is made if range of crime is 1250

6th wanted star is made if range of crime is 2000~

Stealing a car makes 50

Speeding makes 2 per second.

Punching someone makes 5

Punching a police alerts and makes 1 star

Shooting someone makes 10

Shooting a police alerts and makes 1 star

Killing someone makes 100, 50 when 3 star or up

Killing a police makes 200, 75 when 3 star or up

Exploding a car makes 100

Exploding a police car makes 200, 100 when 3 star or up

What do you think? Anybody could give better calculations?

Can anybody give an example on how to make it?

Posted (edited)

I'm also going to make a wanted level, I can post some code here when I get home.

When someone enters a car, that he/she does not own, the script should setElementData (player, "wantedlevel", value) to the old value + 30 for example.

Edited by Guest
Posted

XX3, all you need to do is to create the gui and make the starts appear on element data change, you can use wasted event to set the wanted data of the player.

Posted (edited)

Thanks buddy! I'll give it a try.

Hmm, now here's my question:

How do I get player's data and their crime range element data? Cause I'm still a beginner in scripting, sorry about that.

After I am able to do the ones above, there will be wanted stars, something like this:

function wantedstars() 
wantedlevel = getElementData (crimerange) 
  
  
    -- Wanted level DX images 
  
   if wantedlevel <100 then 
        -- Draw nothing (Wanted level 0) 
  
         elseif wantedlevel >=100 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 1 
  
         elseif wantedlevel >=250 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 2 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
  
         elseif wantedlevel >=500 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 3 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
  
         elseif wantedlevel >=1000 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 4 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
  
         elseif wantedlevel >=2000 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 5 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
                
         elseif wantedlevel>=4000 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 6 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
                
            else 
                 outputChatBox("Invalid data") 
  
end 

(Where's the LUA tags? O_o)

Sorry Static-X, I'm editing while you posted it. :P

I didn't think that would work. You should store the player's data (so when the player joins again, the crime range stays). It's an RPG, that's why. :)

Edited by Guest
Posted

Good luck, here is an example.

( don't know if has any error )

  
star1= guiCreateStaticImage( x, y, w, h, "stars.png", false ) 
star2= guiCreateStaticImage( x, y, w, h, "stars.png", false ) 
star3= guiCreateStaticImage( x, y, w, h, "stars.png", false ) 
star4= guiCreateStaticImage( x, y, w, h, "stars.png", false ) 
star5= guiCreateStaticImage( x, y, w, h, "stars.png", false ) 
star6= guiCreateStaticImage( x, y, w, h, "stars.png", false ) 
  
function onResourceStart() 
     setElementData(getLocalPlayer(),"wantedLevel",0) 
end 
addEventHandler("onClientResourceStart",root,onResourceStart) 
  
addEventHandler ( "onClientElementDataChange", getRootElement(), 
function ( data ) 
     data = "wantedLevel" 
     if (getElementData(getLocalPlayer(),"wantedLevel")==1) then 
          guiSetVisible(star1,true) 
    end 
end ) 

Posted

Try this,

function onResourceStart() 
    setElementData(getLocalPlayer(),"crimerange",0) -- first of all you are going to set the data when the client resource starts 
end 
  
addEventHandler("onClientResourceStart",getLocalPlayer(),onResourceStart) 
  
function wantedstars() 
wantedlevel = getElementData (getLocalPlayer(),"crimerange") 
    if wantedlevel >=100 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 1 
    elseif wantedlevel >=250 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 2 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
    elseif wantedlevel >=500 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 3 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
    elseif wantedlevel >=1000 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 4 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
    elseif wantedlevel >=2000 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(0,0,0,100),false) 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 5 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)             
    elseif wantedlevel>=4000 then 
               dxDrawImage(1003.0,556.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) -- Wanted level 6 
               dxDrawImage(1003.0,578.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,600.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,620.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,642.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false) 
               dxDrawImage(1003.0,663.0,16.0,19.0,"images/star.png",0.0,0.0,0.0,tocolor(255,255,255,200),false)               
        else 
               outputDebugString("Invalid data") 
end 
end 
addEventHandler ( "onClientElementDataChange", getRootElement(),wantedstars ) 

For saving the data you can use,

(SERVER SIDED=

  
-- saving 
function save() 
if not (isGuestAccount(source)) then 
     local Wanteddata = getElementData(source,"crimerange") 
     setAccountData(getPlayerAccount(source),"wantedLevel",Wanteddata ) 
     end 
end 
addEventHandler("onPlayerQuit",getRootElement(),save) 
addEventHandler("onPlayerLogout",getRootElement(),save) 
-- loading 
function loadit() 
     local Wanteddata = getAccountData(getPlayerAccount(source),"crimerange") 
     setElementData(source,"wantedLevel",Wanteddata ) 
end 
addEventHandler("onPlayerLogin",getRootElement(),loadit) 

An example, how you can make the stars appear.

SERVER SIDED:

function xx (_,killer,_,_) 
if (killer) then 
     local Wanteddata = getElementData(killer,"crimerange") 
     setElementData(killer,"crimerange",Wanteddata + 100) -- set the killer's wanted level to current wanted level + 100 
     setElementData(source,"crimerange",0) -- set the wasted player's wanted level to 0 
else 
     setElementData(source,"crimerange",0) -- set the wasted player's wanted level to 0 
    end 
end 
addEventHandler("onPlayerWasted",getRootElement(),xx) 

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