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Posts posted by Blaawee
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You're mixing client and server functions together.
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Is that all the code? try to re-check the table and guiSetVisible things.
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seems like you not visiting the wiki. guiGridListAddRow got only one arg which is the gui element. and one more thing!
ATTENTION: Without guiGridListSetItemText there is no row added to the grid. Look at the example, first you give the row a name with row = guiGridListAddRow ( playerList ), and then you use guiGridListSetItemText.
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Room icons are mine, for instance. Please remove.
i found that images on the internet,hard to believe you made it. i will remove it if you can prove you made it.
Actually, It's belongs to Empire Of Riders "ER" which Gallardo9944 own that server. i've been playing in that server.
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I guess you can. By creating a target for render with dxCreateRenderTarget fit the gui then use dxSetShaderTransform. after that draw you shader.
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here you go... IT'S IN CLIENT SIDE!
addEventHandler("onClientRender", root, function() dxDrawText(""..getStaffOnDuty(), 449, 333, 921, 402, tocolor(255, 255, 255, 255), 1.00, "default", "left", "top", false, false, false, false, false) end ) function getStaffOnDuty() theTableMembersOnline = "" for i, player in ipairs(getElementsByType ( "player" )) do if hasObjectPermissionTo(player, "function.kickPlayer", true) then theTableMembersOnline = theTableMembersOnline .. ", " .. getPlayerName(player) end end if theTableMembersOnline == "" then return "" else return "Admins Online: " .. theTableMembersOnline end end
Are you kidding with me?? hasObjectPermissionTo is a client??
It works, thank you very much...Which one is worked??
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Client:
local gAdminTable = { }; addEvent( "getAdminTabel", true ); addEventHandler ( "getAdminTabel", root, function( table ) if table and type( table ) == 'table' then gAdminTable = table; else error( 'No table.'); end end ); addEventHandler ( "onClientRender", root, function( ) local index = 0 for admins in pairs( gAdminTable ) do if admins and getElementType( admins ) == 'player' then local color = tocolor( getPlayerNametagColor ( admins ) ); dxDrawAdminsLabel ( admins, index, color ); index = index + 1; end end end ); function dxDrawAdminsLabel ( player, index, color ) local sx, sy = guiGetScreenSize ( ) local px, py = sx - 200, sy * 0.4 + 20 * sy / sy * index dxDrawText ( getPlayerName ( player ):gsub('#%x%x%x%x%x%x', ''), px + 1, py + 1, px, py, tocolor ( 10, 10, 10, 255 ), sy / sy, 'default-bold', 'left', 'top', false, false, true, true, false ) dxDrawText ( getPlayerName ( player ), px, py, px, py, color, sy / sy, 'default-bold', 'left', 'top', false, false, true, true, false ) end
Server:
local adminTable = { }; function isPlayerAdmin ( player ) if player and isElement( player ) and getElementType( player ) == 'player' then for _, aclGroup in ipairs ( { 'Admin', 'Moderator', 'SuperModerator' } ) do if isObjectInACLGroup ( "user." ..getAccountName( getPlayerAccount( player ) ) , aclGetGroup ( aclGroup ) ) then return true else return false end end end end function updateOnlineAdmin ( ) triggerClientEvent( 'getAdminTabel', root, adminTable ); end addEventHandler( 'onPlayerLogin', root, function( ) if isPlayerAdmin( source ) then if adminTable[ source ] then adminTable[ source ] = nil; end adminTable[ source ] = true; updateOnlineAdmin( ); end end ); addEventHandler ( 'onPlayerLogout', root, function( ) if adminTable[ source ] then adminTable[ source ] = nil; end updateOnlineAdmin( ); end ); addEventHandler ( "onPlayerQuit", root, function( ) if adminTable[ source ] then adminTable[ source ] = nil; end updateOnlineAdmin( ); end );
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Hello Solidsnake14.
I'm behind of the globe image of the old panel, you can tidy it for me?
file name "circle.png"..
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I didn't get what's your problem is!
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I guess you missed adding a new row
guiGridListAddRow
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Anytime mate.
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Try this:
Remember To Use my .FX file.
function dxDrawText3D( text, left, top, right, bottom, color, scale, font, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ, alignX, alignY, clip, wordBreak, postGUI, colorCoded ) if not text or not left or not top then return; end local right = right or 0; local bottom = bottom or 0; local color = color or tocolor( 255, 255, 255, 255 ); local scale = scale or 1; local font = font or "default"; local rotX = rotX or 0; local rotY = rotY or 0; local rotZ = rotZ or 0; local rotOfX = rotOfX or 0; local rotOfY = rotOfY or 0; local rotOfZ = rotOfZ or 0; local alignX = alignX or "left"; local alignY = alignY or "top"; local clip = clip or false; local wordBreak = wordBreak or false; local postGUI = postGUI or false; local colorCoded = colorCoded or true; local textWidth = dxGetTextWidth( text, scale, font ); local fontHeight = dxGetFontHeight( scale, font ); local drawSurface = dxCreateRenderTarget( textWidth, fontHeight, true ); if not drawSurface then return; end if not texShader then return; end dxSetShaderValue( texShader, 'threeDimTex', drawSurface ) dxSetRenderTarget( drawSurface ) dxDrawText( text, 0, 0, textWidth, fontHeight, color, scale, font, alignX, alignY, clip, wordBreak, postGUI, colorCoded, true ) dxSetRenderTarget( ) dxSetShaderTransform( texShader, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ ); dxDrawImage( left, top, textWidth, fontHeight, texShader, 0, 0, 0, tocolor( 255, 255, 255, 255 ), postGUI ); destroyElement( drawSurface ); end
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Yes, ofc.
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Sorry buddy.. I was kinda busy. About the resource.. i did tried it and it's working normal nothing stopped or anything! i think it's about your calculation? Maybe you did it wrong! Try this instead :
local texShader = dxCreateShader('shared.fx'); local imagee = "image.png"; function dxDrawImage3D( posX, posY, width, height, image, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ, color, postGUI ) if not posX or not posY or not width or not height or not image then return; end local rotX = rotX or 0; local rotY = rotY or 0; local rotZ = rotZ or 0; local rotOfX = rotOfX or 0; local rotOfY = rotOfY or 0; local rotOfZ = rotOfZ or 0; local color = color or tocolor( 255, 255, 255, 255 ); local postGUI = postGUI or false; local drawSurface = dxCreateRenderTarget( width, height, true ); -- Need to set the third arg to true to be created with an alpha channel. if not drawSurface then return; end if not texShader then return; end dxSetShaderValue( texShader, 'threeDimTex', drawSurface ); dxSetRenderTarget( drawSurface, true ); dxDrawImage( 0, 0, width, height, image, 0, 0, 0, color ); dxSetRenderTarget( ); dxSetShaderTransform( texShader, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ ); dxDrawImage( posX, posY, width, height, texShader, 0, 0, 0, tocolor(255, 255, 255, 255), postGUI ); -- Draw the shader. destroyElement( drawSurface ) end function testing1() dxDrawImage3D( 250, 250, 500, 500, imagee, math.abs( getTickCount( )/20 ), 10, 30 )--,10,10,25,15,20,30,tocolor(255,255,255,255),true); end; addEventHandler("onClientRender",root,testing1);
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That's weird! Do you mind to upload the whole thing to test it?
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i did create a new function for you.
Remember to use this .FX File.
3DPass.fx:
// // texPass.fx // Author: Blaawee // texture threeDimTex; technique tech { pass P0 { Texture[0] = threeDimTex; } }
-- dxDrawImage3D( float posX, float posY, float width, float height, mixed image, float rotX, float rotY, float rotZ, float rotOfX, float rotOfY, float rotOfZ, int color, bool postGUI ) local texShader = dxCreateShader('3DPass.fx'); function dxDrawImage3D( posX, posY, width, height, image, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ, color, postGUI ) if not posX or not posY or not width or not height or not image then return; end local rotX = rotX or 0; local rotY = rotY or 0; local rotZ = rotZ or 0; local rotOfX = rotOfX or 0; local rotOfY = rotOfY or 0; local rotOfZ = rotOfZ or 0; local color = color or tocolor( 255, 255, 255, 255 ); local postGUI = postGUI or false; local drawSurface = dxCreateRenderTarget( width, height, true ); -- Need to set the third arg to true to be created with an alpha channel. if not drawSurface then return; end if not texShader then return; end dxSetShaderValue( texShader, 'threeDimTex', drawSurface ); dxSetShaderTransform( texShader, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ ); dxSetRenderTarget( drawSurface ); dxDrawImage( 0, 0, width, height, image, 0, 0, 0, color ); dxSetRenderTarget( ); dxDrawImage( posX, posY, width, height, texShader, 0, 0, 0, tocolor(255, 255, 255, 255), postGUI ); -- Draw the shader end
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hey,how do you achieve something in mta like https://jgilronan.files.wordpress.com/2 ... isplay.jpg ?
(bottom left and right part of hud, its rectangle drawn on 2d screen but it's angle looks like its 3D)
how do you draw that type of 3d rectangles or 3d text?
That's for GTA world. I think he need to use shaders to achieve he's need.
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Hmmm.. Why don't you get the text and set the text with the old one plus the new one??
local oldText = guiGetText( gui-edit ); local newText = guiSetText( gui-edit, oldText .. "1" );
image on text
in Scripting
Posted
What are you using to draw the text?