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yoya99

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Everything posted by yoya99

  1. yoya99

    hud

    hey guys i am making my own hud gta 5 style and i wanted to ask you how to make this Ammo disappear...i dotn find anything without text infront of it.... I want without the text Ammo: and thefirst ammo should be white and the second grey dxDrawText("AMMO: "..ammo, (screenW - 310) / 1.00 + 70 - 5.10, (screenH - 800) / 1.05 - 190 + 7.29, ((screenW - 423) / 1.05 + 50 - 5.10) + 423, ( (screenH - 42) / 1.05 - 190 + 7.29) + 42, tocolor(128, 128, 128, 255), 1.00, "pricedown", "left", "top", true, true, true, true, false) dxDrawText("AMMO: "..ammo, (screenW - 310) / 1.00 + 70 - 5.10, (screenH - 800) / 1.05 - 190 + 7.29, ((screenW - 423) / 1.05 + 50 - 5.10) + 423, ( (screenH - 42) / 1.05 - 190 + 7.29) + 42, tocolor(128, 128, 128, 255), 1.00, "pricedown", "left", "top", true, true, true, true, false)
  2. local sx,sy = guiGetScreenSize() function renderDisplay ( ) dxDrawImage ( 0.3*sx, 0.3*sy, 100, 240, 'arrow.png') end function HandleTheRendering ( ) addEventHandler("onClientRender", getRootElement(), renderDisplay) end addEventHandler("onClientResourceStart",resourceRoot, HandleTheRendering) showPlayerHudComponent ( player,"crosshair",false) i tried that but it is not wroking
  3. they problem is i have another radar gta 5 style from rage
  4. Hey i have a question....i have rages gta 5 radar and i wanted to ask you howto put a planedisc in so when you are in a plane it shows in the radar the virtual sky..... at me it is named radar_plane.png and second: how do i add a new aim siteM16.png to the default mta aim? thx in advance
  5. But what animation he makes?
  6. My price is 7€ or more how is yours?
  7. Thx will try out....cab somone help mw at the effects topic?
  8. yoya99

    explosion fx

    Hey there....i wanted to ask how to replace this3 explosion effects to the normal mta effects... The names are effects.fxp , effectsPC.txt, particle.txt Can somone tell me how to add them (replace) thecurrent explosion with them? Thx in advance
  9. Hey....i am new at shaders and i want a resource which makes shaders like gta 5....i found that here which is good: http://adf.ly/iDTSd But how to replace the effects and all this shaders? Pls someone help me because i dont see any solution..
  10. yoya99

    enb link help

    Can you help me i have a lot of fx shaders...how to put that in the game??
  11. yoya99

    enb link help

    Is there a way to link enb series to mta like a resource??? I want it to be used as a resource.....if pissible can someone give me an example?
  12. Solved...pls help me at my newest topics
  13. hello i have this resource shader....but how to enable daycyles becasue it is day all time when i enable that shader..... heeelllppp pls Sun = {} function Sun:constructor(parent) self.parent = parent self.player = getLocalPlayer() self.isDebugMode = "true" self.x = 0 self.y = 0 self.z = 0 self.rx = 0 self.ry = 0 self.rz = 0 self.height = 100 self.rzOffset = 0 self.heightCurrentOffset = 0 self.heightMinOffset = 100 self.heightMaxOffset = 250 self.heightOffsetDirection = "up" self.m_Update = function() self:update() end addEventHandler("onClientRender", root, self.m_Update) self.m_ToggleTestMode = function() self:toggleTestMode() end bindKey("N", "down", self.m_ToggleTestMode) end function Sun:toggleTestMode() if (self.isDebugMode == "true") then self.isDebugMode = "false" elseif (self.isDebugMode == "false") then self.isDebugMode = "true" end end function Sun:update() self.px, self.py, self.pz = getElementPosition(self.player) self.x, self.y, self.z = getAttachedPosition(self.px, self.py, self.pz, self.rx, self.ry, self.rz + self.rzOffset, 1500, 0, self.height + self.heightCurrentOffset) if (self.isDebugMode == "true") then self.rzOffset = self.rzOffset + 0.05 if (self.rzOffset > 360) then self.rzOffset = 0 end if (self.heightOffsetDirection == "up") then if (self.heightCurrentOffset < self.heightMaxOffset) then self.heightCurrentOffset = self.heightCurrentOffset + 0.1 else self.heightOffsetDirection = "down" end elseif (self.heightOffsetDirection == "down") then if (self.heightCurrentOffset > self.heightMinOffset) then self.heightCurrentOffset = self.heightCurrentOffset - 0.1 else self.heightOffsetDirection = "up" end end dxDrawLine3D(self.px, self.py, self.pz, self.x, self.y, self.z, tocolor(255, 255, 0, 255), 4, true) end end function Sun:getSunPosition() return self.x, self.y, self.z end function Sun:destructor() removeEventHandler("onClientRender", root, self.m_Update) end local SunInstance = nil SunShader = {} function SunShader:constructor() self.shadersEnabled = "false" self.screenWidth, self.screenHeight = guiGetScreenSize() self.lensFlareDirt = dxCreateTexture("Textures/lensflare_dirt.png") self.lensFlareChroma = dxCreateTexture("Textures/lensflare_chroma.png") self.viewDistance = 0.00005 self.sunColorInner = {0.9, 0.7, 0.6, 1} self.sunColorOuter = {0.85, 0.65, 0.55, 1} self.sunSize = 0.04 self.excludingTextures = { "waterclear256", "*smoke*", "*particle*", "*cloud*", "*splash*", "*corona*", "*sky*", "*radar*", "*wgush1*", "*debris*", "*wjet4*", "*gun*", "*wake*", "*effect*", "*fire*", "muzzle_texture*", "*font*", "*icon*", "shad_exp", "*headlight*", "*corona*", "sfnitewindow_alfa", "sfnitewindows", "monlith_win_tex", "sfxref_lite2c", "dt_scyscrap_door2", "white", "casinolights*", "cj_frame_glass", "custom_roadsign_text", "dt_twinklylites", "vgsn_nl_strip", "unnamed", "white64", "lasjmslumwin1", "pierwin05_law", "nitwin01_la", "sl_dtwinlights1", "fist", "sphere", "*spark*", "glassmall", "*debris*", "wgush1", "wjet2", "wjet4", "beastie", "bubbles", "pointlight", "unnamed", "txgrass1_1", "txgrass0_1", "txgrass1_0", "item*", "undefined*", "coin*", "turbo*", "lava*", "ampelLight*"} self.m_Update = function() self:update() end addEventHandler("onClientPreRender", root, self.m_Update) self.m_ToggleShaders = function() self:toggleShaders() end bindKey("M", "down", self.m_ToggleShaders) self:createShaders() self.sun = new(Sun, self) end function SunShader:toggleShaders() if (self.shadersEnabled == "true") then self:removeShaders() if (self.sun) then self.sun.isDebugMode = "false" end elseif (self.shadersEnabled == "false") then self:createShaders() end end function SunShader:createShaders() if (self.shadersEnabled == "false") then self.screenSource = dxCreateScreenSource(self.screenWidth, self.screenHeight) self.renderTargetBW = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetSun = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetGodRaysBase = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetGodRays = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.bwShader = dxCreateShader("Shaders/bw.fx") self.godRayBaseShader = dxCreateShader("Shaders/godRayBase.fx") self.sunShader = dxCreateShader("Shaders/sun.fx") self.godRayShader = dxCreateShader("Shaders/godrays.fx") self.lensFlareShader = dxCreateShader("Shaders/lensflares.fx") self.dynamicLightShader = dxCreateShader("Shaders/dynamiclight.fx", 1000, 0, false, "world,ped,object,other") self.vehicleShader = dxCreateShader("Shaders/vehicle.fx", 1000, 0, false, "vehicle") if (not self.dynamicLightShader) or (not self.vehicleShader) or (not self.bwShader) or (not self.godRayBaseShader) or (not self.sunShader) or (not self.godRayShader) or (not self.lensFlareShader) or (not self.screenSource) or (not self.renderTargetBW) or (not self.renderTargetSun) or (not self.renderTargetGodRaysBase) or (not self.renderTargetGodRays) then outputChatBox("Loading sun shader failed. Please use debuscript 3 for further details") self:removeShaders() else engineApplyShaderToWorldTexture(self.dynamicLightShader, "*") engineApplyShaderToWorldTexture(self.vehicleShader, "*") for _, texture in ipairs(self.excludingTextures) do engineRemoveShaderFromWorldTexture(self.dynamicLightShader, texture) end self.shadersEnabled = "true" end end end function SunShader:update() if (self.dynamicLightShader) and (self.vehicleShader) and (self.bwShader) and (self.godRayBaseShader) and (self.sunShader) and (self.godRayShader) and (self.lensFlareShader) and (self.screenSource) and (self.renderTargetBW) and (self.renderTargetSun) and (self.renderTargetGodRaysBase) and (self.renderTargetGodRays) then self.sunX, self.sunY, self.sunZ = self.sun:getSunPosition() self.sunScreenX, self.sunScreenZ = getScreenFromWorldPosition(self.sunX, self.sunY, self.sunZ, 1, true) if (self.sun) then if (self.sunScreenX) and (self.sunScreenZ) then dxUpdateScreenSource(self.screenSource) showPlayerHudComponent("all", false) setTime(12,0) setSunSize(0) setSunColor (0, 0, 0, 0, 0, 0) setSkyGradient(90, 85, 120, 120, 130, 175) setCloudsEnabled(false) setFarClipDistance(1000) setFogDistance(950) -- object lighting dxSetShaderValue(self.dynamicLightShader, "sunPos", {self.sunX, self.sunY, self.sunZ}) dxSetShaderValue(self.dynamicLightShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.dynamicLightShader, "ambientColor", self.sunColorOuter) -- vehicle lighting dxSetShaderValue(self.vehicleShader, "sunPos", {self.sunX, self.sunY, self.sunZ}) dxSetShaderValue(self.vehicleShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.vehicleShader, "ambientColor", self.sunColorOuter) -- scenario bw dxSetShaderValue(self.bwShader, "screenSource", self.screenSource) dxSetShaderValue(self.bwShader, "viewDistance", self.viewDistance) dxSetRenderTarget(self.renderTargetBW, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.bwShader) dxSetRenderTarget() -- sun dxSetShaderValue(self.sunShader, "screenSource", self.screenSource) dxSetShaderValue(self.sunShader, "bwSource", self.renderTargetBW) dxSetShaderValue(self.sunShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetShaderValue(self.sunShader, "sunColorInner", self.sunColorInner) dxSetShaderValue(self.sunShader, "sunColorOuter", self.sunColorOuter) dxSetShaderValue(self.sunShader, "sunSize", self.sunSize) dxSetRenderTarget(self.renderTargetSun, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.sunShader) dxSetRenderTarget() -- godray base dxSetShaderValue(self.godRayBaseShader, "screenSource", self.screenSource) dxSetShaderValue(self.godRayBaseShader, "renderTargetBW", self.renderTargetBW) dxSetShaderValue(self.godRayBaseShader, "renderTargetSun", self.renderTargetSun) dxSetShaderValue(self.godRayBaseShader, "screenSize", {self.screenWidth, self.screenHeight}) dxSetRenderTarget(self.renderTargetGodRaysBase, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.godRayBaseShader) dxSetRenderTarget() -- godrays dxSetShaderValue(self.godRayShader, "sunLight", self.renderTargetGodRaysBase) dxSetShaderValue(self.godRayShader, "lensDirt", self.lensFlareDirt) dxSetShaderValue(self.godRayShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetRenderTarget(self.renderTargetGodRays, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.godRayShader) dxSetRenderTarget() -- lensflares dxSetShaderValue(self.lensFlareShader, "screenSource", self.screenSource) dxSetShaderValue(self.lensFlareShader, "sunLight", self.renderTargetGodRays) dxSetShaderValue(self.lensFlareShader, "lensDirt", self.lensFlareDirt) dxSetShaderValue(self.lensFlareShader, "lensChroma", self.lensFlareChroma) dxSetShaderValue(self.lensFlareShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetShaderValue(self.lensFlareShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.lensFlareShader, "screenSize", {self.screenWidth, self.screenHeight}) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.lensFlareShader) end end end dxDrawRectangle (0, self.screenHeight * 0.5, self.screenWidth * 0.14, self.screenHeight * 0.25, tocolor(0, 0, 0, 150), false) dxDrawText("Sun Shader:", 5, self.screenHeight * 0.52, 5, self.screenHeight * 0.52, tocolor (255, 200, 0, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) if (getFps()) and (getFps() > 30) then dxDrawText("#FFFFFFFPS: #00FF00" .. getFps(), 5, self.screenHeight * 0.56, 5, self.screenHeight * 0.56, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) else dxDrawText("#FFFFFFFPS: #FF0000" .. getFps(), 5, self.screenHeight * 0.56, 5, self.screenHeight * 0.56, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) end dxDrawText("Shaders enabled: " .. self.shadersEnabled, 5, self.screenHeight * 0.58, 5, self.screenHeight * 0.58, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) if (self.sun) then dxDrawText("Debug enabled: " .. self.sun.isDebugMode, 5, self.screenHeight * 0.60, 5, self.screenHeight * 0.60, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosX: " .. math.floor(self.sunX + 0.5), 5, self.screenHeight * 0.62, 5, self.screenHeight * 0.62, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosY: " .. math.floor(self.sunY + 0.5), 5, self.screenHeight * 0.64, 5, self.screenHeight * 0.64, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosZ: " .. math.floor(self.sunZ + 0.5), 5, self.screenHeight * 0.66, 5, self.screenHeight * 0.66, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) else dxDrawText("Debug enabled: false", 5, self.screenHeight * 0.60, 5, self.screenHeight * 0.60, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosX: -", 5, self.screenHeight * 0.62, 5, self.screenHeight * 0.62, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosY: -", 5, self.screenHeight * 0.64, 5, self.screenHeight * 0.64, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosZ: -", 5, self.screenHeight * 0.66, 5, self.screenHeight * 0.66, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) end dxDrawText("Press 'M' to enable/disable shaders.", 5, self.screenHeight * 0.70, 5, self.screenHeight * 0.70, tocolor (255, 128, 0, 200), 0.75, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) dxDrawText("Press 'N' to enable/disable debugmode.", 5, self.screenHeight * 0.72, 5, self.screenHeight * 0.72, tocolor (255, 128, 0, 200), 0.75, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) end function SunShader:removeShaders() removeEventHandler("onClientRender", root, self.m_Update) if (self.dynamicLightShader) then destroyElement(self.dynamicLightShader) self.dynamicLightShader = nil end
  14. so can you make example ?
  15. hey there where is the error in this code addEventHandler ( "onPlayerWasted", root, function ( ) setPedAnimation ( source, knife_hit3 ) end )
  16. hey there i had an idea ..how about that gta 5 hud? I saw that picture here.... http://img2.wikia.nocookie.net/__cb2013 ... ection.png I would pay also if someone could make that something like that maybe also on weapen chose slow motin or soemthing ...thx
  17. The custom mta radar doesnt disappear... and it says:bad argument setplayerHud component visible : expected hud component at argument got string radar
  18. hello i have this resource here its a radar gta 5 style but it says bad argument setplayerHud component visible : expected hud component at argument got string radar. pls help me --[[ # Resource Name Grand Theft Auto V | Radar # Author Rage # Date created 25.04.2014 # Last update 17.07.2014 # Copyright (c) If you edit it, then please respect me and keep the credits. --]] local screenW,screenH = guiGetScreenSize() local resW,resH = 1280,720 local sW,sH = (screenW/resW), (screenH/resH) local turn = true local alpha = 255 addEventHandler( "onClientResourceStart", resourceRoot, function() setPlayerHudComponentVisible ( "radar", false ) --# Create Textures hudMaskFX = dxCreateShader("mask.fx") radarTexture = dxCreateTexture("img/radar_map.jpg") maskTexture = dxCreateTexture("img/radar_mask.png") checkTextures = ( hudMaskFX and radarTexture and maskTexture ) if not ( checkTextures ) then outputChatBox( "[GTA V Radar]: Could not create textures. Please use debugscript 3" ) else dxSetShaderValue( hudMaskFX, "sPicTexture", radarTexture ) dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) end end ) function drawRadar() if not ( checkTextures ) then return end dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) local x,y = getElementPosition( localPlayer ) local zoom = 13 x = ( x ) / 6000 y = ( y ) / -6000 dxSetShaderValue( hudMaskFX, "gUVPosition", x,y ) dxSetShaderValue( hudMaskFX, "gUVScale", 1/zoom, 1/zoom ) --# Get rotations local _, _, c_Rot = getElementRotation( getCamera()); local _, _, p_Rot = getElementRotation( localPlayer ) dxSetShaderValue( hudMaskFX, "gUVRotAngle", math.rad( -c_Rot )) local playerHealth = math.floor( getElementHealth( localPlayer )) local playerArmor = math.floor( getPedArmor( localPlayer )) local playerOxygen = math.floor( getPedOxygenLevel( localPlayer )) if ( playerHealth <= 50) then HP_Colour = tocolor(200, 0, 0, 190) HP_Alpha = tocolor(200, 0, 0, 100) else HP_Colour = tocolor(102, 204, 102, 190) HP_Alpha = tocolor(102, 204, 102, 100) end if ( playerHealth >= 101 ) then maxHealth = 200 else maxHealth = 100 end --# Alpha dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW, 9.2*sH, HP_Alpha) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW, 9.2*sH, tocolor(0, 102, 255, 100)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW, 9.2*sH, tocolor(255, 255, 0, 100)) --# Bars dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW/maxHealth*playerHealth, 9.2*sH, HP_Colour) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW/100*playerArmor, 9.2*sH, tocolor(0, 102, 255, 190)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW/1000*playerOxygen, 9.2*sH, tocolor(255, 255, 0, 190)) --# Minimap dxDrawImage(18*sW, 530*sH, 275*sW, 160*sH, "img/radar_cover.png", 0, 0, 0, tocolor(255, 255, 255, 255)) dxDrawImage(23*sW, 536*sH, 265*sW, 135*sH, hudMaskFX, 0,0,0, tocolor(255,255,255,210)) dxDrawImage(144*sW, 595*sH, 20*sW, 20*sH, "img/radar_player.png", -p_Rot+c_Rot, 0, 0, tocolor(255, 255, 255, 255)) --# Wanted local g_wl = getPlayerWantedLevel( localPlayer ) if ( g_wl > 0 ) then if ( turn == true ) then alpha = alpha + 5 if ( alpha > 180 ) then alpha = 180 turn = false end elseif ( turn == false ) then alpha = alpha - 5 if ( alpha < 0 ) then alpha = 0 turn = true end end dxDrawRectangle(23*sW, 536*sH, 265*sW, 135*sH, tocolor(0, 102, 255, alpha)) else return end end addEventHandler( "onClientRender", root, drawRadar) addEventHandler( "onClientResourceStop", resourceRoot, function() setPlayerHudComponentVisible ( "radar", true ) end)
  19. maybe you can do it that only soft shader and sun are anebled at the first moment and othersetting can be changed by the panel ..
  20. how you mean?? is there any other way to disable t he custom mta radar? still dosntwork
  21. hello i haev rages gta 5 radar....but the normal radar is still shown behind my gta 5 radar is there a way to make the normal radar disappear?? thx --[[ # Resource Name Grand Theft Auto V | Radar # Author Rage # Date created 25.04.2014 # Last update 17.07.2014 # Copyright (c) If you edit it, then please respect me and keep the credits. --]] local screenW,screenH = guiGetScreenSize() local resW,resH = 1280,720 local sW,sH = (screenW/resW), (screenH/resH) local turn = true local alpha = 255 addEventHandler( "onClientResourceStart", resourceRoot, function() setPlayerHudComponentVisible ( "radar", false ) --# Create Textures hudMaskFX = dxCreateShader("mask.fx") radarTexture = dxCreateTexture("img/radar_map.jpg") maskTexture = dxCreateTexture("img/radar_mask.png") checkTextures = ( hudMaskFX and radarTexture and maskTexture ) if not ( checkTextures ) then outputChatBox( "[GTA V Radar]: Could not create textures. Please use debugscript 3" ) else dxSetShaderValue( hudMaskFX, "sPicTexture", radarTexture ) dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) end end ) function drawRadar() if not ( checkTextures ) then return end dxSetShaderValue( hudMaskFX, "sMaskTexture", maskTexture ) local x,y = getElementPosition( localPlayer ) local zoom = 13 x = ( x ) / 6000 y = ( y ) / -6000 dxSetShaderValue( hudMaskFX, "gUVPosition", x,y ) dxSetShaderValue( hudMaskFX, "gUVScale", 1/zoom, 1/zoom ) --# Get rotations local _, _, c_Rot = getElementRotation( getCamera()); local _, _, p_Rot = getElementRotation( localPlayer ) dxSetShaderValue( hudMaskFX, "gUVRotAngle", math.rad( -c_Rot )) local playerHealth = math.floor( getElementHealth( localPlayer )) local playerArmor = math.floor( getPedArmor( localPlayer )) local playerOxygen = math.floor( getPedOxygenLevel( localPlayer )) if ( playerHealth <= 50) then HP_Colour = tocolor(200, 0, 0, 190) HP_Alpha = tocolor(200, 0, 0, 100) else HP_Colour = tocolor(102, 204, 102, 190) HP_Alpha = tocolor(102, 204, 102, 100) end if ( playerHealth >= 101 ) then maxHealth = 200 else maxHealth = 100 end --# Alpha dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW, 9.2*sH, HP_Alpha) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW, 9.2*sH, tocolor(0, 102, 255, 100)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW, 9.2*sH, tocolor(255, 255, 0, 100)) --# Bars dxDrawRectangle(23.5*sW, 676.5*sH, 130.5*sW/maxHealth*playerHealth, 9.2*sH, HP_Colour) dxDrawRectangle(156.6*sW, 676.5*sH, 65*sW/100*playerArmor, 9.2*sH, tocolor(0, 102, 255, 190)) dxDrawRectangle(225*sW, 676.5*sH, 62.6*sW/1000*playerOxygen, 9.2*sH, tocolor(255, 255, 0, 190)) --# Minimap dxDrawImage(18*sW, 530*sH, 275*sW, 160*sH, "img/radar_cover.png", 0, 0, 0, tocolor(255, 255, 255, 255)) dxDrawImage(23*sW, 536*sH, 265*sW, 135*sH, hudMaskFX, 0,0,0, tocolor(255,255,255,210)) dxDrawImage(144*sW, 595*sH, 20*sW, 20*sH, "img/radar_player.png", -p_Rot+c_Rot, 0, 0, tocolor(255, 255, 255, 255)) --# Wanted local g_wl = getPlayerWantedLevel( localPlayer ) if ( g_wl > 0 ) then if ( turn == true ) then alpha = alpha + 5 if ( alpha > 180 ) then alpha = 180 turn = false end elseif ( turn == false ) then alpha = alpha - 5 if ( alpha < 0 ) then alpha = 0 turn = true end end dxDrawRectangle(23*sW, 536*sH, 265*sW, 135*sH, tocolor(0, 102, 255, alpha)) else return end end addEventHandler( "onClientRender", root, drawRadar) addEventHandler( "onClientResourceStop", resourceRoot, function() setPlayerHudComponentVisible ( "radar", true ) end)
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