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Found 2 results

  1. Hi! I want to make a gamemode, with a loading lobby. BUT i have lobbys in different dimensions, but the dimensions ID is not fix. How can i load the maps to different dimensions in every time.
  2. http://imgur.com/a/og3e5 this is the problem, how to fix this? code: local screenW, screenH = guiGetScreenSize() addEventHandler("onClientRender", root, function() local x, y, z = getElementPosition(localPlayer) local location = getZoneName ( x, y, z ) dxDrawImage(screenW * 0.0076, screenH * 0.7300, screenW * 0.2194, screenH * 0.2422, "mapbg.png", 360, 0, 0, tocolor(255, 255, 255, 255), false) dxDrawText(location, screenW * 0.0965, screenH * 0.7370, screenW * 0.2250, screenH * 0.7567, tocolor(118, 224, 90, 255), 1.00, "default-bold", "left", "center", false, false, true, false, false) end ) addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), function () setPlayerHudComponentVisible( "area_name", false ) end) local sx, sy = guiGetScreenSize() local rt = dxCreateRenderTarget(290, 175) local xFactor, yFactor = sx/1366, sy/768 local yFactor = xFactor function findRotation(x1,y1,x2,y2) local t = -math.deg(math.atan2(x2-x1,y2-y1)) if t < 0 then t = t + 360 end; return t; end function getPointFromDistanceRotation(x, y, dist, angle) local a = math.rad(90 - angle); local dx = math.cos(a) * dist; local dy = math.sin(a) * dist; return x+dx, y+dy; end function drawRadar() showPlayerHudComponent("radar", false) if disableGTASAhealth then showPlayerHudComponent("health", false) end if disableGTASAarmor then showPlayerHudComponent("armour", false) end if disableGTASAoxygen then showPlayerHudComponent("breath", false) end if (not isPlayerMapVisible()) then local mW, mH = dxGetMaterialSize(rt) local x, y = getElementPosition(localPlayer) local X, Y = mW/2 -(x/(6000/worldW)), mH/2 +(y/(6000/worldH)) local camX,camY,camZ = getElementRotation(getCamera()) dxSetRenderTarget(rt, true) if alwaysRenderMap or getElementInterior(localPlayer) == 0 then dxDrawRectangle(0, 0, mW, mH, 0xFF5E656B) dxDrawImage(X - worldW/2, mH/5 + (Y - worldH/2), worldW, worldH, "image/world.jpg", camZ, (x/(6000/worldW)), -(y/(6000/worldH)), tocolor(255, 255, 255, 255)) end dxSetRenderTarget() -- dxDrawRectangle((10)*xFactor, sy-((200+10))*yFactor, (300)*xFactor, (200)*yFactor, tocolor(0, 0, 0, 175)) dxDrawImage((10+5)*xFactor, sy-((200+5))*yFactor, (300-10)*xFactor, (175)*yFactor, rt, 0, 0, 0, tocolor(255, 255, 255, 255)) (this not the full code)