TheGuyNL Posted February 21, 2012 Share Posted February 21, 2012 Hey, How can I enable the nametags in Race gamemode support color codes? Link to comment
HunT Posted February 21, 2012 Share Posted February 21, 2012 replace the dxDrawText with dxDrawColorText function here : function dxDrawColorText(str, ax, ay, bx, by, color, scale, font) local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) ax = ax + w color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end last = e + 1 s, e, cap, col = str:find(pat, last) end if last <= #str then cap = str:sub(last) local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) end end Link to comment
TheGuyNL Posted February 21, 2012 Author Share Posted February 21, 2012 In what lua should I look in the race resource? Link to comment
Discord Moderators Zango Posted February 21, 2012 Discord Moderators Share Posted February 21, 2012 How about nametags.lua Link to comment
TheGuyNL Posted February 21, 2012 Author Share Posted February 21, 2012 Tried, didn't work Link to comment
Evil-Cod3r Posted February 21, 2012 Share Posted February 21, 2012 try my script ------------- By Evil-Cod3er v1.0 ------------- ------------- local x, y = guiGetScreenSize() function PlayerNameTags() local players = getElementsByType("player") for k,v in ipairs(players) do if v == getLocalPlayer() then else local r = getElementData(v,"red") local g = getElementData(v,"green") local b = getElementData(v,"blue") local x1,y1,z1 = getElementPosition (getLocalPlayer()) local x2,y2,z2 = getElementPosition (v) local visibleto = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2) if visibleto > 75 then else local sx,sy = getScreenFromWorldPosition ( x2,y2,z2+1.05 ) if not sx and not sy then else dxDrawText ( string.gsub ( getPlayerName ( v ), "#%x%x%x%x%x%x", "" ).."", sx,sy,sx,sy, tocolor(r,g,b,255), 1.8-visibleto/50, "default-bold", "center","top",false,false,false ) if y/102-visibleto/5 < 0 then else dxDrawRectangle ( sx-x/13/2+visibleto/2, sy+y/27.2-visibleto/3, x/13-visibleto,y/102-visibleto/10, tocolor(0,0,0,255) ) dxDrawRectangle ( sx-x/14/2+visibleto/2, sy+y/25-visibleto/3, x/14-visibleto,y/146.3-visibleto/10, tocolor(100,0,0,245) ) if getElementHealth(v) < 1 then else dxDrawRectangle ( sx-x/14/2+visibleto/2, sy+y/25-visibleto/3, x/14*getElementHealth(v)/100-visibleto,y/146.3-visibleto/10, tocolor(190,0,0,245) ) end local armor = getPedArmor(v) if armor and armor > 0 then dxDrawRectangle ( sx-x/13/2+visibleto/2, sy+y/40.2-visibleto/3, x/13-visibleto,y/102-visibleto/10, tocolor(0,0,0,255) ) dxDrawRectangle ( sx-x/14/2+visibleto/2, sy+y/38-visibleto/3, x/14-visibleto,y/146.3-visibleto/10, tocolor(100,100,100,245) ) dxDrawRectangle ( sx-x/14/2+visibleto/2, sy+y/38-visibleto/3, x/14*armor/100-visibleto,y/146.3-visibleto/10, tocolor(190,190,190,245) ) end end end end end end end addEventHandler("onClientRender",getRootElement(),PlayerNameTags) ---- end of the script Link to comment
GTX Posted February 21, 2012 Share Posted February 21, 2012 nametag = {} local nametags = {} local g_screenX,g_screenY = guiGetScreenSize() local bHideNametags = false local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out local NAMETAG_DISTANCE = 120 --Distance until we're gone local NAMETAG_ALPHA = 120 --The overall alpha level of the nametag --The following arent actual pixel measurements, they're just proportional constraints local NAMETAG_TEXT_BAR_SPACE = 2 local NAMETAG_WIDTH = 50 local NAMETAG_HEIGHT = 5 local NAMETAG_TEXTSIZE = 0.26 local NAMETAG_OUTLINE_THICKNESS = 1.2 -- local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY -- -- If 1 then it shows your own nametag, else it will make invisible Testing = 0 -- Ensure the name tag doesn't get too big local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} } -- Ensure the text doesn't get too small/unreadable local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} } -- Make the text a bit brighter and fade more gradually local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} } function nametag.create ( player ) nametags[player] = true end function nametag.destroy ( player ) nametags[player] = nil end addEventHandler ( "onClientRender", g_Root, function() -- Hideous quick fix -- for i,player in ipairs(g_Players) do if player ~= g_Me or Testing == 1 then setPlayerNametagShowing ( player, false ) if not nametags[player] then nametag.create ( player ) end end end if bHideNametags then return end local x,y,z = getCameraMatrix() for player in pairs(nametags) do while true do if not isPedInVehicle(player) or isPlayerDead(player) then break end local vehicle = getPedOccupiedVehicle(player) local px,py,pz = getElementPosition ( vehicle ) local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) if pdistance <= NAMETAG_DISTANCE then --Get screenposition local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) if not sx or not sy then break end --Calculate our components local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) scale = math.evalCurve(maxScaleCurve,scale) local textscale = math.evalCurve(textScaleCurve,scale) local textalpha = math.evalCurve(textAlphaCurve,alpha) local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) --Draw our text local r,g,b = 255,255,255 local team = getPlayerTeam(player) if team then r,g,b = getTeamColor(team) end local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 -- There will be the font name font = "bankgothic" -- As you can see, i'm using bankgothic font dxDrawColorText ( string.gsub(getPlayerNametagText(player),'#%x%x%x%x%x%x',''), sx + 1, sy - offset + 1, sx + 1, sy - offset + 1, tocolor(0,0,0,textalpha), textscale*NAMETAG_TEXTSIZE, font, "center", "bottom", false, false, false ) dxDrawColorText ( getPlayerNametagText(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, font, "center", "bottom", false, false, false ) --We draw three parts to make the healthbar. First the outline/background local drawX = sx - NAMETAG_WIDTH*scale/2 drawY = sy + offset local width,height = NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) ) --Next the inner background local health = getElementHealth(vehicle) health = math.max(health - 250, 0)/750 local p = -510*(health^2) local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, width - outlineThickness*2, height - outlineThickness*2, tocolor(r,g,0,0.4*alpha) ) --Finally, the actual health dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, health*(width - outlineThickness*2), height - outlineThickness*2, tocolor(r,g,0,alpha) ) end break end end end ) ---------------THE FOLLOWING IS THE MANAGEMENT OF NAMETAGS----------------- addEventHandler('onClientResourceStart', g_ResRoot, function() for i,player in ipairs(getElementsByType"player") do if player ~= g_Me or Testing == 1 then nametag.create ( player ) end end end ) addEventHandler ( "onClientPlayerJoin", g_Root, function() if source == g_Me then return end setPlayerNametagShowing ( source, false ) nametag.create ( source ) end ) addEventHandler ( "onClientPlayerQuit", g_Root, function() nametag.destroy ( source ) end ) addEvent ( "onClientScreenFadedOut", true ) addEventHandler ( "onClientScreenFadedOut", g_Root, function() bHideNametags = true end ) addEvent ( "onClientScreenFadedIn", true ) addEventHandler ( "onClientScreenFadedIn", g_Root, function() bHideNametags = false end ) function dxDrawColorText(str, ax, ay, bx, by, color, scale, font, alignX, alignY) if alignX then if alignX == "center" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = ax + (bx-ax)/2 - w/2 elseif alignX == "right" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = bx - w end end if alignY then if alignY == "center" then local h = dxGetFontHeight(scale, font) ay = ay + (by-ay)/2 - h/2 elseif alignY == "bottom" then local h = dxGetFontHeight(scale, font) ay = by - h end end local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) ax = ax + w color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end last = e + 1 s, e, cap, col = str:find(pat, last) end if last <= #str then cap = str:sub(last) local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) end end Link to comment
drk Posted February 21, 2012 Share Posted February 21, 2012 Use my edited dxDrawColorText. You can bring the dx text to front / back and activate/desativate wordbreak and clip. function dxDrawColoredText(str, ax, ay, bx, by, color, scale, font, left, top, clip, wordbreak, postGUI) local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor( tonumber( "0x"..col:sub( 1, 2 ) ), tonumber( "0x"..col:sub( 3, 4 ) ), tonumber( "0x"..col:sub( 5, 6 ) ), 255 ) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText( cap, ax, ay, ax + w, by, color, scale, font ) ax = ax + w color = tocolor( tonumber( "0x"..col:sub( 1, 2 ) ), tonumber( "0x"..col:sub( 3, 4 ) ), tonumber( "0x"..col:sub( 5, 6 ) ), 255 ) end last = e + 1 s, e, cap, col = str:find( pat, last ) end if last <= #str then cap = str:sub( last ) local w = dxGetTextWidth( cap, scale, font ) dxDrawText( cap, ax, ay, ax + w, by, color, scale, font, left, top, clip, wordbreak, postGUI ) end end Example: dxDrawColoredText(getPlayerName(thePlayer),posX,posY,width,height,tocolor(255,255,255,255),0.6,"pricedown","center","center",false,false,true) Link to comment
TheGuyNL Posted February 21, 2012 Author Share Posted February 21, 2012 nametag = {} local nametags = {} local g_screenX,g_screenY = guiGetScreenSize() local bHideNametags = false local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out local NAMETAG_DISTANCE = 120 --Distance until we're gone local NAMETAG_ALPHA = 120 --The overall alpha level of the nametag --The following arent actual pixel measurements, they're just proportional constraints local NAMETAG_TEXT_BAR_SPACE = 2 local NAMETAG_WIDTH = 50 local NAMETAG_HEIGHT = 5 local NAMETAG_TEXTSIZE = 0.26 local NAMETAG_OUTLINE_THICKNESS = 1.2 -- local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY -- -- If 1 then it shows your own nametag, else it will make invisible Testing = 0 -- Ensure the name tag doesn't get too big local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} } -- Ensure the text doesn't get too small/unreadable local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} } -- Make the text a bit brighter and fade more gradually local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} } function nametag.create ( player ) nametags[player] = true end function nametag.destroy ( player ) nametags[player] = nil end addEventHandler ( "onClientRender", g_Root, function() -- Hideous quick fix -- for i,player in ipairs(g_Players) do if player ~= g_Me or Testing == 1 then setPlayerNametagShowing ( player, false ) if not nametags[player] then nametag.create ( player ) end end end if bHideNametags then return end local x,y,z = getCameraMatrix() for player in pairs(nametags) do while true do if not isPedInVehicle(player) or isPlayerDead(player) then break end local vehicle = getPedOccupiedVehicle(player) local px,py,pz = getElementPosition ( vehicle ) local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) if pdistance <= NAMETAG_DISTANCE then --Get screenposition local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) if not sx or not sy then break end --Calculate our components local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) scale = math.evalCurve(maxScaleCurve,scale) local textscale = math.evalCurve(textScaleCurve,scale) local textalpha = math.evalCurve(textAlphaCurve,alpha) local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) --Draw our text local r,g,b = 255,255,255 local team = getPlayerTeam(player) if team then r,g,b = getTeamColor(team) end local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 -- There will be the font name font = "bankgothic" -- As you can see, i'm using bankgothic font dxDrawColorText ( string.gsub(getPlayerNametagText(player),'#%x%x%x%x%x%x',''), sx + 1, sy - offset + 1, sx + 1, sy - offset + 1, tocolor(0,0,0,textalpha), textscale*NAMETAG_TEXTSIZE, font, "center", "bottom", false, false, false ) dxDrawColorText ( getPlayerNametagText(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, font, "center", "bottom", false, false, false ) --We draw three parts to make the healthbar. First the outline/background local drawX = sx - NAMETAG_WIDTH*scale/2 drawY = sy + offset local width,height = NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) ) --Next the inner background local health = getElementHealth(vehicle) health = math.max(health - 250, 0)/750 local p = -510*(health^2) local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, width - outlineThickness*2, height - outlineThickness*2, tocolor(r,g,0,0.4*alpha) ) --Finally, the actual health dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, health*(width - outlineThickness*2), height - outlineThickness*2, tocolor(r,g,0,alpha) ) end break end end end ) ---------------THE FOLLOWING IS THE MANAGEMENT OF NAMETAGS----------------- addEventHandler('onClientResourceStart', g_ResRoot, function() for i,player in ipairs(getElementsByType"player") do if player ~= g_Me or Testing == 1 then nametag.create ( player ) end end end ) addEventHandler ( "onClientPlayerJoin", g_Root, function() if source == g_Me then return end setPlayerNametagShowing ( source, false ) nametag.create ( source ) end ) addEventHandler ( "onClientPlayerQuit", g_Root, function() nametag.destroy ( source ) end ) addEvent ( "onClientScreenFadedOut", true ) addEventHandler ( "onClientScreenFadedOut", g_Root, function() bHideNametags = true end ) addEvent ( "onClientScreenFadedIn", true ) addEventHandler ( "onClientScreenFadedIn", g_Root, function() bHideNametags = false end ) function dxDrawColorText(str, ax, ay, bx, by, color, scale, font, alignX, alignY) if alignX then if alignX == "center" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = ax + (bx-ax)/2 - w/2 elseif alignX == "right" then local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) ax = bx - w end end if alignY then if alignY == "center" then local h = dxGetFontHeight(scale, font) ay = ay + (by-ay)/2 - h/2 elseif alignY == "bottom" then local h = dxGetFontHeight(scale, font) ay = by - h end end local pat = "(.-)#(%x%x%x%x%x%x)" local s, e, cap, col = str:find(pat, 1) local last = 1 while s do if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end if s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) ax = ax + w color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end last = e + 1 s, e, cap, col = str:find(pat, last) end if last <= #str then cap = str:sub(last) local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) end end Worked, thanks. 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