alemam Posted November 12, 2015 Share Posted November 12, 2015 I need help to add the class to this name tag -------[EDITED] mR|Monster---------------------------[ORIGINAL AUTHOR] Yakuza.Real --------- srfont = dxCreateFont("font.ttf",13) g_Root = getRootElement() g_ResRoot = getResourceRootElement(getThisResource()) g_Players = getElementsByType('player') g_Me = getLocalPlayer() 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 = 100 --Distance until we're gone local NAMETAG_ALPHA = 255 --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 = 0.3 local NAMETAG_OUTLINE_THICKNESS = 1.2 -- local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY -- 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 isElement(player) then if player ~= g_Me then setPlayerNametagShowing ( player, false ) if not nametags[player] then nametag.create ( player ) end end end end if bHideNametags then return end local x,y,z = getCameraMatrix() for player in pairs(nametags) do while true do if not isElement(player) then break end if getElementDimension(player) ~= getElementDimension(g_Me) then break end local px,py,pz = getElementPosition ( player ) if processLineOfSight(x, y, z, px, py, pz, true, false, false, true, false, true) then break end 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 = getPlayerNametagColor(player) local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 local w = dxGetTextWidth(getPlayerNameR(player), textscale * NAMETAG_TEXTSIZE, srfont) / 2 dxDrawText ( getPlayerNameR(player), sx, sy - offset, sx, sy - offset, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, srfont, "center", "bottom", false, false, false ) dxDrawColorText ( getPlayerName(player), sx-w, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, srfont, "center", "bottom", false, false, false ) 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(0,0,0,50) ) --Next the inner background local health local p local r,g health = getElementHealth ( player ) health = math.max(health, 0)/100 p = -510*(health^2) r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) if health > 1.0 then health = 1.0 end dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, width - outlineThickness*2, height - outlineThickness*2, tocolor(0,0,0,50) ) --Finally, the actual health dxDrawRectangle ( drawX + outlineThickness, drawY + outlineThickness, health*(width - outlineThickness*2), height - outlineThickness*2, tocolor(0,100,255,100) ) 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 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 ) -- Math functions function math.lerp(from,to,alpha) return from + (to-from) * alpha end -- curve is { {x1, y1}, {x2, y2}, {x3, y3} ... } function math.evalCurve( curve, input ) -- First value if input return curve[1][2] end -- Interp value for idx=2,#curve do if input local x1 = curve[idx-1][1] local y1 = curve[idx-1][2] local x2 = curve[idx][1] local y2 = curve[idx][2] -- Find pos between input points local alpha = (input - x1)/(x2 - x1); -- Map to output points return math.lerp(y1,y2,alpha) end end -- Last value return curve[#curve][2] end function removeColorCoding ( name ) return type(name)=='string' and string.gsub ( name, '#%x%x%x%x%x%x', '' ) or name end function getPlayerNameR ( player ) return removeColorCoding ( getPlayerName ( player ) ) end function dxDrawColorText(str, ax, ay, bx, by, color, scale, font,alignX,alignY,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 s ~= 1 or cap ~= "" then local w = dxGetTextWidth(cap, scale, font) dxDrawText(cap, ax, ay, ax + w, by, color, scale, font,alignX,alignY,clip, wordBreak, postGUI) ax = ax + w color = tocolor(tonumber("0x"..string.sub(col, 1, 2)), tonumber("0x"..string.sub(col, 3, 4)), tonumber("0x"..string.sub(col, 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,alignX,alignY,clip, wordBreak, postGUI) end end Link to comment
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