Merhaba kendi nametag scriptimin kendimde gözükmesini istiyorum nasıl yapabilirim...
-------[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<curve[1][1] then
return curve[1][2]
end
-- Interp value
for idx=2,#curve do
if input<curve[idx][1] then
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