How can I make a 3dtextlabel to a vehicle that shows the health of the vehicle with green "X X X X X" letters and with 1000 health they are all green, 900 they are a different color and so on?
I'm not sure but you can't make 3dtext for a vehicle but you can use textdraw, I can give you a good scrip with name,health,speed of vehicle
pawn Код:
#include <a_samp>
#include <a_players>
forward UpdateSpeed();
enum SavePlayerPosEnum{
Float:LastX,
Float:LastY,
Float:LastZ
}
new SavePlayerPos[MAX_PLAYERS][SavePlayerPosEnum];
new UpdateSeconds;
new Text:Status_A;
new Text:Status_B;
new Text:Status_C[MAX_PLAYERS];
new Text:Status_D;
new Text:Status_E;
new Text:Status_F;
new CarName[][] =
{
"Landstalker", "Bravura", "Buffalo", "Linerunner", "Perrenial", "Sentinel",
"Dumper", "Firetruck", "Trashmaster", "Stretch", "Manana", "Infernus",
"Voodoo", "Pony", "Mule", "Cheetah", "Ambulance", "Leviathan", "Moonbeam",
"Esperanto", "Taxi", "Washington", "Bobcat", "Whoopee", "BF Injection",
"Hunter", "Premier", "Enforcer", "Securicar", "Banshee", "Predator", "Bus",
"Rhino", "Barracks", "Hotknife", "Trailer", "Previon", "Coach", "Cabbie",
"Stallion", "Rumpo", "RC Bandit", "Romero", "Packer", "Monster", "Admiral",
"Squalo", "Seasparrow", "Pizzaboy", "Tram", "Trailer", "Turismo", "Speeder",
"Reefer", "Tropic", "Flatbed", "Yankee", "Caddy", "Solair", "Berkley's RC Van",
"Skimmer", "PCJ-600", "Faggio", "Freeway", "RC Baron", "RC Raider", "Glendale",
"Oceanic","Sanchez", "Sparrow", "Patriot", "Quad", "Coastguard", "Dinghy",
"Hermes", "Sabre", "Rustler", "ZR-350", "Walton", "Regina", "Comet", "BMX",
"Burrito", "Camper", "Marquis", "Baggage", "Dozer", "Maverick", "News Chopper",
"Rancher", "FBI Rancher", "Virgo", "Greenwood", "Jetmax", "Hotring", "Sandking",
"Blista Compact", "Police Maverick", "Boxvillde", "Benson", "Mesa", "RC Goblin",
"Hotring Racer A", "Hotring Racer B", "Bloodring Banger", "Rancher", "Super GT",
"Elegant", "Journey", "Bike", "Mountain Bike", "Beagle", "Cropduster", "Stunt",
"Tanker", "Roadtrain", "Nebula", "Majestic", "Buccaneer", "Shamal", "Hydra",
"FCR-900", "NRG-500", "HPV1000", "Cement Truck", "Tow Truck", "Fortune",
"Cadrona", "FBI Truck", "Willard", "Forklift", "Tractor", "Combine", "Feltzer",
"Remington", "Slamvan", "Blade", "Freight", "Streak", "Vortex", "Vincent",
"Bullet", "Clover", "Sadler", "Firetruck", "Hustler", "Intruder", "Primo",
"Cargobob", "Tampa", "Sunrise", "Merit", "Utility", "Nevada", "Yosemite",
"Windsor", "Monster", "Monster", "Uranus", "Jester", "Sultan", "Stratium",
"Elegy", "Raindance", "RC Tiger", "Flash", "Tahoma", "Savanna", "Bandito",
"Freight Flat", "Streak Carriage", "Kart", "Mower", "Dune", "Sweeper",
"Broadway", "Tornado", "AT-400", "DFT-30", "Huntley", "Stafford", "BF-400",
"News Van", "Tug", "Trailer", "Emperor", "Wayfarer", "Euros", "Hotdog", "Club",
"Freight Box", "Trailer", "Andromada", "Dodo", "RC Cam", "Launch", "Police Car",
"Police Car", "Police Car", "Police Ranger", "Picador", "S.W.A.T", "Alpha",
"Phoenix", "Glendale", "Sadler", "Luggage", "Luggage", "Stairs", "Boxville",
"Tiller", "Utility Trailer"
};
public OnFilterScriptInit()
{
print("................................................................................");
print(".");
print("..");
print("...");
print(".... Speedometer has loaded!");
print("...");
print("..");
print(".");
print("................................................................................");
SetTimer("UpdateSpeed",500, 1);
return 1;
}
public OnFilterScriptExit()
{
for(new i=0; i<MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i) && IsPlayerInAnyVehicle(i))
{
TextDrawDestroy(Status_A);
TextDrawDestroy(Status_B);
TextDrawDestroy(Status_C[i]);
TextDrawDestroy(Status_D);
TextDrawDestroy(Status_E);
TextDrawDestroy(Status_F);
}
}
print("................................................................................");
print(".");
print("..");
print("...");
print(".... Speedometer has unloaded!");
print("...");
print("..");
print(".");
print("................................................................................");
return 1;
}
public OnPlayerStateChange(playerid, newstate, oldstate)
{
if(newstate == PLAYER_STATE_ONFOOT)
{
TextDrawHideForPlayer(playerid,Status_A);
TextDrawHideForPlayer(playerid,Status_B);
TextDrawHideForPlayer(playerid,Status_C[playerid]);
TextDrawHideForPlayer(playerid,Status_D);
TextDrawHideForPlayer(playerid,Status_E);
TextDrawHideForPlayer(playerid,Status_F);
}
return 1;
}
public UpdateSpeed()
{
new Float:x,Float:y,Float:z;
new Float:distance,value,string[256];
new Float:health;
for(new i=0; i<MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i) && IsPlayerInAnyVehicle(i))
{
TextDrawDestroy(Status_A);
TextDrawDestroy(Status_B);
TextDrawDestroy(Status_C[i]);
TextDrawDestroy(Status_D);
TextDrawDestroy(Status_E);
TextDrawDestroy(Status_F);
}
}
for(new i=0; i<MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i) && IsPlayerInAnyVehicle(i))
{
GetPlayerPos(i, x, y, z);
GetVehicleHealth(GetPlayerVehicleID(i), health);
distance = floatsqroot(floatpower(floatabs(floatsub(x,SavePlayerPos[i][LastX])),2)+floatpower(floatabs(floatsub(y,SavePlayerPos[i][LastY])),2)+floatpower(floatabs(floatsub(z,SavePlayerPos[i][LastZ])),2));
value = floatround(distance * 5000);
if(UpdateSeconds > 1)
{
value = floatround(value / UpdateSeconds);
}
format(string,sizeof(string),"Car: ~r~%s~n~~w~Health: ~r~%0.0f%%~n~~n~~g~SPEED:~w~~n~MPH: ~y~%d~w~~n~KM/h: ~y~%d",CarName[GetVehicleModel(GetPlayerVehicleID(i))-400],health/10,floatround(value/1600),floatround(value/1000));
Status_A = TextDrawCreate(88.000000,264.000000,"xD");
Status_B = TextDrawCreate(87.000000,251.000000,"~b~~h~~h~Car Status");
Status_C[i] = TextDrawCreate(87.000000,274.000000,string);
Status_D = TextDrawCreate(30.000000,264.000000,"x");
Status_E = TextDrawCreate(88.000000,334.000000,"x");
Status_F = TextDrawCreate(147.000000,265.000000,"x");
TextDrawUseBox(Status_A,1);
TextDrawBoxColor(Status_A,0x00000066);
TextDrawTextSize(Status_A,0.000000,113.000000);
TextDrawUseBox(Status_D,1);
TextDrawBoxColor(Status_D,0x000000ff);
TextDrawTextSize(Status_D,-2.000000,-4.000000);
TextDrawUseBox(Status_E,1);
TextDrawBoxColor(Status_E,0x000000ff);
TextDrawTextSize(Status_E,-10.000000,113.000000);
TextDrawUseBox(Status_F,1);
TextDrawBoxColor(Status_F,0x000000ff);
TextDrawTextSize(Status_F,-1.000000,-4.000000);
TextDrawAlignment(Status_A,2);
TextDrawAlignment(Status_B,2);
TextDrawAlignment(Status_C[i],2);
TextDrawAlignment(Status_D,2);
TextDrawAlignment(Status_E,2);
TextDrawAlignment(Status_F,2);
TextDrawBackgroundColor(Status_A,0x000000ff);
TextDrawBackgroundColor(Status_B,0x000000ff);
TextDrawBackgroundColor(Status_C[i],0x000000ff);
TextDrawBackgroundColor(Status_D,0x000000ff);
TextDrawBackgroundColor(Status_E,0x000000ff);
TextDrawBackgroundColor(Status_F,0x000000ff);
TextDrawFont(Status_A,3);
TextDrawLetterSize(Status_A,-0.000000,7.299998);
TextDrawFont(Status_B,0);
TextDrawLetterSize(Status_B,0.799999,1.900000);
TextDrawFont(Status_C[i],1);
TextDrawLetterSize(Status_C[i],0.299999,0.899999);
TextDrawFont(Status_D,3);
TextDrawLetterSize(Status_D,0.000000,7.299998);
TextDrawFont(Status_E,3);
TextDrawLetterSize(Status_E,-0.000000,-0.400000);
TextDrawFont(Status_F,3);
TextDrawLetterSize(Status_F,-0.000000,7.299999);
TextDrawColor(Status_A,0xffffffff);
TextDrawColor(Status_B,0xffffffff);
TextDrawColor(Status_C[i],0xffffffff);
TextDrawColor(Status_D,0xffffffff);
TextDrawColor(Status_E,0xffffffff);
TextDrawColor(Status_F,0xffffffff);
TextDrawSetOutline(Status_A,1);
TextDrawSetOutline(Status_B,1);
TextDrawSetOutline(Status_C[i],1);
TextDrawSetOutline(Status_D,1);
TextDrawSetOutline(Status_E,1);
TextDrawSetOutline(Status_F,1);
TextDrawSetProportional(Status_A,1);
TextDrawSetProportional(Status_B,1);
TextDrawSetProportional(Status_C[i],1);
TextDrawSetProportional(Status_D,1);
TextDrawSetProportional(Status_E,1);
TextDrawSetProportional(Status_F,1);
TextDrawSetShadow(Status_A,1);
TextDrawSetShadow(Status_B,1);
TextDrawSetShadow(Status_C[i],1);
TextDrawSetShadow(Status_D,1);
TextDrawSetShadow(Status_E,1);
TextDrawSetShadow(Status_F,1);
TextDrawShowForPlayer(i,Status_A);
TextDrawShowForPlayer(i,Status_B);
TextDrawShowForPlayer(i,Status_C[i]);
TextDrawShowForPlayer(i,Status_D);
TextDrawShowForPlayer(i,Status_E);
TextDrawShowForPlayer(i,Status_F);
}
SavePlayerPos[i][LastX] = x;
SavePlayerPos[i][LastY] = y;
SavePlayerPos[i][LastZ] = z;
}
}