Textdraws acting weird, back into early samp..
#1

I thought this problem was already solved and not witnessed again but there, it came back and specifically to me..I have about 50-60 Player Textdraws create when a person joins the server, everything is fine up to the point where I start to show some of them, I have about 30-35 which are shown and never hidden, now if I show up some more, they start acting weird like I have a textdraw which is a sprite with font 4 yet it writes the whole sprite as text on the screen and doesnt somehow apply the font, next thing, another textdraw gets a huge amount of text size increased for no reason, some ugly shadow also appears.. can't find the source of these bugs and this was in earlier versions of samp only..

edit: some code if u want ^^

pawn Код:
Checkpoint[0][playerid] = CreatePlayerTextDraw(playerid, 219.200012, 328.035339, "hud:radar_gangp");
    PlayerTextDrawLetterSize(playerid, Checkpoint[0][playerid], 0.449999, 1.600000);
    PlayerTextDrawTextSize(playerid, Checkpoint[0][playerid], 201.999984, 50.275485);
    PlayerTextDrawAlignment(playerid, Checkpoint[0][playerid], 1);
    PlayerTextDrawColor(playerid, Checkpoint[0][playerid], 124);
    PlayerTextDrawSetShadow(playerid, Checkpoint[0][playerid], 0);
    PlayerTextDrawSetOutline(playerid, Checkpoint[0][playerid], 1);
    PlayerTextDrawBackgroundColor(playerid, Checkpoint[0][playerid], 51);
    PlayerTextDrawFont(playerid, Checkpoint[0][playerid], 4);
    PlayerTextDrawSetProportional(playerid, Checkpoint[0][playerid], 1);
Define of this is:

new PlayerText:Checkpoint[9][MAX_PLAYERS];

edit2: Tried to remove some of the textdraws to reduce the overall count, problem still persists
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#2

I had those problems too and discovered that a plugin that I used was causing those problems, so, I suggest you to check your plugins.
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#3

I'm only using sscanf and Whirlpool plugins, I don't think any of them can cause this act..
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