Textdraw
#6

Quote:
Originally Posted by MP2
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It isn't game text. It's a textdraw.

I'll give you the textdraw code:

pawn Код:
TD_GTXT_TDID[playerid] = CreatePlayerTextDraw(playerid, 320.000000, 200.000000, text);
PlayerTextDrawAlignment(playerid, TD_GTXT_TDID[playerid], 2);
PlayerTextDrawBackgroundColor(playerid, TD_GTXT_TDID[playerid], 255);
PlayerTextDrawFont(playerid, TD_GTXT_TDID[playerid], 3);
PlayerTextDrawLetterSize(playerid, TD_GTXT_TDID[playerid], 0.800000, 2.800000);
PlayerTextDrawColor(playerid, TD_GTXT_TDID[playerid], -1);
PlayerTextDrawTextSize(playerid, TD_GTXT_TDID[playerid], 0, 550);
PlayerTextDrawSetOutline(playerid, TD_GTXT_TDID[playerid], 2);
This is part of a 'textdraw gametext' include I never released, and may never because it's nothing TOO special. If you want it:

http://pastebin.com/ctpwCpUk

The function:

native TD_GameTextForPlayer(playerid, text[], style=GTXT_CAPITALS_THICK, duration=5000);

The font in the image you posted is GTXT_PRICEDOWN_THICK. So do this:

pawn Код:
for(loop blah blah)
{
    TD_GameTextForPlayer(i, params, GTXT_PRICEDOWN_THICK);
}
NOTE: As I said, this include was not meant to be released, so there may be an issue or two. One issue I am aware of is this: If you show gametext with on style to a player, then try and show gametext in a different style while the current one is still on-screen, the style will stay the same.

P.S.: There is no 'ForAll' function so you'll have to use a loop (exactly what the include would do anyway).
Any way to know where to put these?
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Messages In This Thread
Textdraw - by NathNathii - 30.03.2013, 07:22
Re: Textdraw - by NathNathii - 30.03.2013, 10:12
Re: Textdraw - by iHaze. - 30.03.2013, 11:38
Re: Textdraw - by Omirrow - 30.03.2013, 11:56
Re: Textdraw - by MP2 - 30.03.2013, 12:25
Re: Textdraw - by NathNathii - 30.03.2013, 13:39
Re: Textdraw - by NathNathii - 30.03.2013, 15:21
Re: Textdraw - by SilverKiller - 30.03.2013, 15:28
Re: Textdraw - by NathNathii - 30.03.2013, 15:38
Re: Textdraw - by MP2 - 30.03.2013, 21:55

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