20.02.2017, 21:16
PlayerTextDrawTextSize is definitely the way to go. However, it depends on how you adjust the code for it to fit your textdraw. Work around with it, example;
PlayerTextDrawTextSize(playerid, Register_PTD[playerid][17], 50, 10);
50 is for the X (left/right size)
10 is for the Y (up/down size)
Those coordinations might not be correct, but they will definitely be what you are looking for. And uh, do not work on the selectable login/register textdraws without having a stable gamemode. Those are mostly decorations and they should be done last (at least, that's what I think it's good doing)
PlayerTextDrawTextSize(playerid, Register_PTD[playerid][17], 50, 10);
50 is for the X (left/right size)
10 is for the Y (up/down size)
Those coordinations might not be correct, but they will definitely be what you are looking for. And uh, do not work on the selectable login/register textdraws without having a stable gamemode. Those are mostly decorations and they should be done last (at least, that's what I think it's good doing)