Well, I could just change a few lines of code, I don't know if it will work though.
use !textprop (player who is looking at prop) (red) (green) (blue) (alpha) (message) (z offset)
where the Z offset is how high above the prop it floats, since the prop size will vary. (Players head height is 35 or so)
--------------------------------------------------------------------
-- Do Not Edit Below: Use the cvars to set --
--------------------------------------------------------------------
function cc_ulxtextfloatprop( userid, args, argv, argc )
if argc < 7 then
ULib.tsay( userid, ulx.LOW_ARGS )
return
end
local targets, err = ULib.getUsers( argv[ 1 ], _, true ) -- Enable keywords
if not targets then
ULib.tsay( userid, err )
return
end
for _, v in ipairs( targets ) do
_GModText_Start( "Default" );
_GModText_SetColor( argv[2],argv[3],argv[4],argv[5]);
_GModText_SetTime( 9999, 0.5, 0.5 ); --How long it stays, and the fading times
_GModText_SetEntityOffset( vector3( 0, 0, argv[7] ) ); --Messages appear 35 Units above Players
local trace = PlayerLookTrace(v, 9999)
local fent = _TraceGetEnt();
_GModText_SetEntity( fent ); --Entity/Player the message will follow
_GModText_SetText( argv[6]); --Set the message
_GModText_Send( 0, math.random(1,500) );
end
end
function ulx.cleartext(userid, args, argv, argc )
for i=1, _MaxPlayers() do
if IsPlayerOnline(i) then
_GModText_HideAll(i)
end
end
end
ulx.CONCOMMAND( "textfloatprop", cc_ulxtextfloatprop, "<user><red><green><blue><alpha><message><location offset in Z> Set text above players", ACCESS_SLAY, "!textprop" )
ulx.CONCOMMAND( "cleartext", ulx.cleartext, "Remove all text floating around", ACCESS_SLAY, "!cleartext" )