Ulysses Stuff > Releases for ULib v1.*

Text floating plugin (ULX v2)

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Golden-Death:
 8)

Ltp0wer:
I have an idea. I'd like if I was able to float text on props aswell.

Like, what you are pointing at, you'd type "!proptext 255 255 255 255 MESSAGE"


Just a thought.

Golden-Death:
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)


--- Code: -----------------------------------------------------------------------
--             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" )
--- End code ---

Ltp0wer:

--- Quote from: Golden-Death on November 13, 2006, 05:29:13 PM ---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)


--- Code: -----------------------------------------------------------------------
--             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" )
--- End code ---

--- End quote ---

But will that still allow me to do it on players?

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