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Old 11/09/2017, 04:05 AM   #11
Immortal99
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

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Originally Posted by Nickk888 View Post
Well I really hope so... I put too much effort and time into this...Source has been added within the same Download Link in the "Source" folder.
Isn't the "Source code" suppose to be the .pwn, it isn't only includes.

EDIT: Looks useful for me to use +rep
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Old 11/09/2017, 06:25 AM   #12
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

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Originally Posted by Immortal99 View Post
Isn't the "Source code" suppose to be the .pwn, it isn't only includes.

EDIT: Looks useful for me to use +rep
.pwn is included! It's in the .rar package with all the includes needed.
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Old 11/09/2017, 07:09 AM   #13
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

You should start to use GitHub or whatever git service other than that.
****** drive is really a mess and uncomfortable because you have to do this version control, code ain't highlighted and you need to download the rar or a browser extension to view the source.
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Old 11/09/2017, 07:37 AM   #14
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

When exporting a job, in the case of a model preview, it always exports this:

PHP Code:
PlayerTextDrawSetPreviewVehCol(playeridtd_id11); 
And even if model is not used it always appears that function in the export, the model preview rotations are not exported, specifically does not work.

Add shortcuts to the keyboard, such as CTRL + C would be to copy a textdraw, and so on, It also adds that texdraw's can be moved by dragging them with clicks.

Good job.
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Old 11/09/2017, 11:03 AM   #15
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

Well done mate! much better than TDI.
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Old 11/09/2017, 03:03 PM   #16
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

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Originally Posted by Unrea1 View Post
When exporting a job, in the case of a model preview, it always exports this:

PHP Code:
PlayerTextDrawSetPreviewVehCol(playeridtd_id11); 
And even if model is not used it always appears that function in the export, the model preview rotations are not exported, specifically does not work.

Add shortcuts to the keyboard, such as CTRL + C would be to copy a textdraw, and so on, It also adds that texdraw's can be moved by dragging them with clicks.

Good job.
Thank you

And about the shortcuts, the problem is, there is currently no way to make this without plugins, I don't want to use any plugin to make the script Stand-Alone.
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Old 11/09/2017, 03:19 PM   #17
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

I needed something like this, thanks dude!
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Old 11/09/2017, 10:06 PM   #18
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

It literally won't show the textdraw for me for some odd reason, could you assist?
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Old 11/09/2017, 10:25 PM   #19
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

and who said that plugins are needed for this? Obviously you can use the ones provided by sa:mp, what I said was just an example.

http://wiki.sa-mp.com/wiki/OnPlayerKeyStateChange

Change the syntax of the variables.

No:

PHP Code:
new variable1;
new 
variable2;
new 
variable3
Yes:

PHP Code:
new variable[3]; 
And other codes would be coupled with this syntax, this is to edit faster all textdraws at the time of implementing them in the gamemode and not be editing variable by variable to change the names... greetings,
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Old 11/09/2017, 10:34 PM   #20
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Default Re: Nickk's TextDraw Editor [BETA 4.0] (iPLEOMAX Inspired)

From what I've seen in screenshots it must be great, I did not test it yet but seems like you did good job.
+rep
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