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View Full Version : Using TextDraws And Timers?


DaRkAnGeL[NBK]
08/10/2011, 12:57 AM
hey i would like to know is it possible to use text draws to show a timer countdown if so a quick how-to would be much appreciated

thanks

DaRkAnGeL[NBK]
08/10/2011, 01:17 AM
no one knows eh ? XD

Drakon
08/10/2011, 05:56 AM
Very Simple,

Use a normal countdown (GameText)

create text draws

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

then

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

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

In a timer

DaRkAnGeL[NBK]
08/10/2011, 01:16 PM
but how to add the timer?

Rachael
08/10/2011, 01:57 PM
here is a thing, using gametext style 3, not textdraws.


new PlayerCount[MAX_PLAYERS]; //variable to hold the players countdown value
new PlayerCountTimer; //timer id for countdown timer
forward PlayerCountDown();

public OnGameModeInit()
{
PlayerCountTimer = SetTimer( "PlayerCountDown" , 1000 , true ); //sets one second loop, you could also use an existing timer loop
return 1;
}

public OnPlayerConnect( playerid )
{
PlayerCount[playerid] = 0;
return 1;
}
public PlayerCountDown() //this function is called every second
{
new
string[6]
;
for( new i; i < MAX_PLAYERS; i++ )
{
if( IsPlayerConnected(i) )
{
if( PlayerCount[i] > 0 )
{
PlayerCount[i]--;
if( PlayerCount[i] == 0 )
{
//put code in here, depends on the function I guess
}
format( string , sizeof(string) , "~r~%d" , PlayerCount[i] );
GameTextForPlayer( playerid , string , 1000 , 3 );
}
}
}
return 1;
}


You have to add those things to the associated callbacks, or create them if they do not exist.
If you want to use textdraws, thats fine, I just dont think it is needed.