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Old 09/04/2016, 10:33 AM   #11
TrentyK
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Default Re: DarkLight's Material Text Creator v.1

Wow! i loved it, i saw a server using it, but they closed for 2 months! ill use it for my LSPD interior. +rep.

But, do it save wheni restart the server by /rcon gmx?
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Old 09/04/2016, 10:41 AM   #12
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Default Re: DarkLight's Material Text Creator v.1

nice one .
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Old 09/04/2016, 11:16 AM   #13
DarkLight
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Default Re: DarkLight's Material Text Creator v.1

ty all
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Old 09/04/2016, 12:30 PM   #14
DarkLight
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Default Re: DarkLight's Material Text Creator v.1

Quote:
Originally Posted by TrentyK View Post
Wow! i loved it, i saw a server using it, but they closed for 2 months! ill use it for my LSPD interior. +rep.

But, do it save wheni restart the server by /rcon gmx?
Yes B-)
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Old 09/04/2016, 01:02 PM   #15
Pottus
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Default Re: DarkLight's Material Text Creator v.1

You made some serious fuck ups in this script.

Code:
new Text:td_body[MAX_PLAYERS],      //|
    Text:td_btn_new[MAX_PLAYERS],   //|
    Text:td_btn_close[MAX_PLAYERS],
    Text:td_btn_icredit[MAX_PLAYERS],
    Text:td_btn_gotomt[MAX_PLAYERS],
    Text:td_btn_getmt[MAX_PLAYERS],
    Text:td_btn_credit[MAX_PLAYERS],
    Text:td_btn_obid[MAX_PLAYERS],
	Text:td_btn_info[MAX_PLAYERS], //|
    Text:td_btn_delete[MAX_PLAYERS],
    Text:td_btn_text[MAX_PLAYERS],
    Text:td_btn_font[MAX_PLAYERS],
    Text:td_btn_color[MAX_PLAYERS],
    Text:td_btn_yrfont[MAX_PLAYERS],
    Text:td_btn_Algerian[MAX_PLAYERS],
    Text:td_btn_Arial_Black[MAX_PLAYERS],
    Text:bbtn_duplicate[MAX_PLAYERS],
    Text:td_btn_Bauhaus_93[MAX_PLAYERS],
    Text:td_btn_Berlin_Sans_FB_Demi[MAX_PLAYERS],
    Text:td_btn_Euclid_Fraktur[MAX_PLAYERS],
    Text:td_colormenu[MAX_PLAYERS],
	Text:td_usehcolor[MAX_PLAYERS],
	Text:td_btn_manage[MAX_PLAYERS],
	Text:td_btn_pos[MAX_PLAYERS],
	Text:td_psx[MAX_PLAYERS],
	Text:td_psy[MAX_PLAYERS],
	Text:td_psz[MAX_PLAYERS],
	Text:td_psrx[MAX_PLAYERS],
	Text:td_psry[MAX_PLAYERS],
	Text:td_psrz[MAX_PLAYERS],
    Text:td_btn_aotp[MAX_PLAYERS],
    Text:td_btn_aotv[MAX_PLAYERS],
    Text:td_selcol[50][MAX_PLAYERS],
Completely improper use of textdraws use player textdraws.
Textdraws are NOT deleted when a player disconnects.
Textdraws are NOT deleted when the filterscript is unloaded.
Repeat code for no good reason.

Code:
td_selcol[23][playerid] = TextDrawCreate(613.500000, 93.166687, "LD_SPAC:white");
TextDrawLetterSize(td_selcol[23][playerid], 0.000000, 0.000000);
TextDrawTextSize(td_selcol[23][playerid], 9.000000, 11.083333);
TextDrawAlignment(td_selcol[23][playerid], 1);
TextDrawColor(td_selcol[23][playerid], -2147467009);
TextDrawSetShadow(td_selcol[23][playerid], 0);
TextDrawSetOutline(td_selcol[23][playerid], 0);
TextDrawFont(td_selcol[23][playerid], 4);
TextDrawSetSelectable(td_selcol[23][playerid], true);
These textdraws can be created in a loop complete waste of code and makes it a pain in the ass to update.
Improper use of the "stock" modifier although this doesn't hurt anything it serves no purpose except demonstrating poor coding practice.
Destroying/Creating textdraws for absolutely no good reason this adds shit loads of code that you don't need.

Terrible logic structuring.

Code:
	if(clickedid == td_btn_new[playerid]) return Crmaterial(playerid);
	if(clickedid == td_btn_close[playerid]) return HideTextDraws(playerid);
	if(clickedid == td_btn_credit[playerid]) return ShowCr(playerid);
	if(clickedid == td_btn_gotomt[playerid]) return gotomt(playerid,slt[playerid]);
	if(clickedid == td_btn_getmt[playerid]) return getmt(playerid,slt[playerid]);
	if(clickedid == td_btn_obid[playerid]) return typeobid(playerid,slt[playerid]),aotpyesno(playerid);
	if(clickedid == td_btn_info[playerid]) return mtinfo(playerid,slt[playerid]);
	if(clickedid == td_btn_delete[playerid]) return UndoTextDraws(playerid),ShowmanageDialog(playerid);
	if(clickedid == td_btn_text[playerid]) return TextDialog(playerid);
	if(clickedid == bbtn_duplicate[playerid]) return Copicoller(playerid);
	if(clickedid == td_btn_font[playerid]) return ShowHideAllFonts(playerid);
	if(clickedid == td_btn_Algerian[playerid]) return ChangeFont(playerid,slt[playerid],"Algerian");
	if(clickedid == td_btn_yrfont[playerid]) return FontDialog(playerid);
	if(clickedid == td_btn_Arial_Black[playerid]) return ChangeFont(playerid,slt[playerid],"Arial Black");
	if(clickedid == td_btn_Bauhaus_93[playerid]) return ChangeFont(playerid,slt[playerid],"Bauhaus 93");
	if(clickedid == td_btn_Berlin_Sans_FB_Demi[playerid]) return ChangeFont(playerid,slt[playerid],"Berlin Sans FB Demi");
	if(clickedid == td_btn_Euclid_Fraktur[playerid]) return ChangeFont(playerid,slt[playerid],"Euclid Fraktur");
This should be done with else if you are making poor use of return when it doesn't make sense to use it that many times it's very poor coding practice.

You also have horrible indentation.

Right now to me this script isn't properly functional so I have to rate it 1-star.
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Old 14/04/2016, 11:55 AM   #16
Dice_
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Default Re: DarkLight's Material Text Creator v.1

NVM.I did it.
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Old 14/04/2016, 01:40 PM   #17
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Default Re: DarkLight's Material Text Creator v.1

Nice Job :]
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Old 14/04/2016, 05:18 PM   #18
AmirHoseinSamp
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Default Re: DarkLight's Material Text Creator v.1

Very Very Goood!Interesting!!I Love It!!!
Can You Make Another Filterscript Like It But For Objects!!
For Example
I Want To attach a Weapon Object To Car!
Thank You
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Old 14/04/2016, 06:07 PM   #19
DarkLight
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Default Re: DarkLight's Material Text Creator v.1

thnx all
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Old 15/04/2016, 05:27 AM   #20
Amunra
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Default Re: DarkLight's Material Text Creator v.1

I Recommended for the Next Update you add fiture ..
Change the Size of text ..
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