• DarkRP Custom HUD Ammo
    2 replies, posted
Help me please draw ammo in DarkRP and remove simple ammo HUD. Which var is responsible for parameter ammo? [editline]20th February 2013[/editline] [QUOTE]local current_weapon = LocalPlayer():GetActiveWeapon() if(mag_left >= 0 and current_weapon != weapon_physcannon)then *ammo hud script* end[/QUOTE] Why it's don't work? I need when weapon is physcannon, ammo is don't show.
Why isnt the bad spelling rating available everywhere...jeez. And you dont even seem to have defined mag_left, do you have any error? Man give us more intel.
I'm russian and bad speak, write english, sory. I don't have errors. if(LocalPlayer():GetActiveWeapon() == NULL or LocalPlayer():GetActiveWeapon() == "Camera") then return end local current_weapon = LocalPlayer():GetActiveWeapon() local mag_left = LocalPlayer():GetActiveWeapon():Clip1() local mag_extra = LocalPlayer():GetAmmoCount(LocalPlayer():GetActiveWeapon():GetPrimaryAmmoType()) local secondary_ammo = LocalPlayer():GetAmmoCount(LocalPlayer():GetActiveWeapon():GetSecondaryAmmoType()) if(mag_left >= 0 and current_weapon != weapon_physcannon)then draw.SimpleText("Ammo: "..mag_left.."/"..mag_extra ,"TargetID", 25 + 30,ScrH() -25, Color(255,255,255), TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP) end
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