So I’v been working on my hud and someone helped me yesterday with part of it but, I have my text in place with ScrH and ScrW but when I change resolutions to test, it gets all jumbled up. Basically it doesn’t scale to the resolution. I’m wondering if I’m using it wrong and if so how do I use it.
hook.Add( "HUDPaint", "drawsometext", function()
surface.SetFont( "HUDFont" )
surface.SetTextColor( 255, 216, 68, 255 )
surface.SetTextPos( ScrH() * 0.28, ScrW() * 0.03 )
local playerNick = LocalPlayer():Nick()
surface.DrawText( playerNick )
surface.SetTextPos( ScrH() * 0.2, ScrW() * 0.03)
surface.DrawText( "Name:" )
surface.SetTextPos( ScrH() * 0.28, ScrW() * 0.05 )
local playerMoney = LocalPlayer():getDarkRPVar( "money" )
surface.DrawText( DarkRP.formatMoney( playerMoney ) )
surface.SetTextPos( ScrH() * 0.2, ScrW() * 0.05)
surface.DrawText( "Money:" )
surface.SetTextPos( ScrH() * 0.29, ScrW() * 0.07 )
local playerSalary = LocalPlayer():getDarkRPVar( "salary" )
surface.DrawText( DarkRP.formatMoney( playerSalary ) )
surface.SetTextPos( ScrH() * 0.2, ScrW() * 0.07)
surface.DrawText( "Salary:" )
surface.SetTextPos( ScrH() * 0.26, ScrW() * 0.09 )
local playerTeam = team.GetName( LocalPlayer():Team() )
surface.DrawText( playerTeam )
surface.SetTextPos( ScrH() * 0.2, ScrW() * 0.09)
surface.DrawText( "Job:" )
if (LocalPlayer():GetActiveWeapon():Clip1() != -1) then
surface.SetFont( "AmmoFont" )
surface.SetTextPos( ScrH() * 1.28, ScrW() * 0.52)
surface.SetTextColor( 190, 194, 68, 255 )
surface.DrawText(LocalPlayer():GetActiveWeapon():Clip1() .. "/" .. LocalPlayer():GetAmmoCount (LocalPlayer():GetActiveWeapon(): GetPrimaryAmmoType()))
end
end )
[editline]9th September 2017[/editline]
The code works perfectly… for 1920 x 1080 only.