dthnote801 Posted June 13, 2011 Author Share Posted June 13, 2011 Using this code.in DrawPlayerName sub```Public Sub DrawPlayerName(ByVal Index As Long) Dim TextX As Long Dim TextY As Long Dim Color As Long Dim Tag As String Dim TagWidth As Long Dim TagColor As Long ' Check access level If GetPlayerPK(Index) = NO Then Select Case GetPlayerAccess(Index) Case 0 Color = RGB(255, 96, 0) Tag = vbNullString Case 1 Color = QBColor(DarkGrey) Tag = "[GM] " TagColor = QBColor(Red) Case 2 Color = QBColor(Cyan) Tag = "[GM] " TagColor = QBColor(Red) Case 3 Color = QBColor(BrightGreen) Tag = "[DEV] " TagColor = QBColor(Blue) Case 4 Color = QBColor(Yellow) Tag = "[DEV] " TagColor = QBColor(Blue) End Select Else Color = QBColor(BrightRed) End If If GetPlayerSprite(Index) > 1 Or GetPlayerSprite(Index) > NumCharacters Then TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16 Else ' Determine location for text TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16 End If If GetPlayerAccess(Index) > ADMIN_MONITOR Then TagWidth = getWidth(TexthDC, Tag) TextX = TextX + TagWidth Call DrawText(TexthDC, TextX - TagWidth * 2, TextY, Tag, TagColor) End If ' Draw name Call DrawText(TexthDC, TextX, TextY, GetPlayerName(Index), Color)End Sub```I'm getting this error: The tag and name is floating way too high on the screen.Any help and suggestions would be appreciated. Link to comment Share on other sites More sharing options...
Ravenshade Posted June 13, 2011 Share Posted June 13, 2011 ``` If GetPlayerSprite(Index) > 1 Or GetPlayerSprite(Index) > NumCharacters Then TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 16 Else ' Determine location for text TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16 End If```To``` If GetPlayerSprite(Index) > 1 Or GetPlayerSprite(Index) > NumCharacters Then TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 4 Else ' Determine location for text TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 4```I'm just guessing here however it's the only thing which seems to actually do something other than reference. Why not create a back up and go test? Link to comment Share on other sites More sharing options...
OmegaRedd Posted January 25, 2012 Share Posted January 25, 2012 Played around with it and got it working.Here it is:``` If GetPlayerSprite(Index) < 1 Or GetPlayerSprite(Index) > NumCharacters Then TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - 240 Else TextX = ConvertMapX(GetPlayerX(Index) * PIC_X) + Player(Index).XOffset + (PIC_X \ 2) - getWidth(TexthDC, (Trim$(sTag & GetPlayerName(Index)))) TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 160 End If Call DrawText(TexthDC, TextX, TextY, sTag & GetPlayerName(Index), color)End Sub``` Link to comment Share on other sites More sharing options...
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