Текстдрав самп что это
Итак, всем привет! Очень много мне писали в Skype или же просто видел темы на форуме, что, сейчас многие любят делать все на TextDrawах. На самом деле не так давно я сам еще не очень разбирался в них но постепенно я все нашел сам. Мне никто не помогал и поэтому я знаю как чувствуют себя те бедолаги которые желают научится работать и создавать отличные Textdraw’ы. Итак, для того чтобы отлично делать Textdraw’ы и понять с чем их едят вам нужно:
1. Действительно прямые руки, чтобы вы все делали проделанно!
2. Хоть малейший стаж работы в Павно
3. Хоть малейший стаж работы с любыми текстдравами.
4. Два скрипта (любой на выбор) ссылка будет в самом низу ↓
1. Простейшие (Круг, Полоски)
1.1. В скачанном архиве вы найдете два скрипта, советую для создания всего использовать именно скрипт TD.AMX, один минус скрипта, создать прозрачный бокс не получится, для этого прийдется делать его с помощью iTD.AMX. Итак. Запускаем ваш сервер, вводим /text и видим:
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У нас создался текстдрав появился он вверху вввиде: New Textdraw, и сейчас мы с вами начнем работу с первого объекта. Круг.
Итак, жмем на нашем текстдрав который выделен на скриншоте и видим это:
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Итак, если вы имеете хоть какое то знание англ. языка вам будет не так трудно. А если нет тогда делайте дальше по шагам.
Итак, жмем на Change Font и выбираем там FONT TYPE 4.
Далее жмем EDIT BOX, и выбираем BOX ON. Теперь видим строку CHANGE TEXT STRING и вписываем туда:
ld_pool:ball
и ничего не произошло, теперь возврашаемся в EDIT BOX и выбираем BOX SIZE.
А дальше просто растягиваем сколько нам нужно с помощью клавиш W D S A, для более быстрого редактирования советую зажать SHIFT. И у вас получится это:
Если вы это усвоили, то теперь обьясняю в чем легкость рисования этим способом, весь путь которй вы сейчас проделали, мы будем делать снова, только вместо LD_POOL:BALL мы будем вписывать кое что другое. А теперь спросите вы, как же найти название что вводить. Все очень просто друзья. Вам понадобится программа TXD WORK SHOP. Заходим в папку с игрой, находим папку TXD и видим там это:
как вы успели заметить у нас там лежат файлы по такому формату: LD_. вот это и есть название номер один, а теперь открываем файл, и видим там:
как вы видите я выбрал файл LD_BEAT: и теперь ищем нужную нам «Картинку» и вписываем в игре вместо LD_POOL:Ball например:
LD_BEAT:up, и у нас получится уже вот это:
Вот так вы сможете вставлять различные картинки. А теперь поговорим о «картинках» которые вы не найдете в папке TXD.
для этого вам понадобится такой код: ld_otb2:butnc
для создание сплошных полос, или например если вам нужно будет «закрасить» весь ваш экран для чего либо используйте это.
А теперь пойведу речь о «Картинках» тоесть например изображаем текстдрав машины на спидометре.
Для этого делаем следующее: Create new textdraw > CHANGE FONT > FONT 5 > EDIT BOX > BOX ON > BOX SIZE. А после
в главном меню редактирования текстдрава жмем Textdraw previev model options.. Извините уже без скриншотов так как уже слишком много кинул.
Спасибо всем! Надеюсь у вас все получится.
Вот пример того какие вы сможете делать меню персонажа для сервера (это я накидал в этом редакторе за 20 минут где то)
автор скрипта: Zamarohit
ВСЕМ СПАСИБО! ЕСЛИ НЕ ЖАЛКО СПАСИБО НАЖМИ)
Текстдрав самп что это
Моды для сервера
Огромный выбор различных модификаций для Вашего сервера. Пролистайте эти темы! Возможно именно там Вы найдете то, что искали уже давно.
Модификации SA
Хотите разнообразить свою игру в San Andreas? Смелее в наш раздел. Отличный сборник готовых решений. Играйте с удовольствием
AndreY.eXe
Эксперт
В этом уроке ты узнаешь, как загружать картинки и создавать красивые Текстдравы в SAMP 0.3DL.
Все это будет делаться в редакторе, который я перевел под 0.3DL. За основу был взят редактор TDEditor v2.3 от Ramzes.
1. Для начала нам необходим
и закидываем файл TDe.txd в папка с gta/models/txd.
3. Открываем редактор и заходим в models. Там есть 2 файла и папка.
6. Теперь сохраняем наш файл CTRL + S в нашу папку textdraws в редакторе.
7. Теперь нам нужно записать новый файл в artconfig.txt:
8. Зайдя в игру, вводим /tde и создаем новый проект.
* В нем, правой кнопкой мыши выбираем NEW и выбираем спрайт.
* Правой кнопкой мыши по TEXT и вводим следующее:
Если ты все сделал правильно, то у тебя должно получится так:
Дальше можешь редактировать, как хочешь. Я сделал так:
TextDraw
From SA-MP Wiki
| This article is currently a Work In Progress. It is therefore possible that the content of this article is currently incomplete or incorrect. |
Contents
What is a Textdraw?
As the name implies, a textdraw is text that is drawn on a player’s screen. Unlike client messages or gametext however, textdraws can be shown on a player’s screen for an indefinite period of time. Textdraws can be simple text on the screen such as a website address, or complex scripted dynamic textdraws such as progress bars.
This ‘textdraw editor’ tool can make designing textdraws much easier: http://forum.sa-mp.com/showthread.php?t=290640
Global Textdraws
Global textdraws can be created, then shown to all players. There is a limit as to how many can be created, though. This means if you have a server with 500 players, creating more than 4 textdraws per-player is not possible. That’s where player-textdraws come in. See further down. Here is a list of all the functions related to global textdraws:
Player-textdraws
Player-textdraws are only created for one specific player. Up to 256 textdraws can be created PER-PLAYER. That’s 128,000 on a server with 500 players. A little more than 2048. Player-textdraws should be used for things that are not ‘static’. Do not use them to display a website address for example, but for a vehicle health indicator.
Variable Declaration
When creating a textdraw, you should always decide if the textdraw you’re going to create has to be global (eg. your website address, global annoucement) or if it’s going to differ per player (eg. kills, deaths, score).
Global Textdraw
A global textdraw is the easiest to create and requires only one variable. This variable is needed to modify the textdraw and to show it to the players later on. The declaration for such a textdraw needs to be a global variable in most cases. The textdraw variable also needs to be prefixed with the Text: tag and should be initialized with the value Text:INVALID_TEXT_DRAW. If you omit the initialization, the textdraw may conflict with others as you add more textdraws.
Per-Player Textdraw
A per-player textdraw is exactly the same as a regular ‘global’ textdraw, but only creates the textdraw for a single player. This is useful for textdraws that are unique to each player, such as a ‘stats’ bar showing their kills or score. This can be used to avoid going over the global-textdraw limit, as you can create 256 (as of 0.3e R2) textdraws per player. They are also easier to manage, as they automatically destroy themselves when the player disconnects.
IMPORTANT NOTE: An array is still needed for the variable, as the ID of the textdraws may differ from player to player, as other players may have more or less textdraws created than the other.
The function names only differ slightly, with ‘TextDraw’ becoming ‘PlayerTextDraw’, with one exception: CreatePlayerTextDraw (‘TextDrawSetString’ becomes ‘PlayerTextDrawSetString’).
Creating the Textdraw
Once you’ve declared a variable/array to store the ID of your textdraw(s) in, you can proceed to create the textdraw itself. For global textdraws that are always created, the code should be placed under OnGameModeInit. To create the textdraw, the function TextDrawCreate must be used.
Note that this function merely creates the textdraw, other functions are used to modify it and to show it to the player(s).
Let’s proceed to create the textdraw:
We have created a textdraw in the center of the screen that says «Hello World!».
Setting the font
There are 4 fonts available for textdraw text:

| ID | Info | Tips |
|---|---|---|
| 0 | The San Andreas Font. | Use for header or titles, not a whole page. |
| 1 | Clear font that includes both upper and lower case characters. | Can be used for a lot of text. |
| 2 | Clear font, but includes only capital letters. | Can be used in various instances. |
| 3 | GTA font | Retains quality when enlarged. Useful for large texts. |
As of SA-MP 0.3d, a new font (id 4) can be set. This is used in combination with the TextDrawCreate and TextDrawTextSize functions to show a texture ‘sprite’ on the player’s screen. We’ll cover this later.
Showing the textdraw
For this example, the textdraw has been created globally under OnGameModeInit and will be shown to player when they join the server.
To show a textdraw for a single player, the function TextDrawShowForPlayer is used.
The playerid is passed through OnPlayerConnect, and the text-draw ID is stored in the ‘gMyText’ variable.
TextDraw
From SA-MP Wiki
| This article is currently a Work In Progress. It is therefore possible that the content of this article is currently incomplete or incorrect. |
Contents
What is a Textdraw?
As the name implies, a textdraw is text that is drawn on a player’s screen. Unlike client messages or gametext however, textdraws can be shown on a player’s screen for an indefinite period of time. Textdraws can be simple text on the screen such as a website address, or complex scripted dynamic textdraws such as progress bars.
This ‘textdraw editor’ tool can make designing textdraws much easier: http://forum.sa-mp.com/showthread.php?t=290640
Global Textdraws
Global textdraws can be created, then shown to all players. There is a limit as to how many can be created, though. This means if you have a server with 500 players, creating more than 4 textdraws per-player is not possible. That’s where player-textdraws come in. See further down. Here is a list of all the functions related to global textdraws:
Player-textdraws
Player-textdraws are only created for one specific player. Up to 256 textdraws can be created PER-PLAYER. That’s 128,000 on a server with 500 players. A little more than 2048. Player-textdraws should be used for things that are not ‘static’. Do not use them to display a website address for example, but for a vehicle health indicator.
Variable Declaration
When creating a textdraw, you should always decide if the textdraw you’re going to create has to be global (eg. your website address, global annoucement) or if it’s going to differ per player (eg. kills, deaths, score).
Global Textdraw
A global textdraw is the easiest to create and requires only one variable. This variable is needed to modify the textdraw and to show it to the players later on. The declaration for such a textdraw needs to be a global variable in most cases. The textdraw variable also needs to be prefixed with the Text: tag and should be initialized with the value Text:INVALID_TEXT_DRAW. If you omit the initialization, the textdraw may conflict with others as you add more textdraws.
Per-Player Textdraw
A per-player textdraw is exactly the same as a regular ‘global’ textdraw, but only creates the textdraw for a single player. This is useful for textdraws that are unique to each player, such as a ‘stats’ bar showing their kills or score. This can be used to avoid going over the global-textdraw limit, as you can create 256 (as of 0.3e R2) textdraws per player. They are also easier to manage, as they automatically destroy themselves when the player disconnects.
IMPORTANT NOTE: An array is still needed for the variable, as the ID of the textdraws may differ from player to player, as other players may have more or less textdraws created than the other.
The function names only differ slightly, with ‘TextDraw’ becoming ‘PlayerTextDraw’, with one exception: CreatePlayerTextDraw (‘TextDrawSetString’ becomes ‘PlayerTextDrawSetString’).
Creating the Textdraw
Once you’ve declared a variable/array to store the ID of your textdraw(s) in, you can proceed to create the textdraw itself. For global textdraws that are always created, the code should be placed under OnGameModeInit. To create the textdraw, the function TextDrawCreate must be used.
Note that this function merely creates the textdraw, other functions are used to modify it and to show it to the player(s).
Let’s proceed to create the textdraw:
We have created a textdraw in the center of the screen that says «Hello World!».
Setting the font
There are 4 fonts available for textdraw text:

| ID | Info | Tips |
|---|---|---|
| 0 | The San Andreas Font. | Use for header or titles, not a whole page. |
| 1 | Clear font that includes both upper and lower case characters. | Can be used for a lot of text. |
| 2 | Clear font, but includes only capital letters. | Can be used in various instances. |
| 3 | GTA font | Retains quality when enlarged. Useful for large texts. |
As of SA-MP 0.3d, a new font (id 4) can be set. This is used in combination with the TextDrawCreate and TextDrawTextSize functions to show a texture ‘sprite’ on the player’s screen. We’ll cover this later.
Showing the textdraw
For this example, the textdraw has been created globally under OnGameModeInit and will be shown to player when they join the server.
To show a textdraw for a single player, the function TextDrawShowForPlayer is used.
The playerid is passed through OnPlayerConnect, and the text-draw ID is stored in the ‘gMyText’ variable.
TextDraw
From SA-MP Wiki
| This article is currently a Work In Progress. It is therefore possible that the content of this article is currently incomplete or incorrect. |
Contents
What is a Textdraw?
As the name implies, a textdraw is text that is drawn on a player’s screen. Unlike client messages or gametext however, textdraws can be shown on a player’s screen for an indefinite period of time. Textdraws can be simple text on the screen such as a website address, or complex scripted dynamic textdraws such as progress bars.
This ‘textdraw editor’ tool can make designing textdraws much easier: http://forum.sa-mp.com/showthread.php?t=290640
Global Textdraws
Global textdraws can be created, then shown to all players. There is a limit as to how many can be created, though. This means if you have a server with 500 players, creating more than 4 textdraws per-player is not possible. That’s where player-textdraws come in. See further down. Here is a list of all the functions related to global textdraws:
Player-textdraws
Player-textdraws are only created for one specific player. Up to 256 textdraws can be created PER-PLAYER. That’s 128,000 on a server with 500 players. A little more than 2048. Player-textdraws should be used for things that are not ‘static’. Do not use them to display a website address for example, but for a vehicle health indicator.
Variable Declaration
When creating a textdraw, you should always decide if the textdraw you’re going to create has to be global (eg. your website address, global annoucement) or if it’s going to differ per player (eg. kills, deaths, score).
Global Textdraw
A global textdraw is the easiest to create and requires only one variable. This variable is needed to modify the textdraw and to show it to the players later on. The declaration for such a textdraw needs to be a global variable in most cases. The textdraw variable also needs to be prefixed with the Text: tag and should be initialized with the value Text:INVALID_TEXT_DRAW. If you omit the initialization, the textdraw may conflict with others as you add more textdraws.
Per-Player Textdraw
A per-player textdraw is exactly the same as a regular ‘global’ textdraw, but only creates the textdraw for a single player. This is useful for textdraws that are unique to each player, such as a ‘stats’ bar showing their kills or score. This can be used to avoid going over the global-textdraw limit, as you can create 256 (as of 0.3e R2) textdraws per player. They are also easier to manage, as they automatically destroy themselves when the player disconnects.
IMPORTANT NOTE: An array is still needed for the variable, as the ID of the textdraws may differ from player to player, as other players may have more or less textdraws created than the other.
The function names only differ slightly, with ‘TextDraw’ becoming ‘PlayerTextDraw’, with one exception: CreatePlayerTextDraw (‘TextDrawSetString’ becomes ‘PlayerTextDrawSetString’).
Creating the Textdraw
Once you’ve declared a variable/array to store the ID of your textdraw(s) in, you can proceed to create the textdraw itself. For global textdraws that are always created, the code should be placed under OnGameModeInit. To create the textdraw, the function TextDrawCreate must be used.
Note that this function merely creates the textdraw, other functions are used to modify it and to show it to the player(s).
Let’s proceed to create the textdraw:
We have created a textdraw in the center of the screen that says «Hello World!».
Setting the font
There are 4 fonts available for textdraw text:

| ID | Info | Tips |
|---|---|---|
| 0 | The San Andreas Font. | Use for header or titles, not a whole page. |
| 1 | Clear font that includes both upper and lower case characters. | Can be used for a lot of text. |
| 2 | Clear font, but includes only capital letters. | Can be used in various instances. |
| 3 | GTA font | Retains quality when enlarged. Useful for large texts. |
As of SA-MP 0.3d, a new font (id 4) can be set. This is used in combination with the TextDrawCreate and TextDrawTextSize functions to show a texture ‘sprite’ on the player’s screen. We’ll cover this later.
Showing the textdraw
For this example, the textdraw has been created globally under OnGameModeInit and will be shown to player when they join the server.
To show a textdraw for a single player, the function TextDrawShowForPlayer is used.
The playerid is passed through OnPlayerConnect, and the text-draw ID is stored in the ‘gMyText’ variable.





















