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下面是引用 q26024800 于 2022-06-13 06:01 发表的 [求助]关于Show S*nc HudMsg显示闪烁问题: 小弟目前是个插件新手 从小逛数位的插件区到现在开始学习自己写 最近写插件有多hud显示的需求 有两个常驻显示 三个不同时段显示(回合中与回合结束) 不同时段的hud会碰到闪烁问题 有去找过教学区但没有找到相关资讯(也可能我找的不够多 查国外的论坛有说到可以使用此方法 但看完了ShowSyncHudMsg的API解释还是一知半解... 想请问一下关于ShowSyncHudMsg的原理及用法 或是有能类似clear HUD的方法 ....... amxmodx.inc 内就有了 /** * Creates a HUD Synchronization Object. Create one of these * for each section of the screen that contains overlapping HUD messages. * For example, if you use both sides of the screen to display three messages * that can potentially overlap, each side counts as a synchronizable area. * You can then use ShowSyncHudMsg() to correctly synchronize displaying the * HUD message with any other messages potentially in its class. Note that this * does not yet do anything like reserve screen area, its sole purpose is to be * able to wipe an old message on an auto-channel and ensure that it will not * clear a message from another plugin. * The parameters are kept blank for future use. */ native CreateHudSyncObj(num=0, ...);
/** * Displays a synchronized HUD message. This will check that your * HUD object has its previous display on the screen cleared before * it proceeds to write another. It will only do this in the case * of that channel not having been cleared already. * Target can be 0 for all players or 1-get_maxplayers(). * You must use set_hudmessage, although the channel parameter is * entirely ignored. */ native ShowSyncHudMsg(target, syncObj, const fmt[], any:...);
/** * Clears the display on a HudSync Object. This is essentially the same * thing as: ShowSyncHudMsg(x, y, ""), except doing that would send * out two messages and use up another channel. This re-uses the last * channel and clears it at the same time. * Note: for this you do not have to use set_hudmessage(). * Note: target can be 0 for all players. */ native ClearSyncHud(target, syncObj);
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From:台湾中华电信股份有限公司 | Posted:2022-06-23 00:50 |
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