back to resource Comments - GTAV radar (gtavradar)

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- 2016-01-13 13:54:09#41 HeySlickThatsMe
Hey , i have a server with your hud , for some people its really laggy , do you know how to fix that or you gonna fix that? its annoying because its the best hud ever and everyone says that its lagging :/
- 2015-07-10 22:13:48#40 Dutchman101
MrTasty, are you still gonna add the heat-seeking icon indicators on minimap as you said that you forgot this feature?
- 2015-06-14 07:40:36#39 MrTasty
As I said in a post below, the accuracy of the radar isn't perfect and, for some reason, is dependant on your resolution (although I have made codes to compensate resolution change). The render target size you've suggested might work better for your resolution, but the default one is most accurate for 1366x786
- 2015-05-04 02:49:45#38 RickyHill18
its almost very accurate when you change it to this.
local rt = dxCreateRenderTarget(240, 140)
- 2015-05-04 02:36:35#37 RickyHill18
btw it's other players blips they move with the player just to make it clear lol sorry.
- 2015-05-04 02:22:23#36 RickyHill18
The blips are slightly off it moves with the player. But still very cool hope you can fix it soon.
- 2015-04-17 19:51:20#35 MrTasty
Blips may not seem to be in the right position when you're further away, especially seen on resolutions higher than native (1366x786)
- 2015-03-29 01:25:45#34 [M]ichael
Yes please, add radar areas.
- 2015-03-28 16:39:59#33 Sensacion.
Good!, only add the radar areas (Y)
- 2015-03-14 10:53:57#32 TiAn0
nice bro, good luck :)
- 2015-03-01 12:12:33#31 MrTasty
What do you mean by radar objects?
- 2015-02-15 18:42:18#30 *SGF|skyturk
radar object dont work ??

dd objects pls fixxx
- 2015-02-06 18:44:55#29 MrTasty
I'm not entirely sure why that happens but you can quickly fix it by replacing 0xFF7CA7D1 to tocolor(124,167,209) on line 66 in radar.lua
- 2015-01-29 14:36:33#28 BBandy
I ripped a GTA Vs radar, but the problem with that if you go out of the drawn Folders in the green part:

If you restarted the pale blue script:
Please bugg fix
- 2015-01-23 17:17:18#27 MrTasty
learn* English and Mathematics
- 2015-01-23 16:50:27#26 MrTasty
The whole radar is written in the form like
screenX * (scaleFactor) * actualScale

ScreenX is the actual X resolution
ScaleFactor is the calculation of 1366÷screenX
ActualScale is just a predefined width of the radar (320px) for the native resolution, which is then scaled down using the calculation above.

-- If you didn't understand, I suggest you lean English & Mathematics before commenting again. --
- 2015-01-23 16:45:21#25 MrTasty
Dude, this exists since the first release - check the script before commenting about it... I had changed the ratio a bit lately, to make sure it's 2:3 ratio - Resolutions with aspect ratio other than 16:9 ratio wouldn't have the radar in 2:3 ratio without the latest fixes.
- 2015-01-22 21:43:48#24 srzika
@MrTasty, if you want I can help you fix it.

see in my hud as I did for all resolutions, the secret is in
[ dxDrawImage( x*602, y*200............. ]

add in my skype (srzik4)
- 2015-01-22 20:32:06#23 MrTasty
Can you explain the bug a bit more, I have no idea what you're talking about @Mr.Galego

@srzika, it was made on the 1366x786 resolution, and it's scale is based on the actual resolution X ÷ 1366, for both X and Y (so that it maintains the 2:3 ratio on all resolutions)
- 2015-01-21 21:51:33#22 srzika
post or set
local screenW,screenH = guiGetScreenSize()
local resW, resH = 1280, 720
local sx, sy = (screenW/resW), (screenH/resH)

Please man
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