Couleurs de texte
Tape du texte avec les codes de formatage GTA V (~r~, ~b~, ~h~, ~n~ …) et vois en direct comment il s'affiche dans DrawText, les notifications et le help text.
Cet outil et ses notes sont en anglais pour l'instant.
Text
DrawText options
Reward: $2500 (bonus)
Preview is close, not pixel exact: GTA fonts are replaced with system fonts.
AddTextEntry("FIVEMAD_TEXT", "~b~Mission~s~ started. Press ~INPUT_CONTEXT~ to talk to ~y~~a~~s~.~n~Reward: ~g~$~1~~s~ ~h~(bonus)~h~")
CreateThread(function()
while true do
Wait(0)
SetTextFont(4)
SetTextScale(0.0, 0.5)
SetTextColour(255, 255, 255, 255)
SetTextOutline()
SetTextCentre(true)
BeginTextCommandDisplayText("FIVEMAD_TEXT")
AddTextComponentSubstringPlayerName("Lamar")
AddTextComponentInteger(2500)
EndTextCommandDisplayText(0.5, 0.8)
end
end)Reference (click to insert)
FiveM chat colours
The default chat resource uses caret codes, not tildes. ^0 to ^9 set the colour, ^* bold, ^_ underline, ^~ strikethrough and ^r resets.
Message
-- client side
TriggerEvent("chat:addMessage", {
color = { 255, 255, 255 },
multiline = true,
args = { "Dispatch", "^1[Police]^0 Suspect spotted near ^3Legion Square^0. ^*All units^r respond." }
})
-- server side, to one player (use -1 for everyone)
TriggerClientEvent("chat:addMessage", source, {
args = { "Dispatch", "^1[Police]^0 Suspect spotted near ^3Legion Square^0. ^*All units^r respond." }
})How GTA text codes work
Any string that goes through a text command (DrawText, notifications, help text, subtitles, blip names) can carry inline codes wrapped in tildes. A colour code stays active until the next colour code, and~s~ goes back to the default colour (whatever you set with SetTextColour, or white for notifications and help text).
~r~ ~b~ ~g~ ~y~ ~p~ ~q~ ~o~ ~c~ ~m~ ~w~ ~l~: colours.~HUD_COLOUR_NAME~works too.~h~: bold on, then off again.~n~: new line.~INPUT_CONTEXT~and other control names render the button the player has bound, so prompts stay correct on custom keybinds and gamepad.~a~and~1~are placeholders filled byAddTextComponentSubstringPlayerNameandAddTextComponentInteger, in order. Register the string withAddTextEntryfirst.
Long strings
A single AddTextComponentSubstringPlayerName is cut at 99 characters. For longer text the snippet switches to the built-in CELL_EMAIL_BCON entry and splits your text into chunks, without breaking a code in half.
Notifications and help text
BeginTextCommandThefeedPost("STRING")
AddTextComponentSubstringPlayerName("~g~Saved~s~ your outfit.")
EndTextCommandThefeedPostTicker(false, true)
-- help text has to be drawn every frame
BeginTextCommandDisplayHelp("STRING")
AddTextComponentSubstringPlayerName("Press ~INPUT_CONTEXT~ to open the shop")
EndTextCommandDisplayHelp(0, false, true, -1)Chat codes
The FiveM chat resource does not understand tildes. It uses ^0 to ^9 for colours plus^*, ^_, ^~, ^= and ^r for formatting. The colours shown are the defaults from the stock chat stylesheet, a custom chat theme can change them.
Colour values for the tilde codes follow Vespura's text colour reference and the game's HUD colours.
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