local shader signTep = { } signFirstTick = getTickCount ( ) signId1 = 1 addEventHandler( "onClientResourceStart", resourceRoot, function() shader, tec = dxCreateShader ( "texreplace.fx" ) if not shader then outputChatBox( "Could not create shader. Please use debugscript 3" ) else engineApplyShaderToWorldTexture ( shader, "heat_02" ) if not loadPrutTextures ( ) then outputChatBox ( "Loading sign textures failed") destroyElement ( shader ) return end dxSetShaderValue ( shader, "gTexture", signTep[1] ) addEventHandler ( "onClientHUDRender", getRootElement (), renderAap ) end end ) function loadPrutTextures ( ) for i = 0, 3 do local tex = dxCreateTexture ( "stopbord/left/lframe"..i..".png" ) if not tex then unloadPrutTextures ( ) return false end table.insert ( signTep, tex ) end return true end function unloadPrutTextures ( ) for index, tex in ipairs ( signTep ) do destroyElement ( tex ) end end function renderAap ( ) if getTickCount ( ) - signFirstTick < 100 then return end signId1 = signId1 + 1 if signId1 > #signTep then signId1 = signId1 - #signTep end dxSetShaderValue ( shader, "gTexture", signTep [ signId1 ] ) signFirstTick = getTickCount ( ) end