Üdv! Van egy PPC modom még réges régen editeltem most újra elővettem. Sajnos azt tapasztaltam hogy egy dialog nem működik, a /housemenu (Aki nem ismeri a modot ez a parancs a házadban használható, megváltoztathatod a nevét, fejlesztheted, vehetsz kocsit, itt adhatod el stb.) Ez a parancs ugyebár egy dialógust hoz létre ami most teljesen az alap mert kicseréltem a házrendszert teljesen az utolsó sorig mindenhol az alapra. Nos, amíg nem lépünk be egy házba tökéletesen működik írja hogy nem vagyunk házban. Amint belépünk egy házba a dialógust megnyitja viszont az azon belül kiválasztható lista elemeket nem érzékeli/nem csinál semmit bármit választunk ki. Amit lehetett hogy ondialogresponse-nál return 0 legyen stb. próbáltam. Ennek ellenére sem működik. A Biznisz rendszer felépítése ugyanez csak van /busmenu parancs na azzal semmi baj nincs tökéletesen működik. A /housemenu parancsnál viszont nem fagy ki a player se a szerver se semmi minden másik parancs tökéletesen működik a teleportálásra szolgáló /rescue paranccsal ki is lehet jönni a házból és ugyanúgy lehet tovább játszani. De házon belül nem működik. A Dialog ID-jét sem használja más Dialog.
Mod elején a define
#define DialogHouseMenu 9000
A /housemenu parancs
// This command opens a menu when you\'re inside your house to allow to access the options of your house
COMMAND:housemenu(playerid, params[])
{
// Setup local variables
new OptionsList[200], DialogTitle[200];
// Send the command to all admins so they can see it
SendAdminText(playerid, \"/housemenu\", params);
// Check if the player has logged in
if (APlayerData[playerid][LoggedIn] == true)
{
// Check if the player is inside a house
if (APlayerData[playerid][CurrentHouse] != 0)
{
format(DialogTitle, sizeof(DialogTitle), \"Select option for %s\", AHouseData[APlayerData[playerid][CurrentHouse]][HouseName]);
format(OptionsList, sizeof(OptionsList), \"%sChange house-name\\n\", OptionsList);
format(OptionsList, sizeof(OptionsList), \"%sUpgrade house\\n\", OptionsList);
format(OptionsList, sizeof(OptionsList), \"%sBuy house-car\\n\", OptionsList);
format(OptionsList, sizeof(OptionsList), \"%sBuy house-car insurance\\n\", OptionsList);
format(OptionsList, sizeof(OptionsList), \"%sSell house-car\\n\", OptionsList);
format(OptionsList, sizeof(OptionsList), \"%sSell house\\n\", OptionsList);
format(OptionsList, sizeof(OptionsList), \"%sOpen house to the public\\n\", OptionsList);
format(OptionsList, sizeof(OptionsList), \"%sClose house to the public\\n\", OptionsList);
format(OptionsList, sizeof(OptionsList), \"%sExit house\\n\", OptionsList);
// Show the housemenu
ShowPlayerDialog(playerid, DialogHouseMenu, DIALOG_STYLE_LIST, DialogTitle, OptionsList, \"Select\", \"Cancel\");
}
else
SendClientMessage(playerid, 0xFF0000FF, \"You\'re not inside a house\");
}
else
return 0;
// Let the server know that this was a valid command
return 1;
}
OnDialogResponse alatti részen
case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
Dialog_HouseMenu
// This function processes the housemenu dialog
Dialog_HouseMenu(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new UpgradeList[2000], HouseID, DialogTitle[200], Counter, UpgradePrice, Msg[128], CarSlot, VehicleClassList[1000], VehicleList[500];
// Get the HouseID of the house where the player is
HouseID = APlayerData[playerid][CurrentHouse];
// Select an option based on the selection in the list
switch(listitem)
{
case 0: // Change house name
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
format(DialogTitle, 200, TXT_DialogOldHouseName, AHouseData[HouseID][HouseName]);
ShowPlayerDialog(playerid, DialogHouseNameChange, DIALOG_STYLE_INPUT, DialogTitle, TXT_DialogEnterNewHouseName, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 1: // Upgrade the house
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Check if it\'s possible to upgrade further
if (AHouseData[HouseID][HouseLevel] < AHouseData[HouseID][HouseMaxLevel])
{
// Add only the upgrades above the current house-level to the upgradelist
for (new i = AHouseData[HouseID][HouseLevel] + 1; i <= AHouseData[HouseID][HouseMaxLevel]; i++)
{
Counter++; // Add 1 to the counter each time an upgrade is added to the upgradelist
UpgradePrice = ((AHouseData[HouseID][HousePrice] * Counter) / 100) * HouseUpgradePercent;
// Add the upgrade-info in green if the player can afford it, and in red if he cannot afford it
if (APlayerData[playerid][PlayerMoney] >= UpgradePrice)
format(UpgradeList, 2000, \"%s{00FF00}%s (level %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[InteriorName], i, UpgradePrice);
else
format(UpgradeList, 2000, \"%s{FF0000}%s (level %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[InteriorName], i, UpgradePrice);
}
// Show another dialog to let the player select which upgrade he wants for his house
ShowPlayerDialog(playerid, DialogUpgradeHouse, DIALOG_STYLE_LIST, TXT_DialogSelectHouseUpgrade, UpgradeList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseReachedMaxLevel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 2: // Buy house-car
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Find a free carslot
CarSlot = House_GetFreeCarSlot(HouseID);
// Check if the carslot is valid
if (CarSlot != -1)
{
// Let the player choose a vehicle-class
format(VehicleClassList, 1000, \"%s{00FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Bikes\");
format(VehicleClassList, 1000, \"%s{40FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Boats\");
format(VehicleClassList, 1000, \"%s{80FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Convertibles\");
format(VehicleClassList, 1000, \"%s{B0FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Helicopters\");
format(VehicleClassList, 1000, \"%s{FFFF00}%s{FFFFFF}\\n\", VehicleClassList, \"Industrial vehicles\");
format(VehicleClassList, 1000, \"%s{B0FF40}%s{FFFFFF}\\n\", VehicleClassList, \"Low-riders\");
format(VehicleClassList, 1000, \"%s{80FF80}%s{FFFFFF}\\n\", VehicleClassList, \"Off-Road vehicles\");
format(VehicleClassList, 1000, \"%s{40FFB0}%s{FFFFFF}\\n\", VehicleClassList, \"Planes\");
format(VehicleClassList, 1000, \"%s{00FFFF}%s{FFFFFF}\\n\", VehicleClassList, \"Public Service vehicles\");
format(VehicleClassList, 1000, \"%s{00B0FF}%s{FFFFFF}\\n\", VehicleClassList, \"RC vehicles\");
format(VehicleClassList, 1000, \"%s{0080FF}%s{FFFFFF}\\n\", VehicleClassList, \"Saloon vehicles\");
format(VehicleClassList, 1000, \"%s{0040FF}%s{FFFFFF}\\n\", VehicleClassList, \"Sport vehicles\");
format(VehicleClassList, 1000, \"%s{0000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Station wagons\");
format(VehicleClassList, 1000, \"%s{4000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Trailers\");
format(VehicleClassList, 1000, \"%s{8000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Unique vehicles\");
// Ask which vehicle class the player wants to see to buy a vehicle
ShowPlayerDialog(playerid, DialogBuyCarClass, DIALOG_STYLE_LIST, TXT_DialogBuyCarSelectClass, VehicleClassList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseHasMaxVehicles);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 3: // Buy house-car insurance
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
new MsgInsurance[128];
// Check if this house doesn\'t have insurance yet
if (AHouseData[HouseID][Insurance] == 0)
{
// Check if the player can afford the insurance
if (APlayerData[playerid][PlayerMoney] >= (AHouseData[HouseID][HousePrice] / 10))
{
// Construct the message for the dialog, this includes the price for the insurance
format(MsgInsurance, 128, TXT_DialogBuyInsurance, AHouseData[HouseID][HousePrice] / 10);
// Ask the player if the wants to buy an insurance for this house\'s vehicles
ShowPlayerDialog(playerid, DialogBuyInsurance, DIALOG_STYLE_MSGBOX, TXT_DialogTitleBuyInsurance, MsgInsurance, TXT_DialogButtonYes, TXT_DialogButtonNo);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotAffordInsurance);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseAlreadyHasInsurance);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 4: // Sell house-car
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
new BuyableCarIndex, bool:HouseHasCars = false;
// Check if the house has any cars assigned to it
for (CarSlot = 0; CarSlot < 10; CarSlot++)
if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
HouseHasCars = true;
// Check if the house has any cars assigned to it
if (HouseHasCars == true)
{
// Add all vehicles to the list
for (CarSlot = 0; CarSlot < 10; CarSlot++)
{
if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
{
// Get the index where the first vehicle is found in the ABuyableVehicles array
BuyableCarIndex = VehicleBuyable_GetIndex(GetVehicleModel(AHouseData[HouseID][VehicleIDs][CarSlot]));
// Add the name of the vehicle to the list
format(VehicleList, 500, \"%s{00FF00}%s: $%i{FFFFFF}\\n\", VehicleList, ABuyableVehicles[BuyableCarIndex][CarName], ABuyableVehicles[BuyableCarIndex][Price] / 2);
}
else
format(VehicleList, 500, TXT_EmptyCarSlot, VehicleList);
}
// Ask which vehicle class the player wants to see to buy a vehicle
ShowPlayerDialog(playerid, DialogSellCar, DIALOG_STYLE_LIST, TXT_SelectVehicleToSell, VehicleList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_NoHouseVehicles);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 5: // Sell house
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Setup local variables
new bool:HouseHasCars = false;
// Check if the house has any cars assigned to it
for (CarSlot = 0; CarSlot < 10; CarSlot++)
if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
HouseHasCars = true;
// Check if all house-cars have been sold (all slots are empty)
if (HouseHasCars == false)
{
format(Msg, 128, TXT_SureSellHouse, House_CalcSellPrice(HouseID));
ShowPlayerDialog(playerid, DialogSellHouse, DIALOG_STYLE_MSGBOX, TXT_AreYouSure, Msg, TXT_DialogButtonYes, TXT_DialogButtonNo);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotSellHouseWithCars);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 6: // Open the house to the public (everyone can enter it)
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Open the house to the public
AHouseData[HouseID][HouseOpened] = true;
// Let the player know he opened the house to the public
SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}You\'ve opened the house to the public, anyone can enter it\");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 7: // Close the house to the public (only the owner can enter it)
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Close the house to the public
AHouseData[HouseID][HouseOpened] = false;
// Let the player know he closed the house to the public
SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}You\'ve closed the house to the public, only you can enter it\");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 8:
{
House_Exit(playerid, HouseID);
}
}
return 1;
}
A módba semmilyen olyan dolog nem került be ami piszkálná a házrendszert. Lehetséges hibákat keresek hátha valamit elnéztem. Ha van valami \"diagnózisotok\" szívesen meghallgatom!
Ha valamit még másolni kell szóljatok!
Köszönöm előre is!
ez már egy elég régi cucc, használd Gagi házrendszerét, ami sokkal jobb és könnyebben konfigurálható, vagy pedig válts át MySQL-re, aztán próbálkozz meg rootcause házrendszerével, de viszont ha te mindenáron ennél maradnál akkor
if(!response) return 1;
// Setup local variables
new UpgradeList[2000], HouseID, DialogTitle[200], Counter, UpgradePrice, Msg[128], CarSlot, VehicleClassList[1000], VehicleList[500];
// Get the HouseID of the house where the player is
HouseID = APlayerData[playerid][CurrentHouse];
// Select an option based on the selection in the list
switch(listitem)
{
case 0: // Change house name
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
format(DialogTitle, 200, TXT_DialogOldHouseName, AHouseData[HouseID][HouseName]);
ShowPlayerDialog(playerid, DialogHouseNameChange, DIALOG_STYLE_INPUT, DialogTitle, TXT_DialogEnterNewHouseName, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 1: // Upgrade the house
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Check if it\'s possible to upgrade further
if (AHouseData[HouseID][HouseLevel] < AHouseData[HouseID][HouseMaxLevel])
{
// Add only the upgrades above the current house-level to the upgradelist
for (new i = AHouseData[HouseID][HouseLevel] + 1; i <= AHouseData[HouseID][HouseMaxLevel]; i++)
{
Counter++; // Add 1 to the counter each time an upgrade is added to the upgradelist
UpgradePrice = ((AHouseData[HouseID][HousePrice] * Counter) / 100) * HouseUpgradePercent;
// Add the upgrade-info in green if the player can afford it, and in red if he cannot afford it
if (APlayerData[playerid][PlayerMoney] >= UpgradePrice)
format(UpgradeList, 2000, \"%s{00FF00}%s (level %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[InteriorName], i, UpgradePrice);
else
format(UpgradeList, 2000, \"%s{FF0000}%s (level %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[InteriorName], i, UpgradePrice);
}
// Show another dialog to let the player select which upgrade he wants for his house
ShowPlayerDialog(playerid, DialogUpgradeHouse, DIALOG_STYLE_LIST, TXT_DialogSelectHouseUpgrade, UpgradeList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseReachedMaxLevel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 2: // Buy house-car
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Find a free carslot
CarSlot = House_GetFreeCarSlot(HouseID);
// Check if the carslot is valid
if (CarSlot != -1)
{
// Let the player choose a vehicle-class
format(VehicleClassList, 1000, \"%s{00FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Bikes\");
format(VehicleClassList, 1000, \"%s{40FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Boats\");
format(VehicleClassList, 1000, \"%s{80FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Convertibles\");
format(VehicleClassList, 1000, \"%s{B0FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Helicopters\");
format(VehicleClassList, 1000, \"%s{FFFF00}%s{FFFFFF}\\n\", VehicleClassList, \"Industrial vehicles\");
format(VehicleClassList, 1000, \"%s{B0FF40}%s{FFFFFF}\\n\", VehicleClassList, \"Low-riders\");
format(VehicleClassList, 1000, \"%s{80FF80}%s{FFFFFF}\\n\", VehicleClassList, \"Off-Road vehicles\");
format(VehicleClassList, 1000, \"%s{40FFB0}%s{FFFFFF}\\n\", VehicleClassList, \"Planes\");
format(VehicleClassList, 1000, \"%s{00FFFF}%s{FFFFFF}\\n\", VehicleClassList, \"Public Service vehicles\");
format(VehicleClassList, 1000, \"%s{00B0FF}%s{FFFFFF}\\n\", VehicleClassList, \"RC vehicles\");
format(VehicleClassList, 1000, \"%s{0080FF}%s{FFFFFF}\\n\", VehicleClassList, \"Saloon vehicles\");
format(VehicleClassList, 1000, \"%s{0040FF}%s{FFFFFF}\\n\", VehicleClassList, \"Sport vehicles\");
format(VehicleClassList, 1000, \"%s{0000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Station wagons\");
format(VehicleClassList, 1000, \"%s{4000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Trailers\");
format(VehicleClassList, 1000, \"%s{8000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Unique vehicles\");
// Ask which vehicle class the player wants to see to buy a vehicle
ShowPlayerDialog(playerid, DialogBuyCarClass, DIALOG_STYLE_LIST, TXT_DialogBuyCarSelectClass, VehicleClassList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseHasMaxVehicles);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 3: // Buy house-car insurance
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
new MsgInsurance[128];
// Check if this house doesn\'t have insurance yet
if (AHouseData[HouseID][Insurance] == 0)
{
// Check if the player can afford the insurance
if (APlayerData[playerid][PlayerMoney] >= (AHouseData[HouseID][HousePrice] / 10))
{
// Construct the message for the dialog, this includes the price for the insurance
format(MsgInsurance, 128, TXT_DialogBuyInsurance, AHouseData[HouseID][HousePrice] / 10);
// Ask the player if the wants to buy an insurance for this house\'s vehicles
ShowPlayerDialog(playerid, DialogBuyInsurance, DIALOG_STYLE_MSGBOX, TXT_DialogTitleBuyInsurance, MsgInsurance, TXT_DialogButtonYes, TXT_DialogButtonNo);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotAffordInsurance);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseAlreadyHasInsurance);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 4: // Sell house-car
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
new BuyableCarIndex, bool:HouseHasCars = false;
// Check if the house has any cars assigned to it
for (CarSlot = 0; CarSlot < 10; CarSlot++)
if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
HouseHasCars = true;
// Check if the house has any cars assigned to it
if (HouseHasCars == true)
{
// Add all vehicles to the list
for (CarSlot = 0; CarSlot < 10; CarSlot++)
{
if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
{
// Get the index where the first vehicle is found in the ABuyableVehicles array
BuyableCarIndex = VehicleBuyable_GetIndex(GetVehicleModel(AHouseData[HouseID][VehicleIDs][CarSlot]));
// Add the name of the vehicle to the list
format(VehicleList, 500, \"%s{00FF00}%s: $%i{FFFFFF}\\n\", VehicleList, ABuyableVehicles[BuyableCarIndex][CarName], ABuyableVehicles[BuyableCarIndex][Price] / 2);
}
else
format(VehicleList, 500, TXT_EmptyCarSlot, VehicleList);
}
// Ask which vehicle class the player wants to see to buy a vehicle
ShowPlayerDialog(playerid, DialogSellCar, DIALOG_STYLE_LIST, TXT_SelectVehicleToSell, VehicleList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_NoHouseVehicles);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 5: // Sell house
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Setup local variables
new bool:HouseHasCars = false;
// Check if the house has any cars assigned to it
for (CarSlot = 0; CarSlot < 10; CarSlot++)
if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
HouseHasCars = true;
// Check if all house-cars have been sold (all slots are empty)
if (HouseHasCars == false)
{
format(Msg, 128, TXT_SureSellHouse, House_CalcSellPrice(HouseID));
ShowPlayerDialog(playerid, DialogSellHouse, DIALOG_STYLE_MSGBOX, TXT_AreYouSure, Msg, TXT_DialogButtonYes, TXT_DialogButtonNo);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotSellHouseWithCars);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 6: // Open the house to the public (everyone can enter it)
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Open the house to the public
AHouseData[HouseID][HouseOpened] = true;
// Let the player know he opened the house to the public
SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}You\'ve opened the house to the public, anyone can enter it\");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 7: // Close the house to the public (only the owner can enter it)
{
// Only the house-owner can use this option
if (House_PlayerIsOwner(playerid, HouseID) == 1)
{
// Close the house to the public
AHouseData[HouseID][HouseOpened] = false;
// Let the player know he closed the house to the public
SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}You\'ve closed the house to the public, only you can enter it\");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
}
case 8:
{
House_Exit(playerid, HouseID);
}
}
return 1;
}
csak simán ezt rakd be alá, nekem ez működött mikor próbáltam(7 éve kb. xD), és töröld a
Dialog_HouseMenu(playerid, response, listitem)
-et a
case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
-val együtt, ha nem működik írj ide vissza, bár szerintem fog mert nekem működött