Szerző Téma: ppc trucking probléma a fuelel  (Megtekintve 3504 alkalommal)

ppc trucking probléma a fuelel
« Dátum: 2011. október 22. - 21:56:57 »
0 Show voters
van egy promlémám a fuelel a ppc-be mikor tankolok lefagy mi lehet a gond felteszem a gm-et
[pawn]// Make sure you don\'t get warnings about tabsize
#pragma tabsize 0
// ********************************************************************************************************************
// Set default gamemode name
// ********************************************************************************************************************
#define GameModeName            \"[HUN]Fuvar 1000-rel:)\"
// ********************************************************************************************************************
// ********************************************************************************************************************
// Include default files
#include <a_samp>
#include <zcmd>
#include <dutils>
#include <sscanf2>
#include <streamer>
// Include all define-statements and custom-type declarations and the arrays which use them
// These files need to be included before the functions get included, because the functions use the defines, custom types and the arrays
// Also include the defined loads (for truckers, military, mafia, ...) and locations arrays
#include <PPC_DefTexts>
#include <PPC_ServerSettings>
#include <PPC_Defines>
#include <PPC_DefLocations>
#include <PPC_DefLoads>
#include <PPC_DefCars>
#include <PPC_DefPlanes>
#include <PPC_DefTrailers>
#include <PPC_DefBuyableVehicles>
// Include functions for this gamemode
#include <PPC_Common>
#include <PPC_Housing>
#include <PPC_Business>
#include <PPC_GameModeInit>
#include <PPC_FileOperations>
#include <PPC_Speedometer>
#include <PPC_MissionsTrucking>
#include <PPC_MissionsBus>
#include <PPC_MissionsPilot>
#include <PPC_MissionsPolice>
#include <PPC_MissionsMafia>
#include <PPC_MissionsAssistance>
#include <PPC_MissionsCourier>
#include <PPC_MissionsRoadworker>
#include <PPC_Convoys>
#include <PPC_Dialogs>
#include <PPC_PlayerCommands>
#include <PPC_Toll>
// The main function (used only once when the server loads)
main()
{
// Print some standard lines to the server\'s console
print(\"\\n----------------------------------\");
print(GameModeName);
print(\"----------------------------------\\n\");
}
// This callback gets called when the server initializes the gamemode
public OnGameModeInit()
{
new HostCommand[128];
// Change the hostname
format(HostCommand, 128, \"[HUN]-->*Kamionosok és Rendõrök*<--\", GameModeName);
SendRconCommand(HostCommand);
SetGameModeText(GameModeName); // Set the Mode of the gamemode, which appears in the list of servers
GameModeInit_VehiclesPickups(); // Add all static vehicles and pickups when the server starts that are required (also load the houses)
GameModeInit_Classes(); // Add character models to the class-selection (without weapons)
Convoys_Init(); // Setup textdraws and default data for convoys
ShowPlayerMarkers(1); // Show players on the entire map (and on the radar)
ShowNameTags(1); // Show player names (and health) above their head
ManualVehicleEngineAndLights(); // Let the server control the vehicle\'s engine and lights
EnableStuntBonusForAll(0); // Disable stunt bonus for all players
DisableInteriorEnterExits(); // Removes all building-entrances in the game
UsePlayerPedAnims(); // Use CJ\'s walking animation
// Start the timer that will show timed messages every 2 minutes
SetTimer(\"Timer_TimedMessages\", 1000 * 60 * 2, true);
// Start the timer that will show a random bonus mission for truckers every 5 minutes
SetTimer(\"ShowRandomBonusMission\", 1000 * 60 * 5, true);
// Start the timer that checks the toll-gates
SetTimer(\"Toll\", 1000, true);
// Fix the bugged houses (after fixing the houses, you can remove this line, as it\'s not needed anymore)
FixHouses();
return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
// Always allow NPC\'s to login without password or account
if (IsPlayerNPC(playerid))
   return 1;
// Setup local variables
new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;
// Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints
SetPVarInt(playerid, \"PVarMoney\", 0);
SetPVarInt(playerid, \"PVarScore\", 0);
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Also store this name for the player
GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);
// Send a message to all players to let them know somebody else joined the server
format(NewPlayerMsg, 128, TXT_PlayerJoinedServer, Name, playerid);
SendClientMessageToAll(0xFFFFFFFF, NewPlayerMsg);
// Try to load the player\'s datafile (\"PlayerFile_Load\" returns \"1\" is the file has been read, \"0\" when the file cannot be read)
if (PlayerFile_Load(playerid) == 1)
{
   // Check if the player is still banned
   if (APlayerData[playerid][banTime] < gettime()) // Player ban-time is passed
      ShowPlayerDialog(playerid, DialogLogin, DIALOG_STYLE_INPUT, TXT_DialogLoginTitle, TXT_DialogLoginMsg, TXT_DialogLoginButton1, TXT_DialogButtonCancel);
   else // Player is still banned
   {
      ShowRemainingBanTime(playerid); // Show the remaining ban-time to the player is days, hours, minutes, seconds
      Kick(playerid); // Kick the player
   }
}
else
   ShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, TXT_DialogRegisterTitle, TXT_DialogRegisterMsg, TXT_DialogRegisterButton1, TXT_DialogButtonCancel);
// The houses have been loaded but not the cars, so load all vehicles assigned to the player\'s houses
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
    // Get the HouseID from this slot
    HouseID = APlayerData[playerid][Houses][HouseSlot];
    // Check if there is a house in this slot
   if (HouseID != 0)
       HouseFile_Load(HouseID, true); // Load the cars of the house
}
// Speedometer setup
Speedometer_Setup(playerid);
// MissionText TextDraw setup
APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, \" \"); // Setup the missiontext at the bottom of the screen
TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center
TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box
TextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext
// Display a message if the player hasn\'t accepted the rules yet
if (APlayerData[playerid][RulesRead] == false)
    SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Szerver szabályzat {FFFF00}/rules{FF0000}Parancs\");
return 1;
}
// This function shows the player how long his ban still is when he tries to login (in days, hours, minutes, seconds)
ShowRemainingBanTime(playerid)
{
// Setup local variables
new TotalBanTime, Days, Hours, Minutes, Seconds, Msg[128];
// Get the total ban-time
TotalBanTime = APlayerData[playerid][banTime] - gettime();
// Calculate days
if (TotalBanTime >= 86400)
{
   Days = TotalBanTime / 86400;
   TotalBanTime = TotalBanTime - (Days * 86400);
}
// Calculate hours
if (TotalBanTime >= 3600)
{
   Hours = TotalBanTime / 3600;
   TotalBanTime = TotalBanTime - (Hours * 3600);
}
// Calculate minutes
if (TotalBanTime >= 60)
{
   Minutes = TotalBanTime / 60;
   TotalBanTime = TotalBanTime - (Minutes * 60);
}
// Calculate seconds
Seconds = TotalBanTime;
// Display the remaining ban-time for this player
SendClientMessage(playerid, 0xFFFFFFFF, TXT_StillBanned);
format(Msg, 128, TXT_BannedDuration, Days, Hours, Minutes, Seconds);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
// Always allow NPC\'s to logout without password or account
if (IsPlayerNPC(playerid))
   return 1;
// Setup local variables
new Name[24], Msg[128], HouseID;
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Stop spectate mode for all players who are spectating this player
for (new i; i < MAX_PLAYERS; i++)
    if (IsPlayerConnected(i)) // Check if the player is connected
        if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) // Check if this player is spectating somebody
            if (APlayerData[spectateID] == playerid) // Check if this player is spectating me

            {


            TogglePlayerSpectating(i, 0); // Turn off spectate-mode


            APlayerData
[spectateID] = INVALID_PLAYER_ID;

            APlayerData
[spectateType] = ADMIN_SPEC_TYPE_NONE;

            SendClientMessage(i, 0xFFFFFFFF, \"{FF0000}A játékos kilépet a spec befejezödöt\");


         }


// Send a message to all players to let them know somebody else joined the server


format(Msg, 128, TXT_PlayerLeftServer, Name, playerid);


SendClientMessageToAll(0xFFFFFFFF, Msg);


// If the player entered a proper password (the player has an account)


if (strlen(APlayerData[playerid][PlayerPassword]) != 0)


{


    // Save the player data and his houses


   PlayerFile_Save(playerid);


}


// Stop any job that may have started (this also clears all mission data)


switch (APlayerData[playerid][PlayerClass])


{


   case ClassTruckDriver: Trucker_EndJob(playerid); // Stop any trucker job


   case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job


   case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job


   case ClassPolice: Police_EndJob(playerid); // Stop any police job


   case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job


   case ClassAssistance: Assistance_EndJob(playerid);


   case ClassRoadWorker: Roadworker_EndJob(playerid);


}


// If the player is part of a convoy, kick him from it


Convoy_Leave(playerid);


// Unload all the player\'s house-vehicles to make room for other player\'s vehicles


for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)


{


    // Get the HouseID from this slot


    HouseID = APlayerData[playerid][Houses][HouseSlot];


    // Check if there is a house in this slot


   if (HouseID != 0)


   {


       // Unload the cars of the house


       House_RemoveVehicles(HouseID);


      // Set the house so it cannot be entered by anyone (close the house)


      AHouseData[HouseID][HouseOpened] = false;


   }


}


// Clear the data in the APlayerData array to make sure the next player with the same id doesn\'t hold wrong data


APlayerData[playerid][spectateID] = -1;


APlayerData[playerid][spectateVehicle] = -1;


APlayerData[playerid][spectateType] = ADMIN_SPEC_TYPE_NONE;


APlayerData[playerid][LoggedIn] = false;


APlayerData[playerid][AssistanceNeeded] = false;


APlayerData[playerid][PlayerPassword] = 0;


APlayerData[playerid][PlayerLevel] = 0;


APlayerData[playerid][PlayerJailed] = 0;


APlayerData[playerid][PlayerFrozen] = 0; // Clearing this variable automatically kills the frozentimer


APlayerData[playerid][bans] = 0;


APlayerData[playerid][banTime] = 0;


APlayerData[playerid][Muted] = false;


APlayerData[playerid][RulesRead] = false;


APlayerData[playerid][AutoReportTime] = 0;


APlayerData[playerid][TruckerLicense] = 0;


APlayerData[playerid][busLicense] = 0;


APlayerData[playerid][PlayerClass] = 0;


APlayerData[playerid][Warnings] = 0;


APlayerData[playerid][PlayerMoney] = 0;


APlayerData[playerid][PlayerScore] = 0;


for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)


   APlayerData[playerid][Houses][HouseSlot] = 0;


for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)


   APlayerData[playerid][business][busSlot] = 0;


APlayerData[playerid][CurrentHouse] = 0;


// Clear bank account info


APlayerData[playerid][bankPassword] = 0;


APlayerData[playerid][bankLoggedIn] = false;


APlayerData[playerid][bankMoney] = 0;


// Clear stats


APlayerData[playerid][statsTruckerJobs] = 0;


APlayerData[playerid][statsConvoyJobs] = 0;


APlayerData[playerid][statsBusDriverJobs] = 0;


APlayerData[playerid][statsPilotJobs] = 0;


APlayerData[playerid][statsMafiaJobs] = 0;


APlayerData[playerid][statsMafiaStolen] = 0;


APlayerData[playerid][statsPoliceFined] = 0;


APlayerData[playerid][statsPoliceJailed] = 0;


APlayerData[playerid][statsCourierJobs] = 0;


APlayerData[playerid][statsRoadworkerJobs] = 0;


APlayerData[playerid][statsAssistance] = 0;


APlayerData[playerid][statsMetersDriven] = 0.0;


// Clear police warnings


APlayerData[playerid][PoliceCanJailMe] = false;


APlayerData[playerid][PoliceWarnedMe] = false;


APlayerData[playerid][Value_PoliceCanJailMe] = 0;


// Make sure the jailtimer has been destroyed


KillTimer(APlayerData[playerid][PlayerJailedTimer]);


KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);


// Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0


Speedometer_Cleanup(playerid);


// Also destroy the missiontext TextDraw for this player


TextDrawDestroy(APlayerData[playerid][MissionText]);


// Destroy a rented vehicle is the player had any


if (APlayerData[playerid][RentedVehicleID] != 0)


{


   // Clear the data for the already rented vehicle


   AVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = 0;


   AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = 0;


   AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = false;


   AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner] = 0;


   AVehicleData[APlayerData[playerid][RentedVehicleID]][PaintJob] = 0;


   for (new j; j < 14; j++)


   {


      AVehicleData[APlayerData[playerid][RentedVehicleID]][Components][j] = 0;


   }


   // Destroy the vehicle


   DestroyVehicle(APlayerData[playerid][RentedVehicleID]);


   // Clear the RentedVehicleID


   APlayerData[playerid][RentedVehicleID] = 0;


}


return 1;


}


// This callback gets called whenever a player uses the chat-box


public OnPlayerText(playerid, text[])


{


// Block the player\'s text if he has been muted


    if (APlayerData[playerid][Muted] == true)


{


   // Let the player know he\'s still muted


   SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Mutolva vagy\");


   // Don\'t allow his text to be sent to the chatbox


   return 0;


}


    return 1;


}


// This callback gets called when a player interacts with a dialog


public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])


{


// Select the proper dialog to process


switch (dialogid)


{


   case DialogRegister: Dialog_Register(playerid, response, inputtext); // The \"Register\"-dialog


   case DialogLogin: Dialog_Login(playerid, response, inputtext); // The \"Login\"-dialog


   case DialogStatsOtherPlayer: Dialog_StatsOtherPlayer(playerid, response, listitem);


   case DialogStatsHouse: Dialog_StatsHouse(playerid, response, listitem);


   case DialogStatsGoHouse: Dialog_StatsGoHouse(playerid, response, listitem);


   case DialogStatsGoBusiness: Dialog_StatsGoBusiness(playerid, response, listitem);


   case DialogRescue: Dialog_Rescue(playerid, response, listitem); // The rescue-dialog


   case DialogBuyLicenses: Dialog_BuyLicenses(playerid, response, listitem); // The license-dialog (allows the player to buy trucker/busdriver licenses)


   case DialogRules: Dialog_Rules(playerid, response);


   case DialogTruckerJobMethod: Dialog_TruckerSelectJobMethod(playerid, response, listitem); // The work-dialog for truckers (shows the loads he can carry and lets the player choose the load)


   case DialogTruckerSelectLoad: Dialog_TruckerSelectLoad(playerid, response, listitem); // The load-selection dialog for truckers (shows the startlocations for the selected load and let the player choose his startlocation)


   case DialogTruckerStartLoc: Dialog_TruckerSelectStartLoc(playerid, response, listitem); // The start-location dialog for truckers (shows the endlocations for the selected load and let the player choose his endlocation)


   case DialogTruckerEndLoc: Dialog_TruckerSelectEndLoc(playerid, response, listitem); // The end-location dialog for truckers (processes the selected endlocation and starts the job)


   case DialogBusJobMethod: Dialog_BusSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)


   case DialogBusSelectRoute: Dialog_BusSelectRoute(playerid, response, listitem); // Choose the busroute and start the job


   case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);


   case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog


   case DialogCar: Dialog_Car(playerid, response, listitem); // The car-dialog (which uses a split dialog structure)


   case DialogPlane: Dialog_Plane(playerid, response, listitem); // The plane-dialog (which uses a split dialog structure)


   case DialogTrailer: Dialog_Trailer(playerid, response, listitem); // The trailer-dialog (which uses a split dialog structure)


   case DialogBoat: Dialog_Boat(playerid, response, listitem); // The boat-dialog


   case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle


   case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before


   case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure


   case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);


   case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);


   case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog


   case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog


   case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);


   case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu


   case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu


   case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses


   case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house


   case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house


   case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle


   case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before


   case DialogSellCar: Dialog_SellCar(playerid, response, listitem);


   case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response);


   case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem);


   case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem);


   case DialogUnclampVehicles: Dialog_UnclampVehicles(playerid, response);


   case DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem);


   case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem);


   case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem);


   case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your business


   case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business


   case DialogBankPasswordRegister: Dialog_BankPasswordRegister(playerid, response, inputtext);


   case DialogBankPasswordLogin: Dialog_BankPasswordLogin(playerid, response, inputtext);


   case DialogBankOptions: Dialog_BankOptions(playerid, response, listitem);


   case DialogBankDeposit: Dialog_BankDeposit(playerid, response, inputtext);


   case DialogBankWithdraw: Dialog_BankWithdraw(playerid, response, inputtext);


   case DialogBankTransferMoney: Dialog_BankTransferMoney(playerid, response, inputtext);


   case DialogBankTransferName: Dialog_BankTransferName(playerid, response, inputtext);


   case DialogBankCancel: Dialog_BankCancel(playerid, response);


   case DialogHelpItemChosen: Dialog_HelpItemChosen(playerid, response, listitem);


   case DialogHelpItem: Dialog_HelpItem(playerid, response);


   case DialogOldPassword: Dialog_OldPassword(playerid, response, inputtext);


   case DialogNewPassword: Dialog_NewPassword(playerid, response, inputtext);


   case DialogConfirmPassword: Dialog_ConfirmPassword(playerid, response);


}


    return 1;


}


// this callback gets called when a player clicks on another player on the scoreboard


public OnPlayerClickPlayer(playerid, clickedplayerid, source)


{


// Check if the player is an admin of at least level 1


if (APlayerData[playerid][PlayerLevel] >= 1)


{


   // Setup local variables


   new Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses;


   // Construct the dialog-title


   GetPlayerName(clickedplayerid, Name, sizeof(Name));


   format(DialogTitle, 128, \"Statistics of player: %s\", Name);


   // Add the IP of the player to the list


    GetPlayerIp(clickedplayerid, PlayerIP, sizeof(PlayerIP));


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Player-IP: {00FF00}%s\\n\", PlayerStatList, PlayerIP);


   // Add the level of the player to the list


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Admin-level: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]);


   // Add the class of the player to the list


   switch(APlayerData[clickedplayerid][PlayerClass])


   {


      case ClassTruckDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Trucker\\n\", PlayerStatList);


      case ClassBusDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Bus driver\\n\", PlayerStatList);


      case ClassPilot: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Pilot\\n\", PlayerStatList);


      case ClassPolice: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Police\\n\", PlayerStatList);


      case ClassMafia: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Mafia\\n\", PlayerStatList);


      case ClassCourier: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Courier\\n\", PlayerStatList);


      case ClassAssistance: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Assistance\\n\", PlayerStatList);


   }


   // Add money and score of the player to the list


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Money: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Score: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]);


   // Add wanted-level of the player to the list


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Wanted-level: {00FF00}%i\\n\", PlayerStatList, GetPlayerWantedLevel(clickedplayerid));


   // Add truckerlicense and busdriver license of the player to the list


   if (APlayerData[clickedplayerid][TruckerLicense] == 1)


      format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Trucker License: {00FF00}Yes\\n\", PlayerStatList);


   else


      format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Trucker License: {00FF00}No\\n\", PlayerStatList);


   if (APlayerData[clickedplayerid][busLicense] == 1)


      format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bus License: {00FF00}Yes\\n\", PlayerStatList);


   else


      format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bus License: {00FF00}No\\n\", PlayerStatList);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed trucker jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsTruckerJobs]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed convoy jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsConvoyJobs]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed busdriver jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsBusDriverJobs]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed pilot jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPilotJobs]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed mafia jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaJobs]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Stolen mafia-loads: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaStolen]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Fined players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceFined]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Jailed players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceJailed]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed courier jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsCourierJobs]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed roadworker jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsRoadworkerJobs]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Assisted players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsAssistance]);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Meters driven: {00FF00}%f\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMetersDriven]);


   // Count the number of houses/businesses that the player has and add them to the list


   for (new i; i < MAX_HOUSESPERPLAYER; i++)


      if (APlayerData[clickedplayerid][Houses]
!= 0)

          NumHouses++;


   for (new i; i < MAX_BUSINESSPERPLAYER; i++)


      if (APlayerData[clickedplayerid][business]
!= 0)

          NumBusinesses++;


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Houses: {00FF00}%i (double-click for stats)\\n\", PlayerStatList, NumHouses);


   format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Businesses: {00FF00}%i (double-click for stats)\\n\", PlayerStatList, NumBusinesses);


   // Store the player-id of the other player so the other dialogs can display his statistics further (houses, businesses, cars)


   APlayerData[playerid][DialogOtherPlayer] = clickedplayerid;


   // Show the statistics of the other player


   ShowPlayerDialog(playerid, DialogStatsOtherPlayer, DIALOG_STYLE_LIST, DialogTitle, PlayerStatList, TXT_DialogButtonSelect, TXT_DialogButtonCancel); // Let the player buy a license


}


return 1;


}


// This callback gets called when a player picks up any pickup


public OnPlayerPickUpPickup(playerid, pickupid)


{


// If the player picks up the Buy_License pickup at the driving school in Doherty


if (pickupid == Pickup_License)


    // Ask the player which license he wants to buy


   ShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, TXT_DialogLicenseTitle, TXT_DialogLicenseList, TXT_DialogButtonBuy, TXT_DialogButtonCancel); // Let the player buy a license


return 1;


}


// This callback gets called when a player spawns somewhere


public OnPlayerSpawn(playerid)


{


// Always allow NPC\'s to spawn without logging in


if (IsPlayerNPC(playerid))


   return 1;


// Check if the player properly logged in by typing his password


if (APlayerData[playerid][LoggedIn] == false)


{


   SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly);


    Kick(playerid); // Kick the player if he didn\'t log in properly


}


// Setup local variables


new missiontext[200];


// Spawn the player in the global world (where everybody plays the game)


    SetPlayerVirtualWorld(playerid, 0);


SetPlayerInterior(playerid, 0);


// Also set a variable that tracks in which house the player currently is


APlayerData[playerid][CurrentHouse] = 0;


// Disable the clock


TogglePlayerClock(playerid, 0);


// Delete all weapons from the player


ResetPlayerWeapons(playerid);


// Set the missiontext based on the chosen class


switch (APlayerData[playerid][PlayerClass])


{


   case ClassTruckDriver: // Truck-driver class


   {


      format(missiontext, sizeof(missiontext), Trucker_NoJobText); // Preset the missiontext


      SetPlayerColor(playerid, ColorClassTruckDriver); // Set the playercolor (chatcolor for the player and color on the map)


   }


   case ClassBusDriver: // Bus-driver class


   {


      format(missiontext, sizeof(missiontext), BusDriver_NoJobText); // Preset the missiontext


      SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map)


   }


   case ClassPilot: // Pilot class


   {


      format(missiontext, sizeof(missiontext), Pilot_NoJobText); // Preset the missiontext


      SetPlayerColor(playerid, ColorClassPilot); // Set the playercolor (chatcolor for the player and color on the map)


   }


   case ClassPolice: // Police class


   {


      format(missiontext, sizeof(missiontext), Police_NoJobText); // Preset the missiontext


      SetPlayerColor(playerid, ColorClassPolice); // Set the playercolor (chatcolor for the player and color on the map)


      // Start the PlayerCheckTimer to scan for wanted players (be sure the timer has been destroyed first)


      KillTimer(APlayerData[playerid][PlayerCheckTimer]);


      APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Police_CheckWantedPlayers\", 1000, true, \"i\", playerid);


      // Check if the police player can get weapons


      if (PoliceGetsWeapons == true)


      {


          // Give up to 12 weapons to the player


         for (new i; i < 12; i++)


             GivePlayerWeapon(playerid, APoliceWeapons
, PoliceWeaponsAmmo);

      }


   }


   case ClassMafia: // Mafia class


   {


      format(missiontext, sizeof(missiontext), Mafia_NoJobText); // Preset the missiontext


      SetPlayerColor(playerid, ColorClassMafia); // Set the playercolor (chatcolor for the player and color on the map)


      // Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first)


      KillTimer(APlayerData[playerid][PlayerCheckTimer]);


      APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Mafia_CheckMafiaLoads\", 1000, true, \"i\", playerid);


   }


   case ClassCourier: // Courier class


   {


      format(missiontext, sizeof(missiontext), Courier_NoJobText); // Preset the missiontext


      SetPlayerColor(playerid, ColorClassCourier); // Set the playercolor (chatcolor for the player and color on the map)


   }


   case ClassAssistance: // Assistance class


   {


      format(missiontext, sizeof(missiontext), Assistance_NoJobText); // Preset the missiontext


      SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map)


      // Start the PlayerCheckTimer to scan for players who need assistance (be sure the timer has been destroyed first)


      KillTimer(APlayerData[playerid][PlayerCheckTimer]);


      APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Assistance_CheckPlayers\", 1000, true, \"i\", playerid);


   }


   case ClassRoadWorker: // Roadworker class


   {


      format(missiontext, sizeof(missiontext), RoadWorker_NoJobText); // Preset the missiontext


      SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)


   }


}


// Set the missiontext


TextDrawSetString(APlayerData[playerid][MissionText], missiontext);


// Show the missiontext for this player


TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);


// If the player spawns and his jailtime hasn\'t passed yet, put him back in jail


if (APlayerData[playerid][PlayerJailed] != 0)


    Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);


return 1;


}


// This callback gets called whenever a player enters a checkpoint


public OnPlayerEnterCheckpoint(playerid)


{


// Check the player\'s class


switch (APlayerData[playerid][PlayerClass])


{


   case ClassTruckDriver: // Truckdriver class


      Trucker_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload goods)


   case ClassBusDriver: // BusDriver class


   {


      GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job


      BusDriver_EndJob(playerid); // End the current mission


   }


   case ClassPilot: // Pilot class


      Pilot_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload)


   case ClassMafia: // Mafia class


      Mafia_OnPlayerEnterCheckpoint(playerid);


   case ClassCourier: // Courier class


      Courier_OnPlayerEnterCheckpoint(playerid);


   case ClassRoadWorker: // Roadworker class


   {


      // Only end the mission when doing \"repair-speedcamera\" jobtype (checkpoint is the base of the roadworker)


      if (APlayerData[playerid][JobID] == 1) // Repairing speedcamera\'s


      {


         GameTextForPlayer(playerid, TXT_RoadworkerMissionPassed, 3000, 4); // Show a message to let the player know he finished his job


         Roadworker_EndJob(playerid); // End the current mission


      }


      if (APlayerData[playerid][JobID] == 2) // Towing broken vehicle to shredder


                Roadworker_EnterCheckpoint(playerid);


   }


}


return 1;


}


// This callback gets called when a player enters a race-checkpoint


public OnPlayerEnterRaceCheckpoint(playerid)


{


// Check the player\'s class


switch (APlayerData[playerid][PlayerClass])


{


   case ClassBusDriver: // BusDriver class


       Bus_EnterRaceCheckpoint(playerid); // Process the checkpoint


   case ClassRoadWorker: // Roadworker class


      Roadworker_EnterRaceCheckpoint(playerid);


}


return 1;


}


// This callback gets called whenever a player dies


public OnPlayerDeath(playerid, killerid, reason)


{


// Setup local variables


new VictimName[24], KillerName[24], Msg[128];


// Clear the missiontext


TextDrawSetString(APlayerData[playerid][MissionText], \" \");


// Hide the missiontext for this player (when the player is choosing a class, it\'s not required to show any mission-text)


TextDrawHideForPlayer(playerid, APlayerData[playerid][MissionText]);


// Stop any job that may have started


switch (APlayerData[playerid][PlayerClass])


{


   case ClassTruckDriver: Trucker_EndJob(playerid);


   case ClassBusDriver: BusDriver_EndJob(playerid);


   case ClassPilot: Pilot_EndJob(playerid);


   case ClassPolice: Police_EndJob(playerid);


   case ClassMafia: Mafia_EndJob(playerid);


   case ClassAssistance: Assistance_EndJob(playerid);


   case ClassRoadWorker: Roadworker_EndJob(playerid);


}


// If the player is part of a convoy, kick him from it


Convoy_Leave(playerid);


// If another player kills you, he\'ll get an extra star of his wanted level


if (killerid != INVALID_PLAYER_ID)


{


   // Increase the wanted level of the killer by one star


    SetPlayerWantedLevel(killerid, GetPlayerWantedLevel(killerid) + 1);


    // Get the name of the killed player and the killer


    GetPlayerName(playerid, VictimName, sizeof(VictimName));


    GetPlayerName(killerid, KillerName, sizeof(KillerName));


    // Let the killed know the police are informed about the kill


   format(Msg, 128, \"{FF0000}Megölted {FFFF00}%s{FF0000}, köröznek a rendörök\", VictimName);


   SendClientMessage(killerid, 0xFFFFFFFF, Msg);


   // Inform all police players about the kill


   format(Msg, 128, \"{00FF00}Player {FFFF00}%s{00FF00} killed {FFFF00}%s{00FF00}, pursue and fine him\", KillerName, VictimName);


   Police_SendMessage(Msg);


}


return 1;


}


// This callback gets called when the player is selecting a class (but hasn\'t clicked \"Spawn\" yet)


public OnPlayerRequestClass(playerid, classid)


{


    SetPlayerInterior(playerid,14);


SetPlayerPos(playerid,258.4893,-41.4008,1002.0234);


SetPlayerFacingAngle(playerid, 270.0);


SetPlayerCameraPos(playerid,256.0815,-43.0475,1004.0234);


SetPlayerCameraLookAt(playerid,258.4893,-41.4008,1002.0234);


// Display a short message to inform the player about the class he\'s about to choose


switch (classid)


{


      case 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12: // Classes that will be truckdrivers


   {


      // Display the name of the class


            GameTextForPlayer(playerid, TXT_ClassTrucker, 3000, 4);


      // Store the class for the player (truckdriver)


      APlayerData[playerid][PlayerClass] = ClassTruckDriver;


   }


   case 13, 14: // Classes that will be bus-drivers


   {


      // Display the name of the class


            GameTextForPlayer(playerid, TXT_ClassBusDriver, 3000, 4);


      // Store the class for the player (busdriver)


      APlayerData[playerid][PlayerClass] = ClassBusDriver;


   }


   case 15: // Classes that will be Pilot


   {


      // Display the name of the class


            GameTextForPlayer(playerid, TXT_ClassPilot, 3000, 4);


      // Store the class for the player (pilot)


      APlayerData[playerid][PlayerClass] = ClassPilot;


   }


   case 16, 17, 18, 19, 20, 21, 22, 23, 24 : // Classes that will be police


   {


      // Display the name of the class


            GameTextForPlayer(playerid, TXT_ClassPolice, 3000, 4);


      // Store the class for the player (police)


      APlayerData[playerid][PlayerClass] = ClassPolice;


   }


   case 25, 26, 27, 28, 29, 30, 31, 32, 33, 34: // Classes that will be mafia


   {


      // Display the name of the class


      GameTextForPlayer(playerid, TXT_ClassMafia, 3000, 4);


      // Store the class for the player (mafia)


      APlayerData[playerid][PlayerClass] = ClassMafia;


   }


   case 35, 36: // Classes that will be courier


   {


      // Display the name of the class


      GameTextForPlayer(playerid, TXT_ClassCourier, 3000, 4);


      // Store the class for the player (courier)


      APlayerData[playerid][PlayerClass] = ClassCourier;


   }


   case 37, 38: // Classes that will be assistance


   {


      // Display the name of the class


      GameTextForPlayer(playerid, TXT_ClassAssistance, 3000, 4);


      // Store the class for the player (assistance)


      APlayerData[playerid][PlayerClass] = ClassAssistance;


   }


   case 39, 40, 41: // Classes that will be roadworker


   {


      // Display the name of the class


      GameTextForPlayer(playerid, TXT_ClassRoadWorker, 3000, 4);


      // Store the class for the player (roadworker)


      APlayerData[playerid][PlayerClass] = ClassRoadWorker;


   }


}


return 1;


}


// This callback is called when the player attempts to spawn via class-selection


public OnPlayerRequestSpawn(playerid)


{


new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];


// Get the player\'s name


GetPlayerName(playerid, Name, sizeof(Name));


// Choose a random spawnlocation based on the player\'s class


switch (APlayerData[playerid][PlayerClass])


{


   case ClassTruckDriver:


   {


      Index = random(sizeof(ASpawnLocationsTrucker)); // Get a random array-index to chose a random spawnlocation


      x = ASpawnLocationsTrucker[index][spawnX]; // Get the X-position for the spawnlocation


      y = ASpawnLocationsTrucker[index][spawnY]; // Get the Y-position for the spawnlocation


      z = ASpawnLocationsTrucker[index][spawnZ]; // Get the Z-position for the spawnlocation


      Angle = ASpawnLocationsTrucker[index][spawnAngle]; // Get the rotation-angle for the spawnlocation


      format(Msg, 128, \"{FFFF00}%s{00FF00} Csatlakozott {FFFF00}Kamionosnak\", Name);


   }


   case ClassBusDriver:


   {


      Index = random(sizeof(ASpawnLocationsBusDriver));


      x = ASpawnLocationsBusDriver[index][spawnX]; // Get the X-position for the spawnlocation


      y = ASpawnLocationsBusDriver[index][spawnY]; // Get the Y-position for the spawnlocation


      z = ASpawnLocationsBusDriver[index][spawnZ]; // Get the Z-position for the spawnlocation


      Angle = ASpawnLocationsBusDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation


      format(Msg, 128, \"{FFFF00}%s{00FF00} Csatlakozott {FFFF00}Buszosnak\", Name);


   }


   case ClassPilot:


   {


      Index = random(sizeof(ASpawnLocationsPilot));


      x = ASpawnLocationsPilot[index][spawnX]; // Get the X-position for the spawnlocation


      y = ASpawnLocationsPilot[index][spawnY]; // Get the Y-position for the spawnlocation


      z = ASpawnLocationsPilot[index][spawnZ]; // Get the Z-position for the spawnlocation


      Angle = ASpawnLocationsPilot[index][spawnAngle]; // Get the rotation-angle for the spawnlocation


      format(Msg, 128, \"{FFFF00}%s{00FF00} Csatlakozott {FFFF00}Pilótának\", Name);


   }


   case ClassPolice:


   {


      // If the player has less than 100 scorepoints


       if (APlayerData[playerid][PlayerScore] < 100)


       {


         // Let the player know he needs 100 scorepoints


         GameTextForPlayer(playerid, \"100 pont kel hogy rendör lehes\", 5000, 4);


         SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}100 pont kel hogy rendör lehes\");


         return 0; // Don\'t allow the player to spawn as police player


       }


      // If the player has a wanted level


       if (GetPlayerWantedLevel(playerid) > 0)


       {


         // Let the player know he cannot have a wanted level to join police


         GameTextForPlayer(playerid, \"Nem lehetsz rendör mert körözöt vagy\", 5000, 4);


         SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem lehetsz rendör mert körözöt vagy\");


         return 0; // Don\'t allow the player to spawn as police player


       }


      Index = random(sizeof(ASpawnLocationsPolice));


      x = ASpawnLocationsPolice[index][spawnX]; // Get the X-position for the spawnlocation


      y = ASpawnLocationsPolice[index][spawnY]; // Get the Y-position for the spawnlocation


      z = ASpawnLocationsPolice[index][spawnZ]; // Get the Z-position for the spawnlocation


      Angle = ASpawnLocationsPolice[index][spawnAngle]; // Get the rotation-angle for the spawnlocation


      format(Msg, 128, \"{FFFF00}%s{00FF00} Csatlakozott {FFFF00}Rendõrnek\", Name);

« Utoljára szerkesztve: 2011. október 23. - 08:24:01 írta N@rbirock »

ppc trucking probléma a fuelel
« Válasz #1 Dátum: 2011. október 22. - 22:10:46 »
0 Show voters
Ezt nem tudtad volna BB kódba rakni? Nem [ i ] [ /i ] -re gondoltam hanem pl [ pawn ] [ /pawn ] -ra...

ppc trucking probléma a fuelel
« Válasz #2 Dátum: 2011. október 22. - 22:14:41 »
0 Show voters
megcsináltam igy jó
« Utoljára szerkesztve: 2011. október 22. - 22:36:42 írta N@rbirock »

 

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