Ez a szekció lehetővé teszi a felhasználó által írt összes hozzászólás megtekintését. Vedd figyelembe, hogy csak azokba a fórumokba írt hozzászólásokat látod, amelyekhez hozzáférésed van.
Üzenetek - LuckyBoy
1
« Dátum: 2013. november 01. - 16:00:06 »
de akkor ceratedynamic objectel több objectet fogok tudni létrehozni mint simán ?
2
« Dátum: 2013. november 01. - 02:46:37 »
Ucoz.hu-s weboldalt tudok csinálni . skype: luckyboy725 Ha nem CreateObject-el hanem a streamert beágyazva CreateDynamicObjectet használok gyorsabban tud majd a streamer dolgozni ? És ami a legfontosabb : Több objectet fog tudni majd kezelni ? Mert most Createobjectet használok streamerrel és ha meghaladok egy bizonyos object számot akkor az utána lévõket elfelejti betenni . ?
3
« Dátum: 2013. október 28. - 16:57:12 »
ohh köszi mostmár jóóó Örök hálám !! [mod]IP címed levettem nem itt fogod hírdetni.[/mod]
4
« Dátum: 2013. október 28. - 15:41:21 »
Van streamer pluginom .. DE akkor frissítem hátha .
5
« Dátum: 2013. október 28. - 14:53:13 »
Sziasztok azt szeretném kérdezni hogy szerverembe mappoltam. Eddig minden oké ... be is tettem egy fs formájában. Összesen server.cfg be 2darab fs van egy \"scriptek\" amiben a scriptjeim vannak és egy \"mappok\" amiben pedig a mapp munkáim helyezkednek el . Eddig csak beírtam a createobject sorokat kompiláltam bedobtam szerverbe és minden klappolt tökéletesen funkcionált. de most.. ha betöltetem a szerverrel a mappokat (amiket én csináltam) akkor a szerver modjába épített depókat és eredeti objecteket nem tölti be .. . Szóval ha betöltetem a sajátjaimat eltûnnek az eredeti objectek .. pl kacc , doherty. MI lehet ennek az oka ? . FONTOS :S . itt a mapp sciptem hátha láttok benne valamit ti profik amit én nem kezdõ szemmel . . #include #include new kapu; public OnGameModeInit() { CreateObject(3928,-328.0000000,1560.6999500,74.6000000,0.0000000,0.0000000,314.0000000); //object(helipad) (1) CreateObject(3666,-328.3994100,1565.7998000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (1) CreateObject(3666,-333.2998000,1561.0996100,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (2) CreateObject(3666,-327.8994100,1555.5000000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (3) CreateObject(3666,-323.0000000,1560.2998000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (4) CreateObject(987,-320.8999900,1507.0999800,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-332.5000000,1507.1999500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-344.2999900,1507.0999800,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-356.3999900,1507.4000200,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-368.2999900,1507.1999500,74.6000000,0.0000000,0.0000000,1.9950000); //object(elecfence_bar) (23) CreateObject(987,-380.3999900,1507.3000500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-392.2999900,1507.1999500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-402.7000100,1513.0000000,74.6000000,0.0000000,0.0000000,329.9850000); //object(elecfence_bar) (23) CreateObject(987,-296.0000000,1508.0000000,74.6000000,0.0000000,0.0000000,41.9900000); //object(elecfence_bar) (23) CreateObject(987,-287.2999900,1516.0999800,74.6000000,0.0000000,0.0000000,41.9900000); //object(elecfence_bar) (23) CreateObject(987,-278.2000100,1524.0999800,74.6000000,0.0000000,0.0000000,43.9890000); //object(elecfence_bar) (23) CreateObject(987,-269.5000000,1532.4000200,74.6000000,0.0000000,0.0000000,43.9890000); //object(elecfence_bar) (23) CreateObject(987,-267.6000100,1533.8000500,74.6000000,0.0000000,0.0000000,41.9890000); //object(elecfence_bar) (23) CreateObject(987,-258.5000000,1541.8000500,74.6000000,0.0000000,0.0000000,133.9890000); //object(elecfence_bar) (23) CreateObject(987,-266.2999900,1550.1999500,74.6000000,0.0000000,0.0000000,133.9840000); //object(elecfence_bar) (23) CreateObject(987,-274.5996100,1558.7998000,74.6000000,0.0000000,0.0000000,135.9840000); //object(elecfence_bar) (23) CreateObject(987,-282.5000000,1566.5999800,74.6000000,0.0000000,0.0000000,135.9840000); //object(elecfence_bar) (23) CreateObject(987,-291.1000100,1575.0999800,74.6000000,0.0000000,0.0000000,133.9780000); //object(elecfence_bar) (23) CreateObject(987,-294.8999900,1578.8000500,74.6000000,0.0000000,0.0000000,133.9780000); //object(elecfence_bar) (23) CreateObject(987,-302.8999900,1587.6999500,74.6000000,0.0000000,0.0000000,225.9830000); //object(elecfence_bar) (23) CreateObject(987,-311.1000100,1579.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-312.6000100,1577.8000500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-321.2000100,1569.4000200,74.6000000,0.0000000,0.0000000,313.9780000); //object(elecfence_bar) (23) CreateObject(987,-319.5000000,1567.8000500,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23) CreateObject(987,-403.8999900,1524.9000200,74.6000000,0.0000000,0.0000000,275.9930000); //object(elecfence_bar) (23) CreateObject(987,-404.1000100,1532.8000500,74.6000000,0.0000000,0.0000000,271.9890000); //object(elecfence_bar) (23) CreateObject(987,-397.2000100,1542.4000200,74.6000000,0.0000000,0.0000000,233.9920000); //object(elecfence_bar) (23) CreateObject(987,-397.8999900,1554.1999500,74.6000000,0.0000000,0.0000000,273.9890000); //object(elecfence_bar) (23) CreateObject(987,-390.5000000,1563.5999800,74.6000000,0.0000000,0.0000000,231.9930000); //object(elecfence_bar) (23) CreateObject(987,-382.8999900,1572.8000500,74.6000000,0.0000000,0.0000000,229.9920000); //object(elecfence_bar) (23) CreateObject(987,-374.3999900,1581.0000000,74.6000000,0.0000000,0.0000000,223.9890000); //object(elecfence_bar) (23) CreateObject(987,-371.3999900,1583.6999500,74.6000000,0.0000000,0.0000000,223.9840000); //object(elecfence_bar) (23) CreateObject(987,-307.6000100,1583.1999500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-311.7999900,1595.9000200,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-319.7999900,1603.9000200,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-327.8999900,1612.0000000,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-336.2000100,1620.3000500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-338.7000100,1622.8000500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-347.3999900,1631.3000500,74.6000000,0.0000000,0.0000000,225.9830000); //object(elecfence_bar) (23) CreateObject(987,-355.7998000,1622.6992200,74.6000000,0.0000000,0.0000000,223.9780000); //object(elecfence_bar) (23) CreateObject(987,-364.5000000,1614.4000200,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-372.3999900,1606.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-374.3999900,1604.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-382.7000100,1595.5000000,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23) CreateObject(987,-379.5996100,1592.5000000,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23) CreateObject(3881,-308.7999900,1486.9000200,76.6000000,0.0000000,357.9950000,185.9930000); //object(airsecbooth_sfse) (3) CreateObject(987,-320.0000000,1587.0000000,74.6000000,0.0000000,0.0000000,47.9780000); //object(elecfence_bar) (23) CreateObject(987,-308.7999900,1507.1999500,74.7000000,0.0000000,0.0000000,275.9880000); //object(elecfence_bar) (23) CreateObject(987,-308.0000000,1501.9000200,74.7000000,0.0000000,0.0000000,275.9930000); //object(elecfence_bar) (23) CreateObject(987,-295.2000100,1495.8000500,74.7000000,0.0000000,0.0000000,93.9940000); //object(elecfence_bar) (23) CreateObject(987,-295.0000000,1490.9000200,74.7000000,0.0000000,0.0000000,93.9940000); //object(elecfence_bar) (23) CreateObject(3279,-314.7000100,1569.5999800,74.4000000,0.0000000,0.0000000,45.9890000); //object(a51_spottower) (5) CreateObject(3279,-264.8999900,1542.0000000,74.4000000,0.0000000,0.0000000,223.9840000); //object(a51_spottower) (5) CreateObject(3279,-375.7999900,1514.3000500,74.6000000,0.0000000,0.0000000,89.9840000); //object(a51_spottower) (5) CreateObject(2985,-265.1000100,1539.9000200,90.5000000,0.0000000,0.0000000,278.0000000); //object(minigun_base) (1) CreateObject(2985,-264.7998000,1544.5000000,90.5000000,0.0000000,0.0000000,73.9980000); //object(minigun_base) (2) CreateObject(2985,-262.7998000,1542.0996100,90.5000000,0.0000000,0.0000000,355.9950000); //object(minigun_base) (3) CreateObject(2985,-374.3999900,1512.8000500,90.7000000,0.0000000,0.0000000,305.9980000); //object(minigun_base) (4) CreateObject(2985,-377.2998000,1512.7998000,90.7000000,0.0000000,0.0000000,277.9980000); //object(minigun_base) (5) CreateObject(2985,-316.3999900,1569.3000500,90.5000000,0.0000000,0.0000000,199.9980000); //object(minigun_base) (6) CreateObject(2985,-377.3994100,1515.5996100,90.7000000,0.0000000,0.0000000,199.9950000); //object(minigun_base) (7) CreateObject(2985,-314.3999900,1571.5000000,90.5000000,0.0000000,0.0000000,77.9950000); //object(minigun_base) ( CreateObject(2985,-313.7999900,1568.6999500,90.5000000,0.0000000,0.0000000,333.9950000); //object(minigun_base) (9) CreateObject(2921,-304.5996100,1538.5000000,78.3000000,0.0000000,0.0000000,73.9980000); //object(kmb_cam) (1) CreateObject(3788,-322.2999900,1535.9000200,75.1000000,0.0000000,0.0000000,0.0000000); //object(missile_03_sfxr) (1) CreateObject(3786,-322.2999900,1535.8000500,75.2000000,0.0000000,0.0000000,0.0000000); //object(missile_05_sfxr) (1) CreateObject(2064,-375.7999900,1514.5000000,91.3000000,0.0000000,0.0000000,20.0000000); //object(cj_feildgun) (1) CreateObject(2064,-264.8994100,1542.0996100,91.1000000,0.0000000,0.0000000,39.9960000); //object(cj_feildgun) (2) CreateObject(2064,-315.5000000,1569.7998000,91.1000000,0.0000000,0.0000000,39.9960000); //object(cj_feildgun) (3) CreateObject(2796,-329.5000000,1537.3994100,78.0000000,0.0000000,0.0000000,0.0000000); //object(cj_air_d_6) (1) CreateObject(3526,-297.6000100,1452.4000200,72.9000000,0.0000000,0.0000000,94.0000000); //object(vegasairportlight) (1) CreateObject(3526,-296.7999900,1441.8000500,72.4000000,0.0000000,0.0000000,94.0000000); //object(vegasairportlight) (2) CreateObject(3526,-297.1000100,1446.6999500,72.6000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (3) CreateObject(3526,-298.2000100,1460.0000000,73.3000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (4) CreateObject(3526,-298.8999900,1467.5999800,73.7000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (5) CreateObject(3526,-299.8999900,1479.5000000,74.4000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (6) CreateObject(656,-364.6000100,1547.5999800,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (1) CreateObject(656,-389.7999900,1525.9000200,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (2) CreateObject(656,-317.2000100,1582.9000200,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (3) CreateObject(656,-313.7999900,1543.8000500,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (4) CreateObject(978,-347.3999900,1515.0000000,75.4000000,0.0000000,0.0000000,270.0000000); //object(sub_roadright) (2) CreateObject(978,-347.3999900,1519.5999800,75.4000000,0.0000000,0.0000000,270.0000000); //object(sub_roadright) (3) CreateObject(978,-351.7000100,1525.4000200,75.4000000,0.0000000,0.0000000,344.0000000); //object(sub_roadright) (4) CreateObject(978,-360.2000100,1527.1999500,75.4000000,0.0000000,0.0000000,349.9980000); //object(sub_roadright) (5) CreateObject(978,-369.0000000,1528.9000200,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (6) CreateObject(978,-377.0000000,1530.5999800,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (7) CreateObject(978,-379.2000100,1531.0999800,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) ( CreateObject(978,-387.0000000,1535.0999800,75.4000000,0.0000000,0.0000000,317.9970000); //object(sub_roadright) (9) CreateObject(978,-390.7999900,1542.3000500,75.4000000,0.0000000,0.0000000,275.9940000); //object(sub_roadright) (10) CreateObject(978,-391.3999900,1550.8000500,75.4000000,0.0000000,0.0000000,271.9930000); //object(sub_roadright) (11) CreateObject(978,-391.6000100,1555.9000200,75.4000000,0.0000000,0.0000000,271.9890000); //object(sub_roadright) (12) CreateObject(978,-351.8999900,1535.6999500,75.4000000,0.0000000,0.0000000,169.9970000); //object(sub_roadright) (13) CreateObject(978,-360.6000100,1537.1999500,75.4000000,0.0000000,0.0000000,169.9910000); //object(sub_roadright) (14) CreateObject(978,-369.0000000,1538.9000200,75.4000000,0.0000000,0.0000000,167.9910000); //object(sub_roadright) (15) CreateObject(978,-377.1000100,1540.5000000,75.4000000,0.0000000,0.0000000,167.9860000); //object(sub_roadright) (17) CreateObject(978,-382.1000100,1546.0000000,75.4000000,0.0000000,0.0000000,95.9860000); //object(sub_roadright) (18) CreateObject(978,-382.6000100,1555.0999800,75.4000000,0.0000000,0.0000000,89.9820000); //object(sub_roadright) (19) CreateObject(978,-379.3999900,1563.3000500,75.5000000,0.0000000,0.0000000,47.9780000); //object(sub_roadright) (20) CreateObject(978,-373.2000100,1569.6999500,75.7000000,0.0000000,0.0000000,43.9770000); //object(sub_roadright) (21) CreateObject(978,-368.2999900,1574.5000000,75.8000000,0.0000000,0.0000000,43.9730000); //object(sub_roadright) (22) CreateObject(8042,-289.6000100,1528.0999800,79.8999900,0.0000000,0.0000000,240.0000000); //object(apbarriergate07_lvs) (1) CreateObject(3578,-299.2999900,1538.5000000,75.3000000,0.0000000,0.0000000,314.0000000); //object(dockbarr1_la) (1) CreateObject(3599,935.8994100,-581.6992200,119.8000000,0.0000000,0.0000000,21.9950000); //object(hillhouse02_la) (1) CreateObject(8647,901.5000000,-626.9000200,114.2000000,0.0000000,0.0000000,96.0000000); //object(shbbyhswall03_lvs) (1) CreateObject(8647,951.5999800,-586.0999800,114.2000000,0.0000000,0.0000000,19.9990000); //object(shbbyhswall03_lvs) (2) CreateObject(8647,945.2999900,-609.2999900,114.0000000,0.0000000,0.0000000,307.9950000); //object(shbbyhswall03_lvs) (3) CreateObject(8647,951.5999800,-586.0999800,115.8000000,0.0000000,0.0000000,19.9950000); //object(shbbyhswall03_lvs) (4) CreateObject(8647,945.2999900,-609.2999900,115.7000000,0.0000000,0.0000000,307.9910000); //object(shbbyhswall03_lvs) (6) CreateObject(8647,901.5000000,-626.8994100,115.9000000,0.0000000,0.0000000,95.9990000); //object(shbbyhswall03_lvs) (7) CreateObject(3749,925.0996100,-621.3994100,119.2000000,0.0000000,0.0000000,21.9950000); //object(clubgate01_lax) (1) CreateObject(5706,937.9000200,-603.2000100,110.0000000,0.0000000,0.0000000,38.0000000); //object(studiobld03_law) (1) CreateObject(5706,941.5999800,-587.7000100,110.0000000,0.0000000,0.0000000,109.9960000); //object(studiobld03_law) (2) CreateObject(5706,918.5996100,-597.1992200,110.0000000,0.0000000,0.0000000,37.9960000); //object(studiobld03_law) (3) CreateObject(5706,928.5996100,-612.0000000,110.0000000,0.0000000,0.0000000,21.9950000); //object(studiobld03_law) (4) CreateObject(5706,901.4000200,-617.2000100,110.0000000,0.0000000,0.0000000,5.9960000); //object(studiobld03_law) (5) CreateObject(5706,900.4000200,-606.5999800,110.0000000,0.0000000,0.0000000,5.9930000); //object(studiobld03_law) (6) CreateObject(8647,885.0000000,-614.0000000,114.2000000,0.0000000,0.0000000,5.9990000); //object(shbbyhswall03_lvs) ( CreateObject(8647,884.9990200,-613.9899900,115.9000000,0.0000000,0.0000000,5.9990000); //object(shbbyhswall03_lvs) (9) CreateObject(1557,945.4000200,-583.7999900,113.7000000,0.0000000,0.0000000,112.0000000); //object(gen_doorext19) (1) CreateObject(3604,891.9000200,-619.7999900,116.4000000,0.0000000,0.0000000,96.0000000); //object(bevmangar_law2) (1) CreateObject(3517,919.9000200,-577.7000100,124.5000000,0.0000000,0.0000000,302.0000000); //object(ceasertree02_lvs) (1) CreateObject(3517,914.0000000,-581.7999900,124.5000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (2) CreateObject(3517,904.5999800,-589.5000000,124.5000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (3) CreateObject(3517,909.5000000,-586.0000000,124.5000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (4) CreateObject(3517,898.5000000,-593.4000200,124.5000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (5) CreateObject(3517,892.0999800,-594.0000000,122.9000000,0.0000000,0.0000000,0.0000000); //object(ceasertree02_lvs) (6) CreateObject(669,952.4000200,-578.2999900,112.5000000,0.0000000,0.0000000,148.0000000); //object(sm_veg_tree4) (1) CreateObject(669,883.4000200,-630.0999800,111.7000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree4) (2) CreateObject(671,955.7999900,-585.5999800,112.5000000,0.0000000,0.0000000,0.0000000); //object(sm_bushytree) (1) CreateObject(671,895.5999800,-631.0999800,112.9000000,0.0000000,0.0000000,0.0000000); //object(sm_bushytree) (2) CreateObject(672,911.0000000,-629.5000000,113.3000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree5) (1) CreateObject(672,958.7000100,-593.5999800,113.1000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree5) (2) CreateObject(691,962.4000200,-602.7000100,113.9000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree4_big) (1) CreateObject(691,880.2000100,-614.9000200,110.2000000,0.0000000,0.0000000,110.0000000); //object(sm_veg_tree4_big) (2) CreateObject(3409,909.7999900,-579.5999800,111.8000000,0.0000000,0.0000000,38.0000000); //object(grassplant) (1) CreateObject(3092,914.7000100,-582.0999800,114.3000000,0.0000000,0.0000000,218.0000000); //object(dead_tied_cop) (1) CreateObject(3515,950.5999800,-599.7000100,114.4000000,0.0000000,0.0000000,0.0000000); //object(vgsfountain) (2) CreateObject(1337,884.2822300,-599.6044900,114.3204800,0.0000000,0.0000000,0.0000000); //object(binnt07_la) (2) CreateObject(3497,897.3670000,-619.2000100,117.1000000,0.0000000,0.0000000,276.0000000); //object(vgsxrefbballnet2) (1) CreateObject(2206,921.1500200,-625.9000200,112.8300000,0.0000000,0.0000000,22.0000000); //object(med_office8_desk_02) (1) CreateObject(2206,921.5000000,-626.7999900,112.8300000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (2) CreateObject(2206,923.7999900,-624.9000200,112.8300000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (3) CreateObject(2206,924.1699800,-625.7999900,112.8300000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (4) CreateObject(2206,926.4000200,-623.7999900,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (5) CreateObject(2206,926.7000100,-624.5999800,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (6) CreateObject(2206,929.0000000,-622.7999900,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (7) CreateObject(2206,929.2000100,-623.5999800,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) ( CreateObject(2206,921.8690200,-627.7100200,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (9) CreateObject(2206,922.2000100,-628.5999800,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (10) CreateObject(2206,922.5999800,-629.5000000,112.8000000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (11) CreateObject(2206,924.4000200,-626.7000100,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (12) CreateObject(2206,924.7000100,-627.5999800,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (13) CreateObject(2206,927.0000000,-625.5000000,112.8400000,0.0000000,0.0000000,21.9950000); //object(med_office8_desk_02) (14) CreateObject(626,927.2000100,-590.2000100,119.4000000,0.0000000,0.0000000,310.0000000); //object(veg_palmkb2) (1) CreateObject(640,930.7000100,-588.5000000,118.1000000,0.0000000,0.0000000,112.0000000); //object(kb_planter_bush2) (1) CreateObject(949,940.2000100,-584.9000200,118.0000000,0.0000000,0.0000000,0.0000000); //object(plant_pot_4) (1) CreateObject(2010,937.2000100,-586.0999800,117.3500000,0.0000000,0.0000000,0.0000000); //object(nu_plant3_ofc) (1) CreateObject(3928,933.7148400,-608.8750000,113.6511300,0.0000000,0.0000000,0.0000000); //object(helipad) (1) CreateObject(3928,891.0478500,-608.5957000,113.6511300,0.0000000,0.0000000,0.0000000); //object(helipad) (2) CreateObject(3928,890.8369100,-603.7607400,113.6511300,0.0000000,0.0000000,0.0000000); //object(helipad) (3) CreateObject(1232,896.7999900,-611.2000100,116.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (1) CreateObject(1232,897.9000200,-626.5000000,116.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (2) CreateObject(1232,955.7999900,-600.0000000,116.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (3) CreateObject(1232,934.7000100,-623.5000000,117.0000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (4) CreateObject(1232,919.5999800,-629.0000000,115.9000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (5) CreateObject(1232,945.0000000,-569.7999900,116.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (6) CreateObject(1232,920.0000000,-575.0999800,115.9000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (7) CreateObject(1232,900.4000200,-589.5999800,115.1000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) ( CreateObject(980,1945.5000000,623.4000200,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(1) CreateObject(3749,1929.9000200,621.5000000,15.7000000,0.0000000,0.0000000,0.0000000); //object(clubgate01_lax)(1) CreateObject(980,1914.5999800,623.0999800,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(2) CreateObject(980,1903.1999500,623.0999800,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(3) CreateObject(980,1892.0000000,623.0999800,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(4) CreateObject(980,1956.3000500,623.4000200,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(16) CreateObject(980,1967.6999500,623.4000200,12.6000000,0.0000000,0.0000000,0.0000000); //object(airportgate)(17) CreateObject(980,1973.1999500,617.7000100,12.6000000,0.0000000,0.0000000,268.0000000); //object(airportgate)(18) CreateObject(980,1972.8000500,606.7999900,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(19) CreateObject(980,1972.5000000,595.5999800,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(20) CreateObject(980,1972.1999500,584.5999800,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(21) CreateObject(980,1971.9000200,573.9000200,11.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(22) CreateObject(980,1971.5999800,563.9000200,9.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(23) CreateObject(980,1971.8994100,573.8994100,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(24) CreateObject(980,1971.5996100,563.8994100,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(25) CreateObject(980,1971.5000000,560.4000200,8.0000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(26) CreateObject(980,1971.5000000,560.4000200,12.6000000,0.0000000,0.0000000,267.9950000); //object(airportgate)(27) CreateObject(980,1965.6999500,553.7000100,12.6000000,0.0000000,0.0000000,12.0000000); //object(airportgate)(28) CreateObject(980,1965.6992200,553.6992200,8.6000000,0.0000000,0.0000000,11.9970000); //object(airportgate)(29) CreateObject(980,1954.8000500,551.5000000,8.6000000,0.0000000,0.0000000,9.9970000); //object(airportgate)(30) CreateObject(980,1943.5000000,551.4000200,8.6000000,0.0000000,0.0000000,351.9920000); //object(airportgate)(31) CreateObject(980,1932.3000500,553.0000000,8.6000000,0.0000000,0.0000000,347.9910000); //object(airportgate)(32) CreateObject(980,1921.5999800,555.4000200,8.6000000,0.0000000,0.0000000,345.9860000); //object(airportgate)(33) CreateObject(12950,1910.6999500,553.2000100,2.7500000,0.0000000,0.0000000,346.0000000); //object(cos_sbanksteps03)(1) CreateObject(12950,1909.5000000,553.5000000,2.8000000,0.0000000,0.0000000,345.9980000); //object(cos_sbanksteps03)(2) CreateObject(12950,1908.3000500,553.7999900,2.8000000,0.0000000,0.0000000,345.9980000); //object(cos_sbanksteps03)(3) CreateObject(980,1917.9000200,556.2999900,8.6000000,0.0000000,0.0000000,345.9810000); //object(airportgate)(34) CreateObject(1237,1909.4000200,558.4000200,6.0000000,0.0000000,0.0000000,0.0000000); //object(strtbarrier01)(3) CreateObject(1237,1911.7998000,557.7998000,6.0000000,0.0000000,0.0000000,0.0000000); //object(strtbarrier01)(4) CreateObject(3666,1911.8000500,557.7999900,7.8000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(1) CreateObject(3666,1909.4000200,558.2999900,7.8000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(2) CreateObject(980,1903.3000500,559.9000200,8.6000000,0.0000000,0.0000000,345.9810000); //object(airportgate)(35) CreateObject(980,1892.0999800,562.5000000,8.6000000,0.0000000,0.0000000,347.9810000); //object(airportgate)(36) CreateObject(3406,1908.4000200,549.2999900,-0.7000000,0.0000000,0.0000000,76.0000000); //object(cxref_woodjetty)(1) CreateObject(3406,1906.5000000,541.7000100,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(2) CreateObject(3406,1904.5999800,534.0999800,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(3) CreateObject(3406,1902.5999800,526.0999800,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(4) CreateObject(3406,1900.5999800,518.0999800,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(5) CreateObject(3406,1898.5999800,510.1000100,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(6) CreateObject(3406,1896.5999800,502.1000100,-0.7000000,0.0000000,0.0000000,75.9980000); //object(cxref_woodjetty)(7) CreateObject(9241,1909.3000500,497.1000100,3.0000000,0.0000000,0.0000000,256.0000000); //object(copbits_sfn)(1) CreateObject(3666,1918.0999800,482.0000000,4.3000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(3) CreateObject(3666,1924.0999800,506.2000100,4.3000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(4) CreateObject(3666,1900.3000500,511.6000100,4.3000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(5) CreateObject(3666,1894.3000500,488.0000000,4.3000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(6) CreateObject(980,1886.1999500,617.4000200,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(51) CreateObject(980,1886.0999800,606.4000200,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(52) CreateObject(980,1886.0999800,595.5999800,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(53) CreateObject(980,1886.0999800,584.7999900,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(54) CreateObject(980,1885.9000200,574.2000100,8.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(55) CreateObject(980,1885.8994100,574.1992200,12.6000000,0.0000000,0.0000000,90.0000000); //object(airportgate)(56) CreateObject(980,1886.1999500,569.4000200,12.6000000,0.0000000,0.0000000,92.0000000); //object(airportgate)(57) CreateObject(980,1886.1992200,569.3994100,8.6000000,0.0000000,0.0000000,92.0000000); //object(airportgate)(58) CreateObject(3604,1947.8000500,617.9000200,12.4000000,0.0000000,0.0000000,0.0000000); //object(bevmangar_law2)(2) CreateObject(11490,1927.5999800,590.4000200,9.8000000,0.0000000,0.0000000,0.0000000); //object(des_ranch)(1) CreateObject(11491,1927.5999800,579.4000200,11.3000000,0.0000000,0.0000000,0.0000000); //object(des_ranchbits1)(1) CreateObject(9270,1894.0999800,610.7999900,16.0000000,0.0000000,0.0000000,358.0000000); //object(preshoosbig01_sfn01)(1) CreateObject(3604,1963.5000000,617.7999900,12.4000000,0.0000000,0.0000000,0.0000000); //object(bevmangar_law2)(3) CreateObject(1257,1938.0000000,616.2000100,11.1000000,0.0000000,0.0000000,0.0000000); //object(bustopm)(1) CreateObject(618,1894.4000200,585.5000000,9.8000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(2) CreateObject(3666,1911.5999800,559.0000000,6.8000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(7) CreateObject(3666,1913.0000000,565.0999800,8.5000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)( CreateObject(3666,1912.0996100,561.0996100,7.4000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(9) CreateObject(3666,1912.5996100,563.1992200,8.0000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(10) CreateObject(3666,1911.5999800,565.2999900,8.5000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(11) CreateObject(3666,1910.1992200,559.2998000,6.8000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(12) CreateObject(3666,1910.6992200,561.2998000,7.4000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(13) CreateObject(3666,1911.1992200,563.3994100,8.0000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(14) CreateObject(618,1908.3000500,571.5000000,9.5000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(12) CreateObject(618,1972.1999500,618.2999900,9.8000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(13) CreateObject(618,1947.6999500,575.7999900,9.8000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(14) CreateObject(618,1927.2998000,562.6992200,8.0000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(15) CreateObject(618,1947.3000500,558.4000200,7.7000000,0.0000000,0.0000000,0.0000000); //object(veg_treea3)(16) CreateObject(1597,1955.5000000,609.0000000,12.5000000,0.0000000,0.0000000,0.0000000); //object(cntrlrsac1)(1) CreateObject(3279,1890.5000000,593.9000200,9.8000000,0.0000000,0.0000000,358.0000000); //object(a51_spottower)(1) CreateObject(3666,1909.8000500,551.7000100,1.9000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(15) CreateObject(3666,1908.3000500,552.0999800,1.9000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las)(16) CreateObject(3928,-328.0000000,1560.6999500,74.6000000,0.0000000,0.0000000,314.0000000); //object(helipad) (1) CreateObject(3666,-328.3994100,1565.7998000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (1) CreateObject(3666,-333.2998000,1561.0996100,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (2) CreateObject(3666,-327.8994100,1555.5000000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (3) CreateObject(3666,-323.0000000,1560.2998000,75.1000000,0.0000000,0.0000000,0.0000000); //object(airuntest_las) (4) CreateObject(987,-320.8999900,1507.0999800,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-332.5000000,1507.1999500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-344.2999900,1507.0999800,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-356.3999900,1507.4000200,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-368.2999900,1507.1999500,74.6000000,0.0000000,0.0000000,1.9950000); //object(elecfence_bar) (23) CreateObject(987,-380.3999900,1507.3000500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-392.2999900,1507.1999500,74.6000000,0.0000000,0.0000000,359.9950000); //object(elecfence_bar) (23) CreateObject(987,-402.7000100,1513.0000000,74.6000000,0.0000000,0.0000000,329.9850000); //object(elecfence_bar) (23) CreateObject(987,-296.0000000,1508.0000000,74.6000000,0.0000000,0.0000000,41.9900000); //object(elecfence_bar) (23) CreateObject(987,-287.2999900,1516.0999800,74.6000000,0.0000000,0.0000000,41.9900000); //object(elecfence_bar) (23) CreateObject(987,-278.2000100,1524.0999800,74.6000000,0.0000000,0.0000000,43.9890000); //object(elecfence_bar) (23) CreateObject(987,-269.5000000,1532.4000200,74.6000000,0.0000000,0.0000000,43.9890000); //object(elecfence_bar) (23) CreateObject(987,-267.6000100,1533.8000500,74.6000000,0.0000000,0.0000000,41.9890000); //object(elecfence_bar) (23) CreateObject(987,-258.5000000,1541.8000500,74.6000000,0.0000000,0.0000000,133.9890000); //object(elecfence_bar) (23) CreateObject(987,-266.2999900,1550.1999500,74.6000000,0.0000000,0.0000000,133.9840000); //object(elecfence_bar) (23) CreateObject(987,-274.5996100,1558.7998000,74.6000000,0.0000000,0.0000000,135.9840000); //object(elecfence_bar) (23) CreateObject(987,-282.5000000,1566.5999800,74.6000000,0.0000000,0.0000000,135.9840000); //object(elecfence_bar) (23) CreateObject(987,-291.1000100,1575.0999800,74.6000000,0.0000000,0.0000000,133.9780000); //object(elecfence_bar) (23) CreateObject(987,-294.8999900,1578.8000500,74.6000000,0.0000000,0.0000000,133.9780000); //object(elecfence_bar) (23) CreateObject(987,-302.8999900,1587.6999500,74.6000000,0.0000000,0.0000000,225.9830000); //object(elecfence_bar) (23) CreateObject(987,-311.1000100,1579.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-312.6000100,1577.8000500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-321.2000100,1569.4000200,74.6000000,0.0000000,0.0000000,313.9780000); //object(elecfence_bar) (23) CreateObject(987,-319.5000000,1567.8000500,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23) CreateObject(987,-403.8999900,1524.9000200,74.6000000,0.0000000,0.0000000,275.9930000); //object(elecfence_bar) (23) CreateObject(987,-404.1000100,1532.8000500,74.6000000,0.0000000,0.0000000,271.9890000); //object(elecfence_bar) (23) CreateObject(987,-397.2000100,1542.4000200,74.6000000,0.0000000,0.0000000,233.9920000); //object(elecfence_bar) (23) CreateObject(987,-397.8999900,1554.1999500,74.6000000,0.0000000,0.0000000,273.9890000); //object(elecfence_bar) (23) CreateObject(987,-390.5000000,1563.5999800,74.6000000,0.0000000,0.0000000,231.9930000); //object(elecfence_bar) (23) CreateObject(987,-382.8999900,1572.8000500,74.6000000,0.0000000,0.0000000,229.9920000); //object(elecfence_bar) (23) CreateObject(987,-374.3999900,1581.0000000,74.6000000,0.0000000,0.0000000,223.9890000); //object(elecfence_bar) (23) CreateObject(987,-371.3999900,1583.6999500,74.6000000,0.0000000,0.0000000,223.9840000); //object(elecfence_bar) (23) CreateObject(987,-307.6000100,1583.1999500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-311.7999900,1595.9000200,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-319.7999900,1603.9000200,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-327.8999900,1612.0000000,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-336.2000100,1620.3000500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-338.7000100,1622.8000500,74.6000000,0.0000000,0.0000000,135.9830000); //object(elecfence_bar) (23) CreateObject(987,-347.3999900,1631.3000500,74.6000000,0.0000000,0.0000000,225.9830000); //object(elecfence_bar) (23) CreateObject(987,-355.7998000,1622.6992200,74.6000000,0.0000000,0.0000000,223.9780000); //object(elecfence_bar) (23) CreateObject(987,-364.5000000,1614.4000200,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-372.3999900,1606.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-374.3999900,1604.1999500,74.6000000,0.0000000,0.0000000,225.9780000); //object(elecfence_bar) (23) CreateObject(987,-382.7000100,1595.5000000,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23) CreateObject(987,-379.5996100,1592.5000000,74.6000000,0.0000000,0.0000000,313.9730000); //object(elecfence_bar) (23) CreateObject(3881,-308.7999900,1486.9000200,76.6000000,0.0000000,357.9950000,185.9930000); //object(airsecbooth_sfse) (3) CreateObject(987,-320.0000000,1587.0000000,74.6000000,0.0000000,0.0000000,47.9780000); //object(elecfence_bar) (23) CreateObject(987,-308.7999900,1507.1999500,74.7000000,0.0000000,0.0000000,275.9880000); //object(elecfence_bar) (23) CreateObject(987,-308.0000000,1501.9000200,74.7000000,0.0000000,0.0000000,275.9930000); //object(elecfence_bar) (23) CreateObject(987,-295.2000100,1495.8000500,74.7000000,0.0000000,0.0000000,93.9940000); //object(elecfence_bar) (23) CreateObject(987,-295.0000000,1490.9000200,74.7000000,0.0000000,0.0000000,93.9940000); //object(elecfence_bar) (23) CreateObject(3279,-314.7000100,1569.5999800,74.4000000,0.0000000,0.0000000,45.9890000); //object(a51_spottower) (5) CreateObject(3279,-264.8999900,1542.0000000,74.4000000,0.0000000,0.0000000,223.9840000); //object(a51_spottower) (5) CreateObject(3279,-375.7999900,1514.3000500,74.6000000,0.0000000,0.0000000,89.9840000); //object(a51_spottower) (5) CreateObject(2985,-265.1000100,1539.9000200,90.5000000,0.0000000,0.0000000,278.0000000); //object(minigun_base) (1) CreateObject(2985,-264.7998000,1544.5000000,90.5000000,0.0000000,0.0000000,73.9980000); //object(minigun_base) (2) CreateObject(2985,-262.7998000,1542.0996100,90.5000000,0.0000000,0.0000000,355.9950000); //object(minigun_base) (3) CreateObject(2985,-374.3999900,1512.8000500,90.7000000,0.0000000,0.0000000,305.9980000); //object(minigun_base) (4) CreateObject(2985,-377.2998000,1512.7998000,90.7000000,0.0000000,0.0000000,277.9980000); //object(minigun_base) (5) CreateObject(2985,-316.3999900,1569.3000500,90.5000000,0.0000000,0.0000000,199.9980000); //object(minigun_base) (6) CreateObject(2985,-377.3994100,1515.5996100,90.7000000,0.0000000,0.0000000,199.9950000); //object(minigun_base) (7) CreateObject(2985,-314.3999900,1571.5000000,90.5000000,0.0000000,0.0000000,77.9950000); //object(minigun_base) ( CreateObject(2985,-313.7999900,1568.6999500,90.5000000,0.0000000,0.0000000,333.9950000); //object(minigun_base) (9) CreateObject(2921,-304.5996100,1538.5000000,78.3000000,0.0000000,0.0000000,73.9980000); //object(kmb_cam) (1) CreateObject(3788,-322.2999900,1535.9000200,75.1000000,0.0000000,0.0000000,0.0000000); //object(missile_03_sfxr) (1) CreateObject(3786,-322.2999900,1535.8000500,75.2000000,0.0000000,0.0000000,0.0000000); //object(missile_05_sfxr) (1) CreateObject(2064,-375.7999900,1514.5000000,91.3000000,0.0000000,0.0000000,20.0000000); //object(cj_feildgun) (1) CreateObject(2064,-264.8994100,1542.0996100,91.1000000,0.0000000,0.0000000,39.9960000); //object(cj_feildgun) (2) CreateObject(2064,-315.5000000,1569.7998000,91.1000000,0.0000000,0.0000000,39.9960000); //object(cj_feildgun) (3) CreateObject(2796,-329.5000000,1537.3994100,78.0000000,0.0000000,0.0000000,0.0000000); //object(cj_air_d_6) (1) CreateObject(3526,-297.6000100,1452.4000200,72.9000000,0.0000000,0.0000000,94.0000000); //object(vegasairportlight) (1) CreateObject(3526,-296.7999900,1441.8000500,72.4000000,0.0000000,0.0000000,94.0000000); //object(vegasairportlight) (2) CreateObject(3526,-297.1000100,1446.6999500,72.6000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (3) CreateObject(3526,-298.2000100,1460.0000000,73.3000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (4) CreateObject(3526,-298.8999900,1467.5999800,73.7000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (5) CreateObject(3526,-299.8999900,1479.5000000,74.4000000,0.0000000,0.0000000,93.9990000); //object(vegasairportlight) (6) CreateObject(656,-364.6000100,1547.5999800,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (1) CreateObject(656,-389.7999900,1525.9000200,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (2) CreateObject(656,-317.2000100,1582.9000200,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (3) CreateObject(656,-313.7999900,1543.8000500,74.6000000,0.0000000,0.0000000,0.0000000); //object(pinetree05) (4) CreateObject(978,-347.3999900,1515.0000000,75.4000000,0.0000000,0.0000000,270.0000000); //object(sub_roadright) (2) CreateObject(978,-347.3999900,1519.5999800,75.4000000,0.0000000,0.0000000,270.0000000); //object(sub_roadright) (3) CreateObject(978,-351.7000100,1525.4000200,75.4000000,0.0000000,0.0000000,344.0000000); //object(sub_roadright) (4) CreateObject(978,-360.2000100,1527.1999500,75.4000000,0.0000000,0.0000000,349.9980000); //object(sub_roadright) (5) CreateObject(978,-369.0000000,1528.9000200,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (6) CreateObject(978,-377.0000000,1530.5999800,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) (7) CreateObject(978,-379.2000100,1531.0999800,75.4000000,0.0000000,0.0000000,347.9970000); //object(sub_roadright) ( CreateObject(978,-387.0000000,1535.0999800,75.4000000,0.0000000,0.0000000,317.9970000); //object(sub_roadright) (9) CreateObject(978,-390.7999900,1542.3000500,75.4000000,0.0000000,0.0000000,275.9940000); //object(sub_roadright) (10) CreateObject(978,-391.3999900,1550.8000500,75.4000000,0.0000000,0.0000000,271.9930000); //object(sub_roadright) (11) CreateObject(978,-391.6000100,1555.9000200,75.4000000,0.0000000,0.0000000,271.9890000); //object(sub_roadright) (12) CreateObject(978,-351.8999900,1535.6999500,75.4000000,0.0000000,0.0000000,169.9970000); //object(sub_roadright) (13) CreateObject(978,-360.6000100,1537.1999500,75.4000000,0.0000000,0.0000000,169.9910000); //object(sub_roadright) (14) CreateObject(978,-369.0000000,1538.9000200,75.4000000,0.0000000,0.0000000,167.9910000); //object(sub_roadright) (15) CreateObject(978,-377.1000100,1540.5000000,75.4000000,0.0000000,0.0000000,167.9860000); //object(sub_roadright) (17) CreateObject(978,-382.1000100,1546.0000000,75.4000000,0.0000000,0.0000000,95.9860000); //object(sub_roadright) (18) CreateObject(978,-382.6000100,1555.0999800,75.4000000,0.0000000,0.0000000,89.9820000); //object(sub_roadright) (19) CreateObject(978,-379.3999900,1563.3000500,75.5000000,0.0000000,0.0000000,47.9780000); //object(sub_roadright) (20) CreateObject(978,-373.2000100,1569.6999500,75.7000000,0.0000000,0.0000000,43.9770000); //object(sub_roadright) (21) CreateObject(978,-368.2999900,1574.5000000,75.8000000,0.0000000,0.0000000,43.9730000); //object(sub_roadright) (22) CreateObject(8042,-289.6000100,1528.0999800,79.8999900,0.0000000,0.0000000,240.0000000); //object(apbarriergate07_lvs) (1) CreateObject(3578,-299.2999900,1538.5000000,75.3000000,0.0000000,0.0000000,314.0000000); //object(dockbarr1_la) (1) /* Objects converted: 108 Vehicles converted: 0 Vehicle models found: 0 ---------------------- In the time this conversion took to finish light could have travelled around the world 0.18 times! */ CreateObject(978,-2089.4414062,-174.5110016,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2079.5983887,-174.5078278,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2060.1142578,-174.6484375,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2091.2272949,-145.3013000,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2084.1882324,-138.1024780,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2077.2683105,-131.1828003,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2080.2221680,-156.2587280,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2075.5776367,-161.4821777,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2066.1105957,-161.4730835,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2076.6650391,-147.7262726,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2022.6726074,-131.8040009,35.1111526,0.0000000,0.0000000,135.0000000); // CreateObject(978,-2059.6594238,-127.7289124,35.1640129,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2040.0646973,-128.0144653,35.0905037,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2030.7396240,-128.1015167,35.0775681,0.0000000,0.0000000,0.0000000); // CreateObject(3578,-2031.4448242,-166.8251038,35.0983467,0.0000000,0.0000000,120.0000000); // CreateObject(978,-2068.6335449,-144.4634247,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2056.7170410,-161.4660034,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2047.1982422,-161.5302734,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2037.8920898,-161.6584320,35.1676140,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2028.1827393,-165.7351990,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2028.4445801,-156.0106354,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2050.2580566,-144.6601257,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2059.6835938,-144.5606689,35.1676140,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2015.7928467,-138.6617279,35.1496811,0.0000000,0.0000000,135.0000000); // CreateObject(978,-2052.1411133,-177.6409607,35.1605339,0.0000000,0.0000000,135.0000000); // CreateObject(978,-2028.1228027,-175.4855652,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2028.1832275,-185.0334778,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2028.1538086,-194.8503418,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2045.5507812,-184.1756897,35.1605339,0.0000000,0.0000000,135.0000000); // CreateObject(978,-2041.6618652,-192.4855957,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2028.2152100,-204.4223938,35.0000000,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2041.8138428,-221.4543762,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2028.1729736,-213.9217987,35.0000000,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2028.0461426,-223.2240906,35.0000000,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2041.6546631,-201.8496704,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2041.6534424,-211.5208588,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2070.0317383,-174.6872711,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2056.9226074,-195.3655396,35.1676140,0.0000000,0.0000000,135.0000000); // CreateObject(978,-2081.1298828,-195.3205872,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2084.8188477,-204.4754181,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2062.9333496,-208.1028748,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2027.9825439,-232.6670074,35.1676140,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2028.0517578,-242.0102234,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2039.7198486,-262.8364868,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2065.0029297,-192.1765747,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2073.4558105,-192.0007935,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2081.6718750,-259.3202820,35.1605339,0.0000000,0.0000000,135.0000000); // CreateObject(978,-2044.9530029,-241.0308228,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2028.1044922,-251.1210938,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2069.2697754,-214.6401672,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2049.0952148,-262.7719727,35.1676140,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2075.7658691,-221.3036346,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2031.6922607,-259.6616516,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2053.6408691,-218.5343933,35.1676140,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2084.8579102,-233.0894623,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2084.8527832,-242.2672424,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2056.8923340,-201.8679199,35.1676140,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2046.7304688,-211.5473938,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2084.8801270,-223.9892273,35.1605339,0.0000000,2.0000000,90.0000000); // CreateObject(978,-2084.8618164,-214.1053925,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2069.0881348,-127.8244324,35.1673775,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2032.3249512,-148.0884857,35.1605339,0.0000000,0.0000000,135.0000000); // CreateObject(978,-2040.7756348,-144.7638397,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2060.3349609,-225.0092468,35.1676140,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2067.0830078,-231.6175842,35.1676140,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2052.5629883,-244.4067688,35.1676140,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2066.1879883,-244.5792542,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2070.6762695,-239.5471039,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2075.7656250,-221.3027344,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2081.0822754,-226.5475922,35.1605339,0.0000000,0.0000000,45.0000000); // CreateObject(978,-2058.3090820,-262.8157043,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2064.5283203,-262.8485107,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(978,-2073.8220215,-262.8330994,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(3578,-2090.9387207,-179.2667999,35.0983467,0.0000000,0.0000000,45.0000000); // CreateObject(3578,-2091.3410645,-170.3163452,35.0983467,0.0000000,0.0000000,135.0000000); // CreateObject(978,-2041.9051514,-231.3264618,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2084.9106445,-251.1577454,35.1605339,0.0000000,0.0000000,90.0000000); // CreateObject(978,-2058.8503418,-244.5556335,35.1605339,0.0000000,0.0000000,0.0000000); // CreateObject(1097,-2049.5808105,45.0000000,34.7645302,0.0000000,0.0000000,6.0000000); // CreateObject(3578,-2054.2529297,-122.3977509,35.0768776,0.0000000,0.0000000,90.0000000); // CreateObject(3578,-2044.8024902,-122.1233521,35.0245628,0.0000000,0.0000000,90.0000000); // CreateObject(8572,-2033.3598633,-101.3870163,36.3892288,0.0000000,0.0000000,180.0000000); // CreateObject(8613,-2059.1726074,-152.2934113,38.6917343,0.0000000,0.0000000,178.7500000); // CreateObject(8613,-2066.8222656,-197.0215912,38.6917343,0.0000000,0.0000000,360.0000000); // CreateObject(984,-2063.6657715,-161.1654663,42.0000000,0.0000000,90.0000000,0.0000000); // CreateObject(984,-2062.3889160,-161.1719360,42.0000000,0.0000000,270.0000000,0.0000000); // CreateObject(984,-2063.6699219,-173.9628143,42.0000000,0.0000000,90.0000000,0.0000000); // CreateObject(984,-2062.3811035,-173.9665985,42.0000000,0.0000000,270.0000000,0.0000000); // CreateObject(984,-2063.6757812,-186.7870331,42.0000000,0.0000000,90.0000000,0.0000000); // CreateObject(984,-2062.3801270,-186.7877655,42.0000000,0.0000000,270.0000000,0.0000000); // CreateObject(805,-2028.0522461,-84.2190475,35.2149315,0.0000000,0.0000000,0.0000000); // CreateObject(869,-2021.6151123,-84.0136871,35.0201492,0.0000000,0.0000000,0.0000000); // CreateObject(870,-2034.3132324,-84.1803131,34.8874550,0.0000000,0.0000000,0.0000000); /* a derbimapp */ CreateObject(11572,2952.3999000,-790.9000200,13.3500000,0.0000000,0.0000000,0.0000000); //object(con_br06) (1) CreateObject(4871,3000.3999000,-791.0000000,10.1200000,0.0000000,0.0000000,0.0000000); //object(airpurt2bx_las) (1) CreateObject(11572,3023.0000000,-791.0000000,13.3400000,0.0000000,0.0000000,0.0000000); //object(con_br06) (2) CreateObject(5191,3149.3000500,-790.7999900,4.2100000,0.0000000,0.0000000,270.0000000); //object(nwdkbridd_las2) (1) CreateObject(5298,2986.8000500,-791.0000000,3.6000000,0.0000000,0.0000000,0.0000000); //object(bigstormbridb_las2) (1) CreateObject(10111,3248.8999000,-790.9000200,3.3000000,0.0000000,0.0000000,180.0000000); //object(road17_sfe) (1) CreateObject(973,3064.5000000,-797.2000100,11.0000000,0.0000000,0.0000000,0.0000000); //object(sub_roadbarrier) (1) CreateObject(973,3073.0000000,-797.2000100,11.0000000,0.0000000,0.0000000,0.0000000); //object(sub_roadbarrier) (2) CreateObject(973,3081.8994100,-797.1992200,11.0000000,0.0000000,0.0000000,0.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3090.6999500,-798.7999900,11.0000000,0.0000000,0.0000000,340.0000000); //object(sub_roadbarrier) (4) CreateObject(973,3064.6999500,-784.7000100,11.0000000,0.0000000,0.0000000,180.0000000); //object(sub_roadbarrier) (5) CreateObject(973,3073.0000000,-784.7000100,11.0000000,0.0000000,0.0000000,179.9950000); //object(sub_roadbarrier) (6) CreateObject(973,3081.6999500,-784.7000100,11.0000000,0.0000000,0.0000000,179.9950000); //object(sub_roadbarrier) (7) CreateObject(973,3090.1999500,-782.5999800,11.0000000,0.0000000,0.0000000,207.9950000); //object(sub_roadbarrier) ( CreateObject(4154,3292.3994100,-798.1992200,1.4000000,0.0000000,0.0000000,182.0000000); //object(roads16_lan) (1) CreateObject(8040,3339.1992200,-738.7998000,2.0990000,0.0000000,0.0000000,272.0000000); //object(airprtcrprk02_lvs) (1) CreateObject(8136,3295.6992200,-858.5000000,-3.3830000,0.0000000,0.0000000,2.0000000); //object(vgsbikeschl04) (1) CreateObject(8136,3256.8994100,-859.7998000,-3.3830000,0.0000000,0.0000000,2.0000000); //object(vgsbikeschl04) (2) CreateObject(8136,3334.3994100,-857.0996100,-3.3830000,0.0000000,0.0000000,2.0000000); //object(vgsbikeschl04) (3) CreateObject(3353,3333.5000000,-834.6992200,2.4989000,0.0000000,0.0000000,272.0000000); //object(sw_bigburbsave2) (3) CreateObject(3313,3340.0996100,-857.2998000,4.5000000,0.0000000,0.0000000,272.0000000); //object(sw_woodhaus03) (1) CreateObject(3306,3337.6992200,-884.6992200,2.9900000,0.0000000,0.0000000,182.0000000); //object(swburbhaus02) (1) CreateObject(11496,3354.8000500,-829.2000100,0.0000000,0.0000000,0.0000000,4.0000000); //object(des_wjetty) (1) CreateObject(11496,3355.6999500,-850.5000000,0.0000000,0.0000000,0.0000000,1.9990000); //object(des_wjetty) (2) CreateObject(11496,3356.6001000,-877.0000000,0.0000000,0.0000000,0.0000000,1.9940000); //object(des_wjetty) (3) CreateObject(5812,3251.3994100,-867.8994100,1.8000000,0.0000000,0.0000000,2.0000000); //object(grasspatchlawn) (1) CreateObject(12814,3280.1992200,-845.0000000,1.5000000,0.0000000,0.0000000,2.0000000); //object(cuntyeland04) (1) CreateObject(12814,3291.6999500,-883.2999900,1.5000000,0.0000000,0.0000000,272.0000000); //object(cuntyeland04) (2) CreateObject(12814,3309.8994100,-843.8994100,1.5000000,0.0000000,0.0000000,2.0000000); //object(cuntyeland04) (3) CreateObject(12814,3330.3994100,-872.2998000,1.5000000,0.0000000,0.0000000,2.0000000); //object(cuntyeland04) (5) CreateObject(1409,3325.3994100,-844.0000000,1.3990000,0.0000000,0.0000000,0.0000000); //object(cj_dump1_low) (1) CreateObject(1409,3326.2998000,-844.0000000,1.3990000,0.0000000,0.0000000,0.0000000); //object(cj_dump1_low) (2) CreateObject(1409,3346.1001000,-840.0999800,1.4000000,0.0000000,0.0000000,272.0000000); //object(cj_dump1_low) (3) CreateObject(1409,3333.8994100,-893.8994100,3.2000000,0.0000000,0.0000000,0.0000000); //object(cj_dump1_low) (4) CreateObject(901,3267.0000000,-807.4000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (1) CreateObject(901,3253.6001000,-807.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (2) CreateObject(901,3268.1999500,-815.4000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (3) CreateObject(901,3252.1001000,-815.0000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (4) CreateObject(901,3239.5000000,-814.5000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (5) CreateObject(901,3239.0000000,-804.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (6) CreateObject(901,3236.6999500,-781.9000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (7) CreateObject(901,3233.3000500,-793.7000100,1.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) ( CreateObject(17026,3228.1001000,-844.0999800,0.0000000,0.0000000,0.0000000,150.0000000); //object(cunt_rockgp2_) (1) CreateObject(17026,3229.8000500,-897.5000000,0.0000000,0.0000000,0.0000000,149.9960000); //object(cunt_rockgp2_) (2) CreateObject(17026,3261.0000000,-907.0000000,0.0000000,0.0000000,0.0000000,239.9960000); //object(cunt_rockgp2_) (3) CreateObject(897,3246.3000500,-774.4000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (1) CreateObject(897,3253.8999000,-776.0999800,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (2) CreateObject(897,3264.3000500,-776.5000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (3) CreateObject(897,3273.0000000,-775.7999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (4) CreateObject(897,3281.3000500,-775.7000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (5) CreateObject(897,3287.3999000,-775.2999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (6) CreateObject(897,3297.3999000,-775.7999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (7) CreateObject(897,3307.1001000,-775.2999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) ( CreateObject(897,3314.6001000,-774.2999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock01) (9) CreateObject(901,3356.1001000,-791.2000100,-2.0000000,0.0000000,0.0000000,33.9970000); //object(searock05) (9) CreateObject(901,3356.8000500,-783.0000000,-2.0000000,0.0000000,0.0000000,311.9950000); //object(searock05) (10) CreateObject(901,3370.1001000,-781.9000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (11) CreateObject(901,3371.1001000,-790.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(searock05) (12) CreateObject(901,3351.6001000,-787.0000000,-4.0000000,0.0000000,0.0000000,63.9950000); //object(searock05) (13) CreateObject(4520,3356.5996100,-788.0996100,2.2000000,0.0000000,0.0000000,183.9990000); //object(ce_fredbar01ld) (1) CreateObject(973,3345.6992200,-797.5996100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3336.6992200,-797.8994100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3327.6992200,-798.1992200,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3318.5996100,-798.5000000,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3309.6992200,-798.7998000,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3300.8994100,-799.0996100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3293.6992200,-804.0000000,2.3200000,0.0000000,0.0000000,92.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3294.0000000,-812.6992200,2.3200000,0.0000000,0.0000000,91.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3317.5000000,-779.0000000,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3311.3994100,-779.1992200,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3302.8994100,-779.5996100,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3291.3994100,-780.0000000,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3284.5996100,-780.1992200,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3275.8994100,-780.5000000,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3268.6992200,-780.7998000,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3261.0000000,-781.0996100,2.3200000,0.0000000,0.0000000,181.9890000); //object(sub_roadbarrier) (3) CreateObject(973,3260.5000000,-800.3994100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3269.7998000,-800.0996100,2.3200000,0.0000000,0.0000000,2.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3274.5000000,-804.5996100,2.3200000,0.0000000,0.0000000,272.0000000); //object(sub_roadbarrier) (3) CreateObject(973,3274.7998000,-813.5996100,2.3200000,0.0000000,0.0000000,272.0000000); //object(sub_roadbarrier) (3) CreateObject(3749,2916.8999000,-791.0000000,15.9000000,0.0000000,0.0000000,270.0000000); //object(clubgate01_lax) (1) CreateObject(2780,3376.8999000,-785.5999800,2.1000000,0.0000000,0.0000000,0.0000000); //object(cj_smoke_mach) (1) CreateObject(711,3277.6999500,-897.5999800,6.5000000,0.0000000,0.0000000,0.0000000); //object(vgs_palm02) (1) CreateObject(711,3282.1001000,-897.7000100,6.5000000,0.0000000,0.0000000,0.0000000); //object(vgs_palm02) (2) CreateObject(711,3320.3000500,-897.0000000,6.5000000,0.0000000,0.0000000,0.0000000); //object(vgs_palm02) (3) CreateObject(711,3288.0000000,-897.7000100,6.5000000,0.0000000,0.0000000,0.0000000); //object(vgs_palm02) (4) CreateObject(707,3246.5000000,-827.5999800,0.5000000,0.0000000,0.0000000,0.0000000); //object(sm_bushvbig) (1) CreateObject(705,3261.0000000,-873.7999900,0.4000000,0.0000000,0.0000000,0.0000000); //object(sm_veg_tree7vbig) (1) CreateObject(715,3245.3999000,-857.7999900,8.6000000,0.0000000,0.0000000,0.0000000); //object(veg_bevtree3) (1) CreateObject(1280,3246.3000500,-829.0999800,0.9000000,0.0000000,0.0000000,180.0000000); //object(parkbench1) (1) CreateObject(1280,3246.8999000,-896.0000000,1.0000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (2) CreateObject(1280,3259.6001000,-879.2999900,0.9000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (3) CreateObject(1280,3259.1999500,-867.2000100,0.8000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (4) CreateObject(1280,3244.1001000,-860.2999900,0.9000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (5) CreateObject(1280,3238.1001000,-876.2999900,1.0000000,0.0000000,0.0000000,179.9950000); //object(parkbench1) (6) CreateObject(1280,3262.8000500,-821.7999900,0.8000000,0.0000000,0.0000000,89.9950000); //object(parkbench1) (7) CreateObject(4641,3351.3994100,-775.7998000,2.8000000,0.0000000,0.0000000,273.9990000); //object(paypark_lan04) (1) CreateObject(2780,3376.6001000,-776.7999900,1.7000000,0.0000000,0.0000000,0.0000000); //object(cj_smoke_mach) (3) CreateObject(2780,3379.3999000,-792.0000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(cj_smoke_mach) (7) CreateObject(2780,3365.0000000,-787.5000000,2.0000000,0.0000000,0.0000000,0.0000000); //object(cj_smoke_mach) (11) CreateObject(3567,3419.6999500,-785.5999800,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (1) CreateObject(3567,3419.8000500,-768.4000200,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (3) CreateObject(3567,3419.6001000,-803.0999800,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (4) CreateObject(3567,3426.6999500,-813.2999900,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (5) CreateObject(3567,3443.6999500,-813.2999900,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (6) CreateObject(3567,3461.3000500,-813.2999900,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (7) CreateObject(3567,3427.1001000,-757.9000200,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) ( CreateObject(3567,3444.6999500,-758.0000000,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (9) CreateObject(3567,3461.8000500,-758.0999800,0.0000000,0.0000000,0.0000000,270.0000000); //object(lasnfltrail) (10) CreateObject(3567,3428.3000500,-785.2999900,3.3000000,26.0000000,0.0000000,270.0000000); //object(lasnfltrail) (11) CreateObject(3567,3471.8000500,-806.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (12) CreateObject(3567,3471.8000500,-788.5999800,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (13) CreateObject(3567,3471.8999000,-771.0000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (14) CreateObject(3567,3471.8999000,-756.7000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (15) CreateObject(3567,3419.8000500,-755.2999900,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (16) CreateObject(3567,3419.5000000,-816.2000100,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (17) CreateObject(3567,3471.8000500,-816.5000000,0.0000000,0.0000000,0.0000000,0.0000000); //object(lasnfltrail) (18) CreateObject(3567,3463.600
6
« Dátum: 2013. október 20. - 00:01:35 »
Valaki ki tudná ezt javítani nekem? 6 db warning-ot ír. Kiesik egy munka a pilóta pedig minden include megvan hozzá.. ezek a warningok: D:\\Programook\\SZERVER\\server1\\pawno\\include\\streamer.inc(376) : warning 235: public function lacks forward declaration (symbol \"OnPlayerEditObject\") D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_OnPlayerEnterCheckpoint\" D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_SetRandomJob\" D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_StartRandomJob\" D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316) : warning 204: symbol is assigned a value that is never used: \"Streamer_g_OPSO\" D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316 -- 1493) : warning 203: symbol is never used: \"ret_memcpy\" #pragma tabsize 0 // ******************************************************************************************************************** // Set default gamemode name // ******************************************************************************************************************** #define GameModeName \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×\" // ******************************************************************************************************************** // ******************************************************************************************************************** // Include default files #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Include functions for this gamemode #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // 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 // 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() { //3D Táblák Create3DTextLabel(\"Kamionosoknak csak\", 0xFFFFFFAA, 3466.0850,881.6282,18.2148, 60.0, 0); Create3DTextLabel(\"a kijelölt helyen\", 0xFF9933AA, 3466.0850,881.6282,17.9, 60.0, 0); Create3DTextLabel(\"Mély víz csak\", 0xFFFFFFAA,3450.2595,945.1111,6.7964, 60.0, 0); Create3DTextLabel(\"Saját felelõsségre\", 0xFF9933AA,3450.2595,945.1111,6.4964, 60.0, 0); Create3DTextLabel(\"Kamionosoknak\", 0xFFFFFFAA,3400.8997,898.8578,7.3018, 60.0, 0); Create3DTextLabel(\"Kijelölt hely\", 0xFF9933AA,3400.8997,898.8578,7.0018, 60.0, 0); Create3DTextLabel(\"Rádióért használd a /radio parancsot\", 0xFF9933AA,1271.9248,845.8589,29.2429, 70.0, 0); Create3DTextLabel(\"Túlrakodásért használd a /overload parancsot\", 0xFF9933AA,1271.9248,845.8589,26.2429, 70.0, 0); Create3DTextLabel(\"Jó játékot kiván nektek a szerver tulaj\", 0xFF9933AA, 1623.4753,821.0429,27.4113, 70.0, 0); Create3DTextLabel(\"K.A.C.C egyenesen 20 km\", 0xFF9933AA,1716.0542,831.7856,16.0315, 70.0, 0); new HostCommand[128]; // Change the hostname format(HostCommand, 128, \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×%s\", GameModeName); SetGameModeText(\"[J]-[M] v5.6\"); SendRconCommand(\"mapname Ohio-New Mexiko\"); 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) { // Display a message if the player hasn\'t accepted the rules yet if (APlayerData[playerid][RulesRead] == false) SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Olvasd el a szabályokat {00FF00}/rules!\"); SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Tulajdonos:{00FF00} Lacky, BoboCica, [L]uckyoy\"); // 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, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Csatlakozott köreinkbe.\", 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,\"Üdvözöllek\", \"Írd be a jelszavad\", \"Belépés\", \"vissza\"); 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, \"Üdvözöllek\", \"Kérem regisztrálj és add meg a jelszavad\",\"Regisztráció\", \"vissza\"); // 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}Olvasd el a szabályokat {FFFF00}/rules{FF0000}\"); 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, 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); } // Display the remaining ban-time for this player SendClientMessage(playerid, 0xFFFFFFFF, \"Bannolva Lettél\"); format(Msg, 128, \"Ennyi idõre:, Nap:, Óra:, Perc:\"); 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 spec befejezõdött\"); } // Send a message to all players to let them know somebody else joined the server format(Msg, 128, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Kilépett a szerverrõl\", 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 ClassKukasDriver: KukasDriver_EndJob(playerid); // Stop any busdriver job case ClassVonatDriver: VonatDriver_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 ClassDumper: Dumper_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][KukasLicense] = 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][statsKukasDriverJobs] = 0; APlayerData[playerid][statsVonatDriverJobs] = 0; APlayerData[playerid][statsPilotJobs] = 0; APlayerData[playerid][statsMafiaJobs] = 0; APlayerData[playerid][statsDumperJobs] = 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}Levagy némítva\"); // 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 DialogKukasJobMethod: Dialog_KukasSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute) case DialogKukasSelectRoute: Dialog_KukasSelectRoute(playerid, response, listitem); // Choose the busroute and start the job case DialogVonatJobMethod: Dialog_VonatSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute) case DialogVonatSelectRoute: Dialog_VonatSelectRoute(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 ClassKukasDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Kukas driver\\n\", PlayerStatList); case ClassVonatDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Vonat 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 ClassDumper: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Dumper\\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}Pénz: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Pont: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]); // Add wanted-level of the player to the list format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Körözési-szint: {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); if (APlayerData[clickedplayerid][KukasLicense] == 1) format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Kukas License: {00FF00}Yes\\n\", PlayerStatList); else format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Kukas License: {00FF00}No\\n\", PlayerStatList); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Kamionos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsTruckerJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett convoyos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsConvoyJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett buszos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsBusDriverJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett kukás munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsKukasDriverJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Kalauz munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsVonatDriverJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Pilota munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPilotJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett maffia munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett dömperes munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsDumperJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Becserkészett ellopott maffia hadmûveletek: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaStolen]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megbüntetett játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceFined]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bebörtönzött játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceJailed]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Futár munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsCourierJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett karbantartó munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsRoadworkerJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megjavitott autok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsAssistance]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Ennyi kilómétert vezettél: {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, \"vissza\"); // 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, \"Választd ki mire szeretnél jogosítvány! \", \"Kamionos jogosítvány ($100.000, 100 pont)\\r\\nBuszos jogosítvány ($50.000, 50 pont)\", \"megvesz\", \"vissza\"); // 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), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // 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), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map) } case ClassKukasDriver: // kukás class { format(missiontext, sizeof(missiontext), \"Vállalj munkát \\\"/work \\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassKukasDriver); // Set the playercolor (chatcolor for the player and color on the map) } case ClassVonatDriver: // kukás class { format(missiontext, sizeof(missiontext), \"Vállalj munkát \\\"/work \\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassVonatDriver); // Set the playercolor (chatcolor for the player and color on the map) } case ClassPilot: // Pilot class { format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // 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), \"\'RMB\' megbünteted a játékost (gyalogosan), \'LCTRL\' jelzed neki hogy áljon meg\"); // 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); //fegyver rendõrnek 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), \"Lopd el a megjelölt jármûvet vagy vállalj munkát a \\\"/work \\\" parancsal.\"); // 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 ClassDumper: // Mafia class { format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassDumper); // 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(\"Dumper_CheckDumperLoads\", 1000, true, \"i\", playerid); } case ClassCourier: // Courier class { format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // 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), \"\'RMB\' megjavitás/megtankolás más kocsiját (gyalog), \'LCTRL\' saját jármûvedet megjavitod\"); // 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),\"Vállalj munkát a \\\"/work \\\" parancsal.\"); // 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 ClassKukasDriver: // BusDriver class { GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job KukasDriver_EndJob(playerid); // End the current mission } case ClassVonatDriver: // BusDriver class { GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job VonatDriver_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 ClassDumper: // Mafia class Dumper_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, \"Munka vége\", 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 ClassKukasDriver: // BusDriver class Kukas_EnterRaceCheckpoint(playerid); // Process the checkpoint case ClassVonatDriver: // BusDriver class Vonat_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 ClassKukasDriver: KukasDriver_EndJob(playerid); case ClassVonatDriver: VonatDriver_EndJob(playerid); case ClassPilot: Pilot_EndJob(playerid); case ClassPolice: Police_EndJob(playerid); case ClassMafia: Mafia_EndJob(playerid); case ClassDumper: Dumper_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}, ezért köröz a rendõrség\", VictimName); SendClientMessage(killerid, 0xFFFFFFFF, Msg); // Inform all police players about the kill format(Msg, 128, \"{00FF00}Játékos {FFFF00}%s{00FF00} megölted {FFFF00}%s{00FF00} játékost,ezért most keres a rendõrség\", 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,0); SetPlayerPos(playerid,-2165.6738,-261.0344,36.5156); SetPlayerFacingAngle(playerid, 240.0); SetPlayerCameraPos(playerid,-2156.5859,-260.9896,36.5156); SetPlayerCameraLookAt(playerid,-2168.1768,-261.1254,36.5156); // 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: // Classes that will be truckdrivers { // Display the name of the class GameTextForPlayer(playerid, \"~b~Kamion sofõr\", 3000, 4); //sárga // Store the class for the player (truckdriver) APlayerData[playerid][PlayerClass] = ClassTruckDriver; } case 7, 8: // Classes that will be police { // Display the name of the class GameTextForPlayer(playerid, \"~b~Busz sofõr\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassBusDriver; } case 9, 10, 11, 12, 13, 14:// Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Rendfenntartó\", 3000, 4); //kék // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassPolice; } case 15, 16, 17, 18, 19, 20: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Maffia\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassMafia; } case 21, 22, 23: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Don Pepe Csomagkihordó\", 3000, 4); //rozsaszin // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassCourier; } case 24, 25: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Autómentõ\", 3000, 4); //zöld // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassAssistance; } case 26, 27: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Útkarbantartó\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassRoadWorker; } case 28, 29: // Classes that will be police { // Display the name of the class GameTextForPlayer(playerid, \"~b~Szemétszállító\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassKukasDriver; } case 30, 31: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Dömper vezetõ\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassDumper; } case 32, 33: // Classes that will be police { // Display the name of the class GameTextForPlayer(playerid, \"~b~Mozdonyvezetõ\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassVonatDriver; } } 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, \"{1E90FF}%s Csatlakozott a Kamionsofõrnek.\", 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, \"{1E90FF}%s Csatlakozott Buszsofõrnek .\", 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, \"{1E90FF}%s Csatlakozott 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 pontra van szükséged hogy rendõr lehess\", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}100 pont kell hogy rendõr lehess\"); 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, \"körözésed van nem lehetsz rendõr\", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}körözésed van nem lehetsz rendõr\"); 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, \"{1E90FF}%s Csatlakozott Rendfenntartónak.\", Name); } case ClassMafia: { Index = random(sizeof(ASpawnLocationsMafia)); x = ASpawnLocationsMafia[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsMafia[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsMafia[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsMafia[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Maffiózónak.\", Name); } case ClassCourier: { Index = random(sizeof(ASpawnLocationsCourier)); x = ASpawnLocationsCourier[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsCourier[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsCourier[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsCourier[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Pizzafutárnak.\", Name); } case ClassAssistance: { Index = random(sizeof(ASpawnLocationsAssistance)); x = ASpawnLocationsAssistance[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsAssistance[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsAssistance[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsAssistance[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott az autómentõkhöz.\", Name); } case ClassRoadWorker: { Index = random(sizeof(ASpawnLocationsRoadWorker)); x = ASpawnLocationsRoadWorker[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsRoadWorker[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsRoadWorker[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsRoadWorker[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Útkarbantartónak.\", Name); } case ClassKukasDriver: { Index = random(sizeof(ASpawnLocationsKukasDriver)); x = ASpawnLocationsKukasDriver[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsKukasDriver[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsKukasDriver[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsKukasDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Szemételszállíónak.\", Name); } case ClassDumper: { Index = random(sizeof(ASpawnLocationsDumper)); x = ASpawnLocationsDumper[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsDumper[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsDumper[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsDumper[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Dömper sofõrnek.\", Name); } case ClassVonatDriver: { Index = random(sizeof(ASpawnLocationsVonatDriver)); x = ASpawnLocationsVonatDriver[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsVonatDriver[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsVonatDriver[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsVonatDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
7
« Dátum: 2013. október 19. - 22:34:46 »
Valaki ki tudná ezt javítani nekem? 6 db warning-ot ír. Kiesik egy munka a pilóta pedig minden include megvan hozzá.. ezek a warningok: D:\\Programook\\SZERVER\\server1\\pawno\\include\\streamer.inc(376) : warning 235: public function lacks forward declaration (symbol \"OnPlayerEditObject\") D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_OnPlayerEnterCheckpoint\" D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_SetRandomJob\" D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(1493) : warning 203: symbol is never used: \"Penz_StartRandomJob\" D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316) : warning 204: symbol is assigned a value that is never used: \"Streamer_g_OPSO\" D:\\Programook\\SZERVER\\server1\\gamemodes\\PPC_Truckingv5.6.pwn(316 -- 1493) : warning 203: symbol is never used: \"ret_memcpy\" #pragma tabsize 0 // ******************************************************************************************************************** // Set default gamemode name // ******************************************************************************************************************** #define GameModeName \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×\" // ******************************************************************************************************************** // ******************************************************************************************************************** // Include default files #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Include functions for this gamemode #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // 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 // 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() { //3D Táblák Create3DTextLabel(\"Kamionosoknak csak\", 0xFFFFFFAA, 3466.0850,881.6282,18.2148, 60.0, 0); Create3DTextLabel(\"a kijelölt helyen\", 0xFF9933AA, 3466.0850,881.6282,17.9, 60.0, 0); Create3DTextLabel(\"Mély víz csak\", 0xFFFFFFAA,3450.2595,945.1111,6.7964, 60.0, 0); Create3DTextLabel(\"Saját felelõsségre\", 0xFF9933AA,3450.2595,945.1111,6.4964, 60.0, 0); Create3DTextLabel(\"Kamionosoknak\", 0xFFFFFFAA,3400.8997,898.8578,7.3018, 60.0, 0); Create3DTextLabel(\"Kijelölt hely\", 0xFF9933AA,3400.8997,898.8578,7.0018, 60.0, 0); Create3DTextLabel(\"Rádióért használd a /radio parancsot\", 0xFF9933AA,1271.9248,845.8589,29.2429, 70.0, 0); Create3DTextLabel(\"Túlrakodásért használd a /overload parancsot\", 0xFF9933AA,1271.9248,845.8589,26.2429, 70.0, 0); Create3DTextLabel(\"Jó játékot kiván nektek a szerver tulaj\", 0xFF9933AA, 1623.4753,821.0429,27.4113, 70.0, 0); Create3DTextLabel(\"K.A.C.C egyenesen 20 km\", 0xFF9933AA,1716.0542,831.7856,16.0315, 70.0, 0); new HostCommand[128]; // Change the hostname format(HostCommand, 128, \"[HUN]×<>×Hungary Working Kft.[0.3x]×<>×%s\", GameModeName); SetGameModeText(\"[J]-[M] v5.6\"); SendRconCommand(\"mapname Ohio-New Mexiko\"); 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) { // Display a message if the player hasn\'t accepted the rules yet if (APlayerData[playerid][RulesRead] == false) SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Olvasd el a szabályokat {00FF00}/rules!\"); SendClientMessage(playerid, 0xFFFFFFFF, \"{FFD700}Tulajdonos:{00FF00} Lacky, BoboCica, [L]uckyoy\"); // 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, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Csatlakozott köreinkbe.\", 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,\"Üdvözöllek\", \"Írd be a jelszavad\", \"Belépés\", \"vissza\"); 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, \"Üdvözöllek\", \"Kérem regisztrálj és add meg a jelszavad\",\"Regisztráció\", \"vissza\"); // 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}Olvasd el a szabályokat {FFFF00}/rules{FF0000}\"); 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, 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); } // Display the remaining ban-time for this player SendClientMessage(playerid, 0xFFFFFFFF, \"Bannolva Lettél\"); format(Msg, 128, \"Ennyi idõre:, Nap:, Óra:, Perc:\"); 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 spec befejezõdött\"); } // Send a message to all players to let them know somebody else joined the server format(Msg, 128, \"{FF8C00}%s{1E90FF} [iD: {FF8C00}%i{1E90FF}] Kilépett a szerverrõl\", 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 ClassKukasDriver: KukasDriver_EndJob(playerid); // Stop any busdriver job case ClassVonatDriver: VonatDriver_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 ClassDumper: Dumper_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][KukasLicense] = 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][statsKukasDriverJobs] = 0; APlayerData[playerid][statsVonatDriverJobs] = 0; APlayerData[playerid][statsPilotJobs] = 0; APlayerData[playerid][statsMafiaJobs] = 0; APlayerData[playerid][statsDumperJobs] = 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}Levagy némítva\"); // 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 DialogKukasJobMethod: Dialog_KukasSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute) case DialogKukasSelectRoute: Dialog_KukasSelectRoute(playerid, response, listitem); // Choose the busroute and start the job case DialogVonatJobMethod: Dialog_VonatSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute) case DialogVonatSelectRoute: Dialog_VonatSelectRoute(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 ClassKukasDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Kukas driver\\n\", PlayerStatList); case ClassVonatDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Vonat 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 ClassDumper: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Dumper\\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}Pénz: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Pont: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]); // Add wanted-level of the player to the list format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Körözési-szint: {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); if (APlayerData[clickedplayerid][KukasLicense] == 1) format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Kukas License: {00FF00}Yes\\n\", PlayerStatList); else format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Kukas License: {00FF00}No\\n\", PlayerStatList); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Kamionos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsTruckerJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett convoyos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsConvoyJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett buszos munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsBusDriverJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett kukás munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsKukasDriverJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Kalauz munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsVonatDriverJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Pilota munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPilotJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett maffia munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett dömperes munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsDumperJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Becserkészett ellopott maffia hadmûveletek: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaStolen]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megbüntetett játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceFined]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bebörtönzött játékosok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceJailed]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett Futár munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsCourierJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Befejezett karbantartó munkák: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsRoadworkerJobs]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Megjavitott autok: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsAssistance]); format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Ennyi kilómétert vezettél: {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, \"vissza\"); // 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, \"Választd ki mire szeretnél jogosítvány! \", \"Kamionos jogosítvány ($100.000, 100 pont)\\r\\nBuszos jogosítvány ($50.000, 50 pont)\", \"megvesz\", \"vissza\"); // 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), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // 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), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map) } case ClassKukasDriver: // kukás class { format(missiontext, sizeof(missiontext), \"Vállalj munkát \\\"/work \\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassKukasDriver); // Set the playercolor (chatcolor for the player and color on the map) } case ClassVonatDriver: // kukás class { format(missiontext, sizeof(missiontext), \"Vállalj munkát \\\"/work \\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassVonatDriver); // Set the playercolor (chatcolor for the player and color on the map) } case ClassPilot: // Pilot class { format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // 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), \"\'RMB\' megbünteted a játékost (gyalogosan), \'LCTRL\' jelzed neki hogy áljon meg\"); // 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); //fegyver rendõrnek 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), \"Lopd el a megjelölt jármûvet vagy vállalj munkát a \\\"/work \\\" parancsal.\"); // 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 ClassDumper: // Mafia class { format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // Preset the missiontext SetPlayerColor(playerid, ColorClassDumper); // 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(\"Dumper_CheckDumperLoads\", 1000, true, \"i\", playerid); } case ClassCourier: // Courier class { format(missiontext, sizeof(missiontext), \"Vállalj munkát a \\\"/work \\\" parancsal.\"); // 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), \"\'RMB\' megjavitás/megtankolás más kocsiját (gyalog), \'LCTRL\' saját jármûvedet megjavitod\"); // 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),\"Vállalj munkát a \\\"/work \\\" parancsal.\"); // 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 ClassKukasDriver: // BusDriver class { GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job KukasDriver_EndJob(playerid); // End the current mission } case ClassVonatDriver: // BusDriver class { GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job VonatDriver_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 ClassDumper: // Mafia class Dumper_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, \"Munka vége\", 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 ClassKukasDriver: // BusDriver class Kukas_EnterRaceCheckpoint(playerid); // Process the checkpoint case ClassVonatDriver: // BusDriver class Vonat_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 ClassKukasDriver: KukasDriver_EndJob(playerid); case ClassVonatDriver: VonatDriver_EndJob(playerid); case ClassPilot: Pilot_EndJob(playerid); case ClassPolice: Police_EndJob(playerid); case ClassMafia: Mafia_EndJob(playerid); case ClassDumper: Dumper_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}, ezért köröz a rendõrség\", VictimName); SendClientMessage(killerid, 0xFFFFFFFF, Msg); // Inform all police players about the kill format(Msg, 128, \"{00FF00}Játékos {FFFF00}%s{00FF00} megölted {FFFF00}%s{00FF00} játékost,ezért most keres a rendõrség\", 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,0); SetPlayerPos(playerid,-2165.6738,-261.0344,36.5156); SetPlayerFacingAngle(playerid, 240.0); SetPlayerCameraPos(playerid,-2156.5859,-260.9896,36.5156); SetPlayerCameraLookAt(playerid,-2168.1768,-261.1254,36.5156); // 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: // Classes that will be truckdrivers { // Display the name of the class GameTextForPlayer(playerid, \"~b~Kamion sofõr\", 3000, 4); //sárga // Store the class for the player (truckdriver) APlayerData[playerid][PlayerClass] = ClassTruckDriver; } case 7, 8: // Classes that will be police { // Display the name of the class GameTextForPlayer(playerid, \"~b~Busz sofõr\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassBusDriver; } case 9, 10, 11, 12, 13, 14:// Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Rendfenntartó\", 3000, 4); //kék // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassPolice; } case 15, 16, 17, 18, 19, 20: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Maffia\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassMafia; } case 21, 22, 23: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Don Pepe Csomagkihordó\", 3000, 4); //rozsaszin // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassCourier; } case 24, 25: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Autómentõ\", 3000, 4); //zöld // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassAssistance; } case 26, 27: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Útkarbantartó\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassRoadWorker; } case 28, 29: // Classes that will be police { // Display the name of the class GameTextForPlayer(playerid, \"~b~Szemétszállító\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassKukasDriver; } case 30, 31: // Classes that will be assistance { // Display the name of the class GameTextForPlayer(playerid, \"~b~Dömper vezetõ\", 3000, 4); // Store the class for the player (assistance) APlayerData[playerid][PlayerClass] = ClassDumper; } case 32, 33: // Classes that will be police { // Display the name of the class GameTextForPlayer(playerid, \"~b~Mozdonyvezetõ\", 3000, 4); // Store the class for the player (police) APlayerData[playerid][PlayerClass] = ClassVonatDriver; } } 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, \"{1E90FF}%s Csatlakozott a Kamionsofõrnek.\", 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, \"{1E90FF}%s Csatlakozott Buszsofõrnek .\", 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, \"{1E90FF}%s Csatlakozott 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 pontra van szükséged hogy rendõr lehess\", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}100 pont kell hogy rendõr lehess\"); 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, \"körözésed van nem lehetsz rendõr\", 5000, 4); SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}körözésed van nem lehetsz rendõr\"); 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, \"{1E90FF}%s Csatlakozott Rendfenntartónak.\", Name); } case ClassMafia: { Index = random(sizeof(ASpawnLocationsMafia)); x = ASpawnLocationsMafia[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsMafia[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsMafia[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsMafia[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Maffiózónak.\", Name); } case ClassCourier: { Index = random(sizeof(ASpawnLocationsCourier)); x = ASpawnLocationsCourier[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsCourier[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsCourier[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsCourier[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Pizzafutárnak.\", Name); } case ClassAssistance: { Index = random(sizeof(ASpawnLocationsAssistance)); x = ASpawnLocationsAssistance[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsAssistance[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsAssistance[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsAssistance[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott az autómentõkhöz.\", Name); } case ClassRoadWorker: { Index = random(sizeof(ASpawnLocationsRoadWorker)); x = ASpawnLocationsRoadWorker[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsRoadWorker[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsRoadWorker[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsRoadWorker[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Útkarbantartónak.\", Name); } case ClassKukasDriver: { Index = random(sizeof(ASpawnLocationsKukasDriver)); x = ASpawnLocationsKukasDriver[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsKukasDriver[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsKukasDriver[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsKukasDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Szemételszállíónak.\", Name); } case ClassDumper: { Index = random(sizeof(ASpawnLocationsDumper)); x = ASpawnLocationsDumper[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsDumper[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsDumper[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsDumper[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Dömper sofõrnek.\", Name); } case ClassVonatDriver: { Index = random(sizeof(ASpawnLocationsVonatDriver)); x = ASpawnLocationsVonatDriver[index][spawnX]; // Get the X-position for the spawnlocation y = ASpawnLocationsVonatDriver[index][spawnY]; // Get the Y-position for the spawnlocation z = ASpawnLocationsVonatDriver[index][spawnZ]; // Get the Z-position for the spawnlocation Angle = ASpawnLocationsVonatDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation format(Msg, 128, \"{1E90FF}%s Csatlakozott Mozdonyvezetõnek.\", Name); } } // Spawn the player with his chosen skin at a random location based on his class SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), x, y, z, Angle, 0, 0, 0, 0, 0, 0); // Send the message to all players (who joined which class) SendClientMessageToAll(0xFFFFFFFF, Msg); return 1; } // This callback gets called when a vehicle respawns at it\'s spawn-location (where it was created) public OnVehicleSpawn(vehicleid) { // Set the vehicle as not-wanted by the mafia AVehicleData[vehicleid][MafiaLoad] = false; // Also reset the fuel to maximum (only for non-owned vehicles) if (AVehicleData[vehicleid][Owned] == false) AVehicleData[vehicleid][Fuel] = MaxFuel; // Re-apply the paintjob (if any was applied) if (AVehicleData[vehicleid][PaintJob] != 0) { // Re-apply the paintjob ChangeVehiclePaintjob(vehicleid, AVehicleData[vehicleid][PaintJob] - 1); } // Also update the car-color ChangeVehicleColor(vehicleid, AVehicleData[vehicleid][Color1], AVehicleData[vehicleid][Color2]); // Re-add all components that were installed (if they were there) for (new i; i < 14; i++) { // Remove all mods from the vehicle (all added mods applied by hackers will hopefully be removed this way when the vehicle respawns) RemoveVehicleComponent(vehicleid, GetVehicleComponentInSlot(vehicleid, i)); // Check if the componentslot has a valid component-id if (AVehicleData[vehicleid][Components] != 0) AddVehicleComponent(vehicleid, AVehicleData[vehicleid][Components]); // Add the component to the vehicle } return 1; } // This callback is called when the vehicle leaves a mod shop public OnVehicleRespray(playerid, vehicleid, color1, color2) { // Let the player pay $150 for changing the color (if they have been changed) if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2)) { RewardPlayer(playerid, -150, 0); SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Megváltoztattad a kocsi szinét 150$-ba került\"); } // Save the colors AVehicleData[vehicleid][Color1] = color1; AVehicleData[vehicleid][Color2] = color2; // If the primary color is black, remove the paintjob if (color1 == 0) AVehicleData[vehicleid][PaintJob] = 0; return 1; } // This callback gets called when a player enters or exits a mod-shop public OnEnterExitModShop(playerid, enterexit, interiorid) { return 1; } // This callback gets called whenever a player mods his vehicle public OnVehicleMod(playerid, vehicleid, componentid) { // When the player changes a component of his vehicle, reduce the price of the component from the player\'s money APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - AVehicleModPrices[componentid - 1000]; // Store the component in the AVehicleData array AVehicleData[vehicleid][Components][GetVehicleComponentType(componentid)] = componentid; return 1; } // This callback gets called whenever a player VIEWS at a paintjob in a mod garage (viewing automatically applies it) public OnVehiclePaintjob(playerid, vehicleid, paintjobid) { // Store the paintjobid for the vehicle (add 1 to the value, otherwise checking for an applied paintjob is difficult) AVehicleData[vehicleid][PaintJob] = paintjobid + 1; return 1; } // This callback gets called whenever a player enters a vehicle public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger) { // Setup local variables new engine, lights, alarm, doors, bonnet, boot, objective; // Check if the vehicle has fuel if (AVehicleData[vehicleid][Fuel] > 0) { // Start the engine and turn on the lights GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vehicleid, 1, 1, alarm, doors, bonnet, boot, objective); } // Store the player\'s current location and interior-id, otherwise anti-airbreak hack code could kick you GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]); APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid); return 1; } // This callback gets called when a player exits his vehicle public OnPlayerExitVehicle(playerid, vehicleid) { // Setup local variables new engine, lights, alarm, doors, bonnet, boot, objective; // Check if the player is the driver of the vehicle if (GetPlayerVehicleSeat(playerid) == 0) { // Turn off the lights and engine GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective); } // Chech if the player is a pilot if (APlayerData[playerid][PlayerClass] == ClassPilot) { // If the pilot started a job --> as soon as a pilot leaves his plane while doing a job, he fails his mission if (APlayerData[playerid][JobStarted] == true) { // End the job (clear data) Pilot_EndJob(playerid); // Inform the player that he failed the mission GameTextForPlayer(playerid, TXT_FailedMission, 5000, 4); // Reduce the player\'s cash by 1000 RewardPlayer(playerid, -1000, 0); } } return 1; } // This callback gets called whenever a vehicle enters the water or is destroyed (explodes) public OnVehicleDeath(vehicleid) { // Get the houseid to which this vehicle belongs new HouseID = AVehicleData[vehicleid][belongsToHouse]; // Check if this vehicle belongs to a house if (HouseID != 0) { // If the house doesn\'t have insurance for it\'s vehicles if (AHouseData[HouseID][insurance] == 0) { // Delete the vehicle, clear the data and remove it from the house it belongs to Vehicle_Delete(vehicleid); // Save the house (and linked vehicles) HouseFile_Save(HouseID); } } return 1; } // This callback gets called when the player changes state public OnPlayerStateChange(playerid,newstate,oldstate) { // Setup local variables new vid, Name[24], Msg[128], engine, lights, alarm, doors, bonnet, boot, objective; switch (newstate) { case PLAYER_STATE_DRIVER: // Player became the driver of a vehicle { // Get the ID of the player\'s vehicle vid = GetPlayerVehicleID(playerid); // Get the player\'s name (the one who is trying to enter the vehicle) GetPlayerName(playerid, Name, sizeof(Name)); // Check if the vehicle is owned if (AVehicleData[vid][Owned] == true) { // Check if the vehicle is owned by somebody else (strcmp will not be 0) if (strcmp(AVehicleData[vid][Owner], Name, false) != 0) { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use somebody else\'s vehicle format(Msg, 128, TXT_SpeedometerCannotUseVehicle, AVehicleData[vid][Owner]); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } // Check if the vehicle is clamped if (AVehicleData[vid][Clamped] == true) { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use a clamped vehicle format(Msg, 128, TXT_SpeedometerClampedVehicle); SendClientMessage(playerid, 0xFFFFFFFF, Msg); format(Msg, 128, TXT_SpeedometerClampedVehicle2); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } } // Check if the player is not a cop if (APlayerData[playerid][PlayerClass] != ClassPolice) { // First check if the vehicle is a static vehicle (player can still use a bought cop-car that he bought in his house, // as a bought vehicle isn\'t static) if (AVehicleData[vid][staticVehicle] == true) { // Check if the entered vehicle is a cop vehicle switch (GetVehicleModel(vid)) { case VehiclePoliceLSPD, VehiclePoliceSFPD, VehiclePoliceLVPD, VehicleHPV1000, VehiclePoliceRanger: { // Force the player out of the vehicle RemovePlayerFromVehicle(playerid); // Turn off the lights and engine GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective); // Let the player know he cannot use a cop car SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem tudod használni ez a rendõröké\"); } } } } } } return 1; } // This callback gets called whenever a player presses a key public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { // Debug the keypresses // DebugKeys(playerid, newkeys, oldkeys); // **************************************************************************************** // NOTE: the keys are messed up, so the code may look strange when testing for certain keys // **************************************************************************************** // Fining and jailing players when you\'re police and press the correct keys // Check the class of the player switch (APlayerData[playerid][PlayerClass]) { case ClassPolice: { // If the police-player pressed the RMB key (AIM key) when OUTSIDE his vehicle if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0)) Police_FineNearbyPlayers(playerid); // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0)) Police_WarnNearbyPlayers(playerid); } case ClassAssistance: { // If the assistance-player pressed the RMB key (AIM key) when OUTSIDE his vehicle if (((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) && (GetPlayerVehicleID(playerid) == 0)) Assistance_FixVehicle(playerid); // If the police-player pressed the LCTRL (SECUNDAIRY key) key when INSIDE his vehicle if (((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) && (GetPlayerVehicleID(playerid) != 0)) Assistance_FixOwnVehicle(playerid); } } // Trying to attach the closest vehicle to the towtruck when the player pressed FIRE when inside a towtruck // Check if the player is inside a towtruck if(GetVehicleModel(GetPlayerVehicleID(playerid)) == VehicleTowTruck) { // Check if the player pushed the fire-key if(newkeys & KEY_FIRE) { // Get the vehicle-id of the closest vehicle new closest = GetClosestVehicle(playerid); if(VehicleToPlayer(playerid, closest) < 10) // Check if the closest vehicle is within 10m from the player AttachTrailerToVehicle(closest, GetPlayerVehicleID(playerid)); // Attach the vehicle to the towtruck } } // Refuel a vehicle when driving a vehicle and pressing the HORN key // Check if the player presses the HORN key if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH)) { // Check if the player is driving a vehicle if (GetPlayerVehicleSeat(playerid) == 0) { // Loop through all ARefuelPickups for (new i; i < sizeof(ARefuelPickups); i++) { // Check if the player is in range of a refuelpickup if(IsPlayerInRangeOfPoint(playerid, 2.5, ARefuelPickups[pux], ARefuelPickups[puy], ARefuelPickups[puz])) { // Show a message that the player\'s vehicle is refuelling GameTextForPlayer(playerid, TXT_Refuelling, 3000, 4); // Don\'t allow the player to move again (the timer will allow it after refuelling) TogglePlayerControllable(playerid, 0); // Start a timer (let the player wait until the vehicle is refuelled) SetTimerEx(\"RefuelVehicle\", 5000, false, \"i\", playerid); // Stop the search break; } } } } return 1; } forward VehicleToPlayer(playerid,vehicleid); // Get the distance between the vehicle and the player public VehicleToPlayer(playerid, vehicleid) { // Setup local variables new Float:pX, Float:pY, Float:pZ, Float:cX, Float:cY, Float:cZ, Float:distance; // Get the player position GetPlayerPos(playerid, pX, pY, pZ); // Get the vehicle position GetVehiclePos(vehicleid, cX, cY, cZ); // Calculate the distance distance = floatsqroot(floatpower(floatabs(floatsub(cX, pX)), 2) + floatpower(floatabs(floatsub(cY, pY)), 2) + floatpower(floatabs(floatsub(cZ, pZ)), 2)); // Return the distance to the calling routine return floatround(distance); } forward GetClosestVehicle(playerid); // Find the vehicle closest to the player public GetClosestVehicle(playerid) { // Setup local variables new Float:distance = 99999.000+1, Float:distance2, result = -1; // Loop through all vehicles for(new i = 0; i < MAX_VEHICLES; i++) { // First check if the player isn\'t driving the current vehicle that needs to be checked for it\'s distance to the player if (GetPlayerVehicleID(playerid) != i) { // Get the distance between player and vehicle distance2 = VehicleToPlayer(playerid, i); // Check if the distance is smaller than the previous distance if(distance2 < distance) { // Store the distance distance = distance2; // Store the vehicle-id result = i; } } } // Return the vehicle-id of the closest vehicle return result; } // This function is used to debug the key-presses stock DebugKeys(playerid, newkeys, oldkeys) { // Debug keys if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_FIRE key\"); if ((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_ACTION key\"); if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_CROUCH key\"); if ((newkeys & KEY_SPRINT) && !(oldkeys & KEY_SPRINT)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_SPRINT key\"); if ((newkeys & KEY_SECONDARY_ATTACK) && !(oldkeys & KEY_SECONDARY_ATTACK)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_SECONDARY_ATTACK key\"); if ((newkeys & KEY_JUMP) && !(oldkeys & KEY_JUMP)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_JUMP key\"); if ((newkeys & KEY_LOOK_RIGHT) && !(oldkeys & KEY_LOOK_RIGHT)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_LOOK_RIGHT key\"); if ((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_HANDBRAKE key\"); if ((newkeys & KEY_LOOK_LEFT) && !(oldkeys & KEY_LOOK_LEFT)) SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_LOOK_L
8
« Dátum: 2013. szeptember 29. - 08:48:22 »
Milyen parancsal ? beraktam az incledeot az include mappába utána beírtam a modba hogy #include <PPP_Penz> és amikor loginoltam és választom ki a munkákat hogy kamionos stb mégsincs ott ..
9
« Dátum: 2013. szeptember 29. - 01:16:18 »
megvan az include. készen is van ki is van dolgozva. a modnak az elején be van írva hogy include mindjuk penzszalito de mégis amikor választom ki am unkát van kamionos stb de a pénz szállító nincs benne ..
10
« Dátum: 2013. szeptember 27. - 23:53:47 »
Üdvözletem. Ismét kérdéssel fordulok hozzátok. Az lenne a kérdésem hogy mi módon tudok a módomba beletenni munkákat. PPC_Trucking a mód arra van építve .. van benne 1-2 plusz munka gondolok itt a mozdonyvezetõ meg dömperes de még szeretnék bele tenni másféléket is mint mondjuk a pénzszállító .. Az include ja megvan a munkának de nincs a játékban. Tudnátok segíteni ? .
11
« Dátum: 2013. szeptember 02. - 17:12:34 »
Sziasztok azt szeretném kérdezni Hogy hol találom meg azokat a teleportokat amelyek a /rescue parancsre jönnek elõ. Mert whetstone-on map csere ment végbe nekem és a textúrába dob a teleport és kiesek a világból Elõre is köszönöm.
12
« Dátum: 2013. szeptember 02. - 09:35:45 »
Így tényleg mûködik . Köszi szépen !!! Végre sikerült.
13
« Dátum: 2013. augusztus 31. - 11:27:17 »
Hát jólvan megteszem a tehetõt Dupla hozzászólás automatikusan összefûzve. ( 2013. augusztus 31. - 11:28:46 )
mostmár értem zyzu
14
« Dátum: 2013. augusztus 31. - 10:44:28 »
Én elhiszem de nem tapasztalom amit mondtál zyzu MAgát a PPC_trucking pwn jét elsõre lefordítottam hibátlnaul jelezte amx et is csinált nekem .. . azzal minden rendben van magát a munkákat meg ilyesmiket nem tudtam hogy hol van de zsolti99 nek köszönöm hogy megírta hol találom. Booynak annyit hogy szerinted ha módban nem találom a munkát képes lennék írni egy sajátot? kérdezem én Köszi szépen mindenkinek fiúk !!
15
« Dátum: 2013. augusztus 31. - 10:08:00 »
De akkor milyen módot használjak ? .. Xtrucking az rossz .. hardrucking is... akkor ? ..
|