Üzenetek megjelenítése

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.


Témák - ZSOLTI99

Oldalak: 1 ... 8 9 [10] 11 12 13
136
Segítségkérés / carnames
« Dátum: 2013. Március 22. - 19:37:29 »
Hello. Itt találtam ezt a scriptet a fórumon pff már nem is tudom hogy ki rakta ki de azt szeretném ha valaki tudna nekem egy boxot csinálni bele mert mindig errot ír ki
 
#include <a_samp>
    #include <fixchars>
    //--------[TextDraws]--------//
    new Text:MissionText[MAX_PLAYERS];
    //--------[Vehicle Names]--------//
    new Vehicle[][] ={
    {\"Landstalker\"},{\"Bravura\"},{\"Buffalo\"},{\"Linerunner\"},{\"Perrenial\"},{\"Sentinel\"},{\"Dumper\"},
    {\"Firetruck\"},{\"Trashmaster\"},{\"Stretch\"},{\"Manana\"},{\"Infernus\"},{\"Voodoo\"},{\"Pony\"},{\"Mule\"},
    {\"Cheetah\"},{\"Ambulance\"},{\"Leviathan\"},{\"Moonbeam\"},{\"Esperanto\"},{\"Taxi\"},{\"Washington\"},
    {\"Bobcat\"},{\"Mr Whoopee\"},{\"BF Injection\"},{\"Hunter\"},{\"Premier\"},{\"Enforcer\"},{\"Securicar\"},
    {\"Banshee\"},{\"Predator\"},{\"Bus\"},{\"Rhino\"},{\"Barracks\"},{\"Hotknife\"},{\"Trailer 1\"},{\"Previon\"},
    {\"Coach\"},{\"Cabbie\"},{\"Stallion\"},{\"Rumpo\"},{\"RC Bandit\"},{\"Romero\"},{\"Packer\"},{\"Monster\"},
    {\"Admiral\"},{\"Squalo\"},{\"Seasparrow\"},{\"Pizzaboy\"},{\"Tram\"},{\"Trailer 2\"},{\"Turismo\"},
    {\"Speeder\"},{\"Reefer\"},{\"Tropic\"},{\"Flatbed\"},{\"Yankee\"},{\"Caddy\"},{\"Solair\"},{\"Berkley\'s RC Van\"},
    {\"Skimmer\"},{\"PCJ-600\"},{\"Faggio\"},{\"Freeway\"},{\"RC Baron\"},{\"RC Raider\"},{\"Glendale\"},{\"Oceanic\"},
    {\"Sanchez\"},{\"Sparrow\"},{\"Patriot\"},{\"Quad\"},{\"Coastguard\"},{\"Dinghy\"},{\"Hermes\"},{\"Sabre\"},
    {\"Rustler\"},{\"ZR-350\"},{\"Walton\"},{\"Regina\"},{\"Comet\"},{\"BMX\"},{\"Burrito\"},{\"Camper\"},{\"Marquis\"},
    {\"Baggage\"},{\"Dozer\"},{\"Maverick\"},{\"News Chopper\"},{\"Rancher\"},{\"FBI Rancher\"},{\"Virgo\"},{\"Greenwood\"},
    {\"Jetmax\"},{\"Hotring\"},{\"Sandking\"},{\"Blista Compact\"},{\"Police Maverick\"},{\"Boxville\"},{\"Benson\"},
    {\"Mesa\"},{\"RC Goblin\"},{\"Hotring Racer A\"},{\"Hotring Racer B\"},{\"Bloodring Banger\"},{\"Rancher\"},
    {\"Super GT\"},{\"Elegant\"},{\"Journey\"},{\"Bike\"},{\"Mountain Bike\"},{\"Beagle\"},{\"Cropdust\"},{\"Stunt\"},
    {\"Tanker\"}, {\"Roadtrain\"},{\"Nebula\"},{\"Majestic\"},{\"Buccaneer\"},{\"Shamal\"},{\"Hydra\"},{\"FCR-900\"},
    {\"NRG-500\"},{\"HPV1000\"},{\"Cement Truck\"},{\"Tow Truck\"},{\"Fortune\"},{\"Cadrona\"},{\"FBI Truck\"},
    {\"Willard\"},{\"Forklift\"},{\"Tractor\"},{\"Combine\"},{\"Feltzer\"},{\"Remington\"},{\"Slamvan\"},
    {\"Blade\"},{\"Freight\"},{\"Streak\"},{\"Vortex\"},{\"Vincent\"},{\"Bullet\"},{\"Clover\"},{\"Sadler\"},
    {\"Firetruck LA\"},{\"Hustler\"},{\"Intruder\"},{\"Primo\"},{\"Cargobob\"},{\"Tampa\"},{\"Sunrise\"},{\"Merit\"},
    {\"Utility\"},{\"Nevada\"},{\"Yosemite\"},{\"Windsor\"},{\"Monster A\"},{\"Monster B\"},{\"Uranus\"},{\"Jester\"},
    {\"Sultan\"},{\"Stratum\"},{\"Elegy\"},{\"Raindance\"},{\"RC Tiger\"},{\"Flash\"},{\"Tahoma\"},{\"Savanna\"},
    {\"Bandito\"},{\"Freight Flat\"},{\"Streak Carriage\"},{\"Kart\"},{\"Mower\"},{\"Duneride\"},{\"Sweeper\"},
    {\"Broadway\"},{\"Tornado\"},{\"AT-400\"},{\"DFT-30\"},{\"Huntley\"},{\"Stafford\"},{\"BF-400\"},{\"Newsvan\"},
    {\"Tug\"},{\"Trailer 3\"},{\"Emperor\"},{\"Wayfarer\"},{\"Euros\"},{\"Hotdog\"},{\"Club\"},{\"Freight Carriage\"},
    {\"Trailer 3\"},{\"Andromada\"},{\"Dodo\"},{\"RC Cam\"},{\"Launch\"},{\"Police Car (LSPD)\"},{\"Police Car (SFPD)\"},
    {\"Police Car (LVPD)\"},{\"Police Ranger\"},{\"Picador\"},{\"S.W.A.T. Van\"},{\"Alpha\"},{\"Phoenix\"},{\"Glendale\"},
    {\"Sadler\"},{\"Luggage Trailer A\"},{\"Luggage Trailer B\"},{\"Stair Trailer\"},{\"Boxville\"},{\"Farm Plow\"},
    {\"Utility Trailer\"}
    };
 
    public OnFilterScriptInit()
    {
    SetTimer(\"uname\", 180, true);
    return 1;
    }
    public OnFilterScriptExit()
    {
 
    return 1;
    }
    public OnPlayerConnect(playerid)
    {
 
      name[playerid] = TextDrawCreate(500.0, 368.0, \"Jármû:\");
    TextDrawUseBox(name[playerid][carnames], 1);
    TextDrawBoxColor(name[playerid][carnames], 0x00000066);
TextDrawFont(name[playerid], 2);
    TextDrawLetterSize(name[playerid], 0.31, 1.45);
 
    return 1;
    }
    forward uname();
    public uname()
    {
    for(new i = 0; i < MAX_PLAYERS; i ++)
    {
    if(IsPlayerInAnyVehicle(i))
    {
    TextDrawShowForPlayer(i, name);
 
    new str2[24], playerid;
    format(str2, sizeof(str2),\"~w~Jármû: ~r~%s\",Vehicle[(GetVehicleModel(GetPlayerVehicleID (playerid))-400)]);
    TextDrawSetString(name, str2);
    }
    else if(!IsPlayerInAnyVehicle(i))
    {
    TextDrawHideForPlayer(i, name);
    }
    }
    return 1;
    }

 
Már benne van a box csak error
 
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\Untitled.pwn(58) : error 017: undefined symbol \"name\"
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\Untitled.pwn(58) : warning 215: expression has no effect
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\Untitled.pwn(58) : error 001: expected token: \";\", but found \"]\"
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\Untitled.pwn(58) : error 029: invalid expression, assumed zero
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\Untitled.pwn(58) : fatal error 107: too many error messages on one line
Compilation aborted.Pawn compiler 3.2.3664           Copyright (c) 1997-2006, ITB CompuPhase
 
4 Errors.

 
Aki tud segíteni annak megy a +

137
Fórum Archívum (Témák/Fórumok) / Re:[HUN]Kamionozz amíg élsz[0.3e]
« Dátum: 2013. Március 22. - 19:15:39 »
Még egy kicsit lehetne írnod pl a házakról parancsokról stb..

138
Segítségkérés / cmds
« Dátum: 2013. Március 20. - 20:15:23 »
Üdv. Azt szeretném kérdezni hogy a ppc módba a /cmds hogy tudom meg csinálni hogy ne legyen dalogos túl sok idõ mire végig lapozom.

139
Segítségkérés / Hiba
« Dátum: 2013. Március 18. - 15:55:13 »
Hello. Vala mért ezt az errort írja ki még tegnap jó volt nem volt ilyen benne  valaki segítsen pls
 
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_Dialogs.inc(1282) : error 037: invalid string (possibly non-terminated string)
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_Dialogs.inc(1282) : warning 217: loose indentation
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_Dialogs.inc(1282) : error 017: undefined symbol \"FF0000\"
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_Dialogs.inc(1282) : warning 217: loose indentation
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_Dialogs.inc(1282) : error 029: invalid expression, assumed zero
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_Dialogs.inc(1282) : fatal error 107: too many error messages on one line
Compilation aborted.Pawn compiler 3.2.3664           Copyright (c) 1997-2006, ITB CompuPhase
 
4 Errors.

 

// Process the Register-dialog
Dialog_Register(playerid, response, inputtext[])
{
new file[100], Name[MAX_PLAYER_NAME]; // Setup local variables
GetPlayerName(playerid, Name, sizeof(Name)); // Get the playername
format(file, sizeof(file), PlayerFile, Name); // Construct the complete filename for this player\'s account
switch (response) // Check which button was clicked
{
case 1: // Player clicked \"Register\"
{
   // Check if the player entered a password
   if(strlen(inputtext)>0)
   {
      // Store the password
      format(APlayerData[playerid][PlayerPassword], 50, \"%s\", inputtext);
      //pénz levonás a jogsiért
      RewardPlayer(playerid, 50000, 0);
      //jogsi adás
      APlayerData[playerid][TruckerLicense] = 1;   
       APlayerData[playerid][busLicense] = 1;
      APlayerData[playerid][KukasLicense] = 1;
 
      // Create the file and save default data to it, then reload it (so all data is put into the correct place)
      PlayerFile_Create(playerid);
      PlayerFile_Load(playerid);
      // Send a message to the client to inform him that his account has been registered
      SendClientMessage(playerid, 0xFFFFFFFF, TXT_AccountRegistered);
      APlayerData[playerid][LoggedIn] = true; // The player has logged in properly
   }
   else
   {
      SendClientMessage(playerid, 0xFFFFFFFF, TXT_WrongPassword);
      Kick(playerid);
   }
}
    case 0: // Player clicked \"Cancel\"
{
   // Show a message that the player must be registered to play on this server
   SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerMustRegister);
    // Kick the player
   Kick(playerid);
}
}
return 1;
}
 
// Process the login-dialog
Dialog_Login(playerid, response, inputtext[])
{
switch (response) // Check which button was clicked
{
    case 1: // Player clicked \"Login\"
{
   // Check if the player entered a password
   if (strlen(inputtext) > 0)
   {
      // Check if the entered password is the same as the password saved in the player\'s account
       if (strcmp(APlayerData[playerid][PlayerPassword], inputtext, false) == 0)
      {
         APlayerData[playerid][LoggedIn] = true; // The player has logged in properly
                    BankFile_Load(playerid); // Load your bank account (if it exists, the player will be notified about this)
         SendClientMessage(playerid, 0xFFFFFFFF, TXT_LoggedIn); // Send a message to the client to inform him that he logged in properly
         APlayerData[playerid][TruckerLicense] = 1;
      }
      else
      {
         SendClientMessage(playerid, 0xFFFFFFFF, TXT_WrongPassword);
         Kick(playerid);
      }
   }
   else
   {
      SendClientMessage(playerid, 0xFFFFFFFF, TXT_WrongPassword);
      Kick(playerid);
   }
}
    case 0: // Player clicked \"Cancel\"
{
   // Show a message that the player must be logged in to play on this server
   SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerMustLogin);
    // Kick the player
   Kick(playerid);
}
}
return 1;
}
 
// Process the rescue dialog
Dialog_Rescue(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Check the class of the player
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver:
{
   // Set the spawn coordinates based on the selection in the list
   switch (listitem)
   {
      case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -525.0, -502.0, 26.0, 0.0, 0, 0, 0, 0, 0, 0);
      case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -74.7, -1137.5, 4.5, 0.0, 0, 0, 0, 0, 0, 0);
      case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1457.0, 975.5, 11.0, 0.0, 0, 0, 0, 0, 0, 0);
      case 3: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -2136.0, -247.5, 36.5, 270.0, 0, 0, 0, 0, 0, 0);
      case 4: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1766.5, -2040.7, 14.0, 270.0, 0, 0, 0, 0, 0, 0);
      case 5: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -546.0, 2594.0, 54.0, 270.0, 0, 0, 0, 0, 0, 0);
      case 6: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 332.0, 900.0, 25.0, 205.0, 0, 0, 0, 0, 0, 0);
      case 7: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1575.0, -2724.0, 49.0, 146.0, 0, 0, 0, 0, 0, 0);
      case 8: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 2539.0049,2811.4998,10.8203,0, 0, 0, 0, 0, 0, 0);
   }
}
case ClassBusDriver:
{
   // Set the spawn coordinates based on the selection in the list
   switch (listitem)
   {
      case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1809.0, -1905.0, 13.6, 90.0, 0, 0, 0, 0, 0, 0);
      case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1983.0, 110.0, 27.7, 180.0, 0, 0, 0, 0, 0, 0);
      case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1060.0, 1260.0, 11.0, 270.0, 0, 0, 0, 0, 0, 0);
   }
}
case ClassPilot:
{
   // Set the spawn coordinates based on the selection in the list
   switch (listitem)
   {
      case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 2010.0, -2345.0, 13.6, 90.0, 0, 0, 0, 0, 0, 0);
      case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1211.0, -105.0, 14.2, 135.0, 0, 0, 0, 0, 0, 0);
      case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1630.0, 1615.0, 10.9, 90.0, 0, 0, 0, 0, 0, 0);
   }
}
case ClassPolice:
{
   // Set the spawn coordinates based on the selection in the list
   switch (listitem)
   {
      case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1568.5, -1693.5, 6.0, 180.0, 0, 0, 0, 0, 0, 0);
      case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1590.0, 716.25, -5.0, 270.0, 0, 0, 0, 0, 0, 0);
      case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 2275.0, 2460.0, 10.9, 90.0, 0, 0, 0, 0, 0, 0);
   }
}
case ClassCourier:
{
   // Set the spawn coordinates based on the selection in the list
   switch (listitem)
   {
      case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 798.0, -618.75, 16.4, 0.0, 0, 0, 0, 0, 0, 0);
      case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1849.25, -135.0, 12.0, 90.0, 0, 0, 0, 0, 0, 0);
      case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 1050.5, 1931.0, 10.9, 270.0, 0, 0, 0, 0, 0, 0);
   }
}
        case ClassKukasDriver:
    {
    // Set the spawn coordinates based on the selection in the list
   switch (listitem)
   {
       case 0: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -2401.8904,2369.1118,4.9289,230.9574, 0, 0, 0, 0, 0, 0); // bayside
       case 1: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 2780.0513,2686.7649,10.8203,91.4652, 0, 0, 0, 0, 0, 0);
        case 2: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -2569.0674,1393.9148,7.5707,168.6592, 0, 0, 0, 0, 0, 0); //SF
        case 3: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), -1865.1222,-1714.3632,22.6953,128.5216, 0, 0, 0, 0, 0, 0);
        case 4: SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), 2173.6841,-1995.7412,19.3947,311.5052, 0, 0, 0, 0, 0, 0);
        }
         }
    }
SpawnPlayer(playerid); // Force the player to spawn at the requested coordinates
SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerRescued); // Send the player a message that using \"/rescue\" costs $200
// Reduce the player\'s money by 200
RewardPlayer(playerid, -200, 0);
return 1;
}
 
// Process the BuyLicense dialog
Dialog_BuyLicenses(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
switch (listitem)
{
case 0: // Player wants to buy a busdriver license
{
   // Check if the player is a busdriver
   if (APlayerData[playerid][PlayerClass] == ClassBusDriver)
   {
       // Check if the player hasn\'t acquired his busdriver\'s license yet
      if (APlayerData[playerid][busLicense] == 0)
      {
         // Check if the player has enough money and enough score
         if ((APlayerData[playerid][PlayerMoney] >= 25000) && (APlayerData[playerid][PlayerScore] >= 50))
         {
            // Withdraw the money and score from the player\'s account
            RewardPlayer(playerid, -25000, -50);
            // Give the player the busdriver\'s license
            APlayerData[playerid][busLicense] = 1;
            // Let the player know he acquired his busdriver\'s license
            SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Megszerezted a busz jogositványt.\");
         }
         else
             SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Nincs elég pontod vagy pénzed.\");
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Már megvan a buszos jogositványod\");
   }
   else
      SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Buszsoförnek kell lenned hogy megtudd venni a jogositványt.\");
}
   case 1: // Player wants to buy a busdriver license
{
   // Check if the player is a busdriver
   if (APlayerData[playerid][PlayerClass] == ClassKukasDriver)
   {
       // Check if the player hasn\'t acquired his busdriver\'s license yet
      if (APlayerData[playerid][KukasLicense] == 0)
      {
         // Check if the player has enough money and enough score
         if ((APlayerData[playerid][PlayerMoney] >= 250000) && (APlayerData[playerid][PlayerScore] >= 100))
         {
            // Withdraw the money and score from the player\'s account
            RewardPlayer(playerid, -250000, -100);
            // Give the player the busdriver\'s license
            APlayerData[playerid][KukasLicense] = 1;
            // Let the player know he acquired his busdriver\'s license
            SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Megszerezted a kukás jogositványt.\");
         }
         else
             SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Nincs elég pénzed vagy pontod.\");
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Már megvan a kukás jogositványod.\");
   }
   else
      SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Kukás söfõrnek kell lenned hogy megtudd venni a jogositványt.\");
}
}
return 1;
}
// Process the work dialog for licensed truckers (show the list of loads after the player selected to choose his own load)
Dialog_TruckerSelectJobMethod(playerid, response, listitem)
{
// Setup local variables
new ProductList[50], NumProducts, TotalLoadList[1000];
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Select what to do after the player chose \"Select your own load\" or \"Auto assigned load\"
switch (listitem)
{
case 0: // Let the player choose his own load
{
   switch (GetVehicleModel(GetPlayerVehicleID(playerid))) // Check the vehicle-model of the player to decide which loads the player can carry
   {
      case VehicleFlatbed, VehicleDFT30: // If the player\'s vehicle is a \"Flatbed\" or \"DFT-30\"
         ProductList = Product_GetList(PCV_TruckerNoTrailer, NumProducts); // Build a list of products defined for truckers without a trailer
      case VehicleCementTruck: // If the player\'s vehicle is a \"CementTruck\"
         ProductList = Product_GetList(PCV_TruckerCementTruck, NumProducts); // Build a list of products defined for truckers witha cement truck
      case VehicleLineRunner, VehicleTanker, VehicleRoadTrain: // If the player\'s vehicle is a \"LineRunner\", \"Tanker\" or \"RoadTrain\"
      {
         switch (GetVehicleModel(GetVehicleTrailer(GetPlayerVehicleID(playerid)))) // Select the loads based on the trailer model of the player
         {
            case VehicleTrailerCargo, VehicleTrailerCargo2: // A cargo-trailer is attached
               ProductList = Product_GetList(PCV_TruckerCargoTrailer, NumProducts); // Build a list of products defined for truckers with a cargo-trailer
            case VehicleTrailerOre: // An Ore-trailer is attached
               ProductList = Product_GetList(PCV_TruckerOreTrailer, NumProducts); // Build a list of products defined for truckers with an ore-trailer
            case VehicleTrailerFluids: // A fluids-trailer is attached
               ProductList = Product_GetList(PCV_TruckerFluidsTrailer, NumProducts); // Build a list of products defined for truckers with a fluids-trailer
         }
      }
   }
   // Build the List with product-names
   for (new i; i < NumProducts; i++)
      format(TotalLoadList, 1000, \"%s%s\\n\", TotalLoadList, ALoads[ProductList][LoadName]);
   // Let the player choose a load
      ShowPlayerDialog(playerid, DialogTruckerSelectLoad, DIALOG_STYLE_LIST, TXT_TruckerDialogSelectLoad, TotalLoadList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
}
case 1: Trucker_StartRandomJob(playerid); // Start a random trucker-job
}
return 1;
}
 
// Process the selected load and create the startlocation-dialog
Dialog_TruckerSelectLoad(playerid, response, listitem)
{
    // Setup local variables
new TotalStartLocList[1000], ProductList[50], NumProducts, ProductID, LocID;
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// First get the list of products again, so we can retrieve the selected load from it
switch (GetVehicleModel(GetPlayerVehicleID(playerid))) // Check the vehicle-model of the player
{
case VehicleFlatbed, VehicleDFT30: // If the player\'s vehicle is a \"Flatbed\" or \"DFT-30\"
   ProductList = Product_GetList(PCV_TruckerNoTrailer, NumProducts); // Build a list of products defined for truckers without a trailer
case VehicleCementTruck: // If the player\'s vehicle is a \"CementTruck\"
   ProductList = Product_GetList(PCV_TruckerCementTruck, NumProducts); // Build a list of products defined for truckers witha cement truck
case VehicleLineRunner, VehicleTanker, VehicleRoadTrain: // If the player\'s vehicle is a \"LineRunner\", \"Tanker\" or \"RoadTrain\"
{
   switch (GetVehicleModel(GetVehicleTrailer(GetPlayerVehicleID(playerid)))) // Select the loads based on the trailer model of the player
   {
      case VehicleTrailerCargo, VehicleTrailerCargo2: // A cargo-trailer is attached
         ProductList = Product_GetList(PCV_TruckerCargoTrailer, NumProducts); // Build a list of products defined for truckers with a cargo-trailer
      case VehicleTrailerOre: // An Ore-trailer is attached
         ProductList = Product_GetList(PCV_TruckerOreTrailer, NumProducts); // Build a list of products defined for truckers with an ore-trailer
      case VehicleTrailerFluids: // A fluids-trailer is attached
         ProductList = Product_GetList(PCV_TruckerFluidsTrailer, NumProducts); // Build a list of products defined for truckers with a fluids-trailer
   }
}
}
// Store the selected LoadID in the player\'s account
APlayerData[playerid][LoadID] = ProductList[listitem];
ProductID = APlayerData[playerid][LoadID];
// Build a list of start-locations for this product
for (new i; i < 30; i++)
{
    // Get the location-id
    LocID = ALoads[ProductID][FromLocations];
    // Check if it a valid location-id (not 0)
    if (LocID != 0)
   format(TotalStartLocList, 1000, \"%s%s\\n\", TotalStartLocList, ALocations[LocID][LocationName]); // Add the location-name to the list
else
    break; // As soon as an invalid location-id has been found, stop adding entries to the location-list
}
// Ask the player to choose a start-location
ShowPlayerDialog(playerid, DialogTruckerStartLoc, DIALOG_STYLE_LIST, TXT_TruckerDialogSelectStartLoc, TotalStartLocList, TXT_DialogButtonSelect, TXT_DialogButtonCancel); // Let the player choose a starting location
return 1;
}
 
// Process the selected startlocation and create the endlocation-dialog
Dialog_TruckerSelectStartLoc(playerid, response, listitem)
{
    // Setup local variables
new ProductID, LocID, TotalEndLocList[1000];
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Get the LoadID that\'s stored in the player\'s account
ProductID = APlayerData[playerid][LoadID];
// Store the chosen start-location in the player\'s account
APlayerData[playerid][JobLoc1] = ALoads[ProductID][FromLocations][listitem];
// Build a list of end-locations for this product
for (new i; i < 30; i++)
{
    // Get the location-id
    LocID = ALoads[ProductID][ToLocations];
    // Check if it a valid location-id (not 0)
    if (LocID != 0)
   format(TotalEndLocList, 1000, \"%s%s\\n\", TotalEndLocList, ALocations[LocID][LocationName]); // Add the location-name to the list
else
    break; // As soon as an invalid location-id has been found, stop adding entries to the location-list
}
// Ask the player to choose an end-location
ShowPlayerDialog(playerid, DialogTruckerEndLoc, DIALOG_STYLE_LIST, TXT_TruckerDialogSelectEndLoc, TotalEndLocList, TXT_DialogButtonSelect, TXT_DialogButtonCancel); // Let the player choose a endlocation
return 1;
}
 
// Process the selected endlocation and start the job
Dialog_TruckerSelectEndLoc(playerid, response, listitem)
{
    // Setup local variables
new RouteText[128], loadName[50], startlocName[50], endlocName[50], LoadMsg[128], Float:x, Float:y, Float:z, ProductID;
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Get the LoadID that\'s stored in the player\'s account
ProductID = APlayerData[playerid][LoadID];
// Store the chosen end-location in the player\'s account
APlayerData[playerid][JobLoc2] = ALoads[ProductID][ToLocations][listitem];
    // Get the names for the load, startlocation and endlocation
format(loadName, 50, \"%s\", ALoads[ProductID][LoadName]);
format(startlocName, 50, \"%s\", ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
format(endlocName, 50, \"%s\", ALocations[APlayerData[playerid][JobLoc2]][LocationName]);
// Job has started
APlayerData[playerid][JobStarted] = true;
// Store the vehicleID (required to be able to check if the player left his vehicle)
APlayerData[playerid][VehicleID] = GetPlayerVehicleID(playerid);
// Store the trailerID (required to be able to check if the player lost his trailer)
APlayerData[playerid][TrailerID] = GetVehicleTrailer(GetPlayerVehicleID(playerid));
// Set jobstep to 1 (going to load the goods)
APlayerData[playerid][JobStep] = 1;
// Combine all data into a string for the TextDraw (the player can see this all the time) to describe the mission
format(RouteText, 255, TXT_HaulingCargoFromToPickup, loadName, startlocName, endlocName);
// Set the TextDraw so the player can see it
TextDrawSetString(APlayerData[playerid][MissionText], RouteText);
// Grab the x, y, z positions for the first location
x = ALocations[APlayerData[playerid][JobLoc1]][LocX];
y = ALocations[APlayerData[playerid][JobLoc1]][LocY];
z = ALocations[APlayerData[playerid][JobLoc1]][LocZ];
// Create a checkpoint where the player should load the goods
SetPlayerCheckpoint(playerid, x, y, z, 7);
// Set the job-fail-time for the global vehicle-timer
APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission;
// Inform the player that he must load his goods
format(LoadMsg, 128, TXT_PickupCargoAt, loadName, startlocName);
SendClientMessage(playerid, 0xFFFFFFFF, LoadMsg);
return 1;
}
 

// Process the work dialog for licensed busdrivers (show the list of busroutes after the player selected to choose his own route)
Dialog_BusSelectJobMethod(playerid, response, listitem)
{
// Setup local variables
new BusLine, Description[100], TotalRouteList[500];
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
    // Check if the player already started a job
if (APlayerData[playerid][JobStarted] == false)
{
// Select what to do after the player chose \"Choose your own busroute\" or \"Auto assigned busroute\"
switch (listitem)
{
   case 0: // Let the player choose his own busroute
   {
      // Construct the list of busroutes
      for (new i; i < sizeof(ABusRoutes); i++)
      {
         // Get the data about the route
         BusLine = ABusRoutes[LineNumber];
         format(Description, 100, ABusRoutes[RouteDescription]);
         // Add the busline to the list
         format(TotalRouteList, 500, \"%s%sLine %i (%s)\", TotalRouteList, \"\\n\", BusLine, Description);
      }
      // Let the player choose a busroute
         ShowPlayerDialog(playerid, DialogBusSelectRoute, DIALOG_STYLE_LIST, TXT_SelectBusRoute, TotalRouteList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
   }
   case 1: BusDriver_StartJob(playerid, random(sizeof(ABusRoutes))); // Start a random job
}
}
else // Send a message to let the player know he already has a job
    SendClientMessage(playerid, 0xFFFFFFFF, TXT_BusdriverAlreadyDoingJob);
return 1;
}
Dialog_KukasSelectJobMethod(playerid, response, listitem)
{
// Setup local variables
new KukasLine, Description[100], TotalRouteList[500];
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
    // Check if the player already started a job
if (APlayerData[playerid][JobStarted] == false)
{
// Select what to do after the player chose \"Choose your own busroute\" or \"Auto assigned busroute\"
switch (listitem)
{
   case 0: // Let the player choose his own busroute
   {
      // Construct the list of busroutes
      for (new i; i < sizeof(AKukasRoutes); i++)
      {
         // Get the data about the route
         KukasLine = AKukasRoutes[LineNumber];
         format(Description, 100, AKukasRoutes[RouteDescription]);
         // Add the busline to the list
         format(TotalRouteList, 500, \"%s%sLine %i (%s)\", TotalRouteList, \"\\n\", KukasLine, Description);
      }
      // Let the player choose a busroute
         ShowPlayerDialog(playerid, DialogKukasSelectRoute, DIALOG_STYLE_LIST, TXT_SelectBusRoute, TotalRouteList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
   }
   case 1: KukasDriver_StartJob(playerid, random(sizeof(AKukasRoutes))); // Start a random job
}
}
else // Send a message to let the player know he already has a job
    SendClientMessage(playerid, 0xFFFFFFFF, TXT_BusdriverAlreadyDoingJob);
return 1;
}
Dialog_VonatSelectJobMethod(playerid, response, listitem)
{
// Setup local variables
new VonatLine, Description[100], TotalRouteList[500];
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
    // Check if the player already started a job
if (APlayerData[playerid][JobStarted] == false)
{
// Select what to do after the player chose \"Choose your own busroute\" or \"Auto assigned busroute\"
switch (listitem)
{
   case 0: // Let the player choose his own busroute
   {
      // Construct the list of busroutes
      for (new i; i < sizeof(AVonatRoutes); i++)
      {
         // Get the data about the route
         VonatLine = AVonatRoutes[LineNumber];
         format(Description, 100, AVonatRoutes[RouteDescription]);
         // Add the busline to the list
         format(TotalRouteList, 500, \"%s%sLine %i (%s)\", TotalRouteList, \"\\n\", VonatLine, Description);
      }
      // Let the player choose a busroute
         ShowPlayerDialog(playerid, DialogVonatSelectRoute, DIALOG_STYLE_LIST, TXT_SelectBusRoute, TotalRouteList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
   }
   case 1: VonatDriver_StartJob(playerid, random(sizeof(AVonatRoutes))); // Start a random job
}
}
else // Send a message to let the player know he already has a job
    SendClientMessage(playerid, 0xFFFFFFFF, TXT_BusdriverAlreadyDoingJob);
return 1;
}
// Process the work dialog for licensed busdrivers (let the player start the job he selects from the busroute-list)
Dialog_BusSelectRoute(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// The selected listitem is automatically the busroute, so start the job based on the item selected in the busroute-list
BusDriver_StartJob(playerid, listitem);
return 1;
}
Dialog_KukasSelectRoute(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// The selected listitem is automatically the busroute, so start the job based on the item selected in the busroute-list
KukasDriver_StartJob(playerid, listitem);
return 1;
}
Dialog_VonatSelectRoute(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// The selected listitem is automatically the busroute, so start the job based on the item selected in the busroute-list
VonatDriver_StartJob(playerid, listitem);
return 1;
}
 
// Process the chosen quantity for courier job
Dialog_CourierSelectQuant(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Listitem 0 represent maximum 2 houses to deliver a package, listitem 1 is max 5 houses, item 2 is max 10 houses
switch (listitem)
{
case 0: APlayerData[playerid][CourierMaxStep] = 2;
case 1: APlayerData[playerid][CourierMaxStep] = 5;
case 2: APlayerData[playerid][CourierMaxStep] = 10;
}
// Start the job
Courier_BeginJob(playerid);
return 1;
}
 
// Process the bike dialog
Dialog_Bike(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new Float:x, Float:y, Float:z, Float:rot, CarID, msg[120], vID, pName[24];
new engine,lights,alarm,doors,bonnet,boot,objective;
// Get the player\'s position and name
GetPlayerPos(playerid, x, y, z);
GetPlayerFacingAngle(playerid, rot);
GetPlayerName(playerid, pName, 24);
// Spawn the motorcycle based on the selection in the list, and spawn it 5 units north of the player
switch (listitem)
{
case 0: CarID = VehicleBike; // Bike
case 1: CarID = VehicleBMX; // BMX
case 2: CarID = VehicleMountainBike; // Mountain Bike
case 3: CarID = VehicleFaggio; // Faggio
case 4: CarID = VehiclePizzaBoy; // Pizzaboy
case 5: CarID = VehicleBF400; // BF-400
case 6: CarID = VehicleNRG500; // NRG-500
case 7: CarID = VehiclePCJ600; // PCJ-600
case 8: CarID = VehicleFCR900; // FCR-900
case 9: CarID = VehicleFreeway; // Freeway
case 10: CarID = VehicleWayfarer; // Wayfarer
case 11: CarID = VehicleSanchez; // Sanchez
case 12: CarID = VehicleQuad; // Quad
}
// Spawn the vehicle based on the selection in the list with a random color
// Also set max-fuel and save the model for the vehicle
vID = Vehicle_Create(CarID, x, y, z, rot, random(126), random(126), 600);
// Put the player in the vehicle
PutPlayerInVehicle(playerid, vID, 0);
// Turn on the engine and lights
GetVehicleParamsEx(vID, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vID, 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);
// Inform all players about it
format(msg, 120, TXT_PlayerSpawnedVehicle, pName, vID, CarID, x, y, z);
SendClientMessageToAll(0xFFFFFFFF, msg);
return 1;
}
 
// Process the car dialog
Dialog_Car(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response)
{
// Reset the FirstCar (so the list won\'t start at an unexpected location in the list, but back at the start of the list)
APlayerData[playerid][DialogCarFirstCar] = 0;
return 1; // Exit the function
}
// Process the selected listitem
switch (listitem)
{
case 10: // Player chooses the empty line between the carlist and \"Next...\", so refresh the current list
{
    // Refresh the current list of cars and let the player choose one (show dialog)
    CarList_Create(playerid);
   // Exit the function
   return 1;
}
case 11: // Player chooses \"Next...\"
{
    // Add 10 to the FirstCar, so the list will start further down the array (will show the next 10 cars)
    APlayerData[playerid][DialogCarFirstCar] = APlayerData[playerid][DialogCarFirstCar] + 10;
    // Create a new list of cars and show the dialog
    CarList_Create(playerid);
}
default: // Player chooses a car
{
    // Setup local variables
       new Float:x, Float:y, Float:z, Float:rot, CarIndex, msg[128], vID, pName[24];
   new engine,lights,alarm,doors,bonnet,boot,objective;
   // FirstCar is the index of the first car in the list, so select the proper index when a car is chosen by the player
   CarIndex = APlayerData[playerid][DialogCarFirstCar] + listitem;
   // Get the player\'s position and name
   GetPlayerPos(playerid, x, y, z);
   GetPlayerFacingAngle(playerid, rot);
   GetPlayerName(playerid, pName, 24);
   // Spawn the vehicle based on the selection in the list with a random color
   // Also set max-fuel and save the model for the vehicle
   vID = Vehicle_Create(ACars[CarIndex][CarModel], x, y, z, rot, random(126), random(126), 600);
   // Put the player in the vehicle
   PutPlayerInVehicle(playerid, vID, 0);
   // Turn on the engine and lights
   GetVehicleParamsEx(vID, engine, lights, alarm, doors, bonnet, boot, objective);
   SetVehicleParamsEx(vID, 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);
   // Inform all players about it
   format(msg, 120, TXT_PlayerSpawnedVehicle, pName, vID, ACars[CarIndex][CarModel], x, y, z);
   SendClientMessageToAll(0xFFFFFFFF, msg);
   // Also, after spawning a vehicle, reset FirstCar (so next time, the list starts from the start)
   APlayerData[playerid][DialogCarFirstCar] = 0;
}
}
return 1;
}
 
// Process the Plane dialog
Dialog_Plane(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response)
{
// Reset the FirstPlane (so the list won\'t start at an unexpected location in the list, but back at the start of the list)
APlayerData[playerid][DialogPlaneFirstPlane] = 0;
return 1; // Exit the function
}
// Process the selected listitem
switch (listitem)
{
case 10: // Player chooses the empty line between the Planelist and \"Next...\", so refresh the current list
{
    // Refresh the current list of Planes and let the player choose one (show dialog)
    PlaneList_Create(playerid);
   // Exit the function
   return 1;
}
case 11: // Player chooses \"Next...\"
{
    // Add 10 to the FirstPlane, so the list will start further down the array (will show the next 10 Planes)
    APlayerData[playerid][DialogPlaneFirstPlane] = APlayerData[playerid][DialogPlaneFirstPlane] + 10;
    // Create a new list of Planes and show the dialog
    PlaneList_Create(playerid);
}
default: // Player chooses a Plane
{
    // Setup local variables
       new Float:x, Float:y, Float:z, Float:rot, PlaneIndex, msg[128], vID, pName[24];
   new engine,lights,alarm,doors,bonnet,boot,objective;
   // FirstPlane is the index of the first Plane in the list, so select the proper index when a Plane is chosen by the player
   PlaneIndex = APlayerData[playerid][DialogPlaneFirstPlane] + listitem;
   // Get the player\'s position and name
   GetPlayerPos(playerid, x, y, z);
   GetPlayerFacingAngle(playerid, rot);
   GetPlayerName(playerid, pName, 24);
   // Spawn the vehicle based on the selection in the list with a random color
   // Also set max-fuel and save the model for the vehicle
   vID = Vehicle_Create(APlanes[PlaneIndex][PlaneModel], x, y, z, rot, random(126), random(126), 600);
   // Put the player in the vehicle
   PutPlayerInVehicle(playerid, vID, 0);
   // Turn on the engine and lights
   GetVehicleParamsEx(vID, engine, lights, alarm, doors, bonnet, boot, objective);
   SetVehicleParamsEx(vID, 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);
   // Inform the player about it
   format(msg, 128, TXT_PlayerSpawnedVehicle, pName, vID, APlanes[PlaneIndex][PlaneModel], x, y, z);
   SendClientMessageToAll(0xFFFFFFFF, msg);
   // Also, after spawning a vehicle, reset FirstPlane (so next time, the list starts from the start)
   APlayerData[playerid][DialogPlaneFirstPlane] = 0;
}
}
return 1;
}
 
// Process the Trailer dialog
Dialog_Trailer(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response)
{
// Reset the FirstTrailer (so the list won\'t start at an unexpected location in the list, but back at the start of the list)
APlayerData[playerid][DialogTrailerFirstTrailer] = 0;
return 1; // Exit the function
}
// Process the selected listitem
switch (listitem)
{
case 10: // Player chooses the empty line between the Trailerlist and \"Next...\", so refresh the current list
{
    // Refresh the current list of Trailers and let the player choose one (show dialog)
    TrailerList_Create(playerid);
   // Exit the function
   return 1;
}
case 11: // Player chooses \"Next...\"
{
    // Add 10 to the FirstTrailer, so the list will start further down the array (will show the next 10 Trailers)
    APlayerData[playerid][DialogTrailerFirstTrailer] = APlayerData[playerid][DialogTrailerFirstTrailer] + 10;
    // Create a new list of Trailers and show the dialog
    TrailerList_Create(playerid);
}
default: // Player chooses a Trailer
{
    // Setup local variables
       new Float:x, Float:y, Float:z, TrailerIndex, msg[128], vID, pName[24];
   // FirstTrailer is the index of the first Trailer in the list, so select the proper index when a Trailer is chosen by the player
   TrailerIndex = APlayerData[playerid][DialogTrailerFirstTrailer] + listitem;
   // Get the player\'s position and name
   GetPlayerPos(playerid, x, y, z);
   GetPlayerName(playerid, pName, 24);
   // Spawn the vehicle based on the selection in the list with a random color, and spawn it 10 units north of the player
   // Also set max-fuel and save the model for the vehicle
   vID = Vehicle_Create(ATrailers[TrailerIndex][TrailerModel], x, y + 10.0, z + 5.0, 0.0, random(126), random(126), 600);
   // Inform the player about it
   format(msg, 128, TXT_PlayerSpawnedVehicle, pName, vID, ATrailers[TrailerIndex][TrailerModel], x, y + 10.0, z + 5.0);
   SendClientMessageToAll(0xFFFFFFFF, msg);
   // Also, after spawning a vehicle, reset FirstTrailer (so next time, the list starts from the start)
   APlayerData[playerid][DialogTrailerFirstTrailer] = 0;
}
}
return 1;
}
 
// Process the boat dialog
Dialog_Boat(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new Float:x, Float:y, Float:z, Float:rot, CarID, msg[120], vID, pName[24];
new engine,lights,alarm,doors,bonnet,boot,objective;
// Get the player\'s position and name
GetPlayerPos(playerid, x, y, z);
GetPlayerFacingAngle(playerid, rot);
GetPlayerName(playerid, pName, 24);
// Spawn the boat based on the selection in the list
switch (listitem)
{
case 0: CarID = VehicleCoastguard; // Coastguard
case 1: CarID = VehicleDinghy; // Dinghy
case 2: CarID = VehicleJetmax; // Jetmax
case 3: CarID = VehicleLaunch; // Launch
case 4: CarID = VehicleMarquis; // Marquis
case 5: CarID = VehiclePredator; // Predator
case 6: CarID = VehicleReefer; // Reefer
case 7: CarID = VehicleSpeeder; // Speeder
case 8: CarID = VehicleSquallo; // Squallo
case 9: CarID = VehicleTropic; // Tropic
}
// Spawn the vehicle based on the selection in the list with a random color
// Also set max-fuel and save the model for the vehicle
vID = Vehicle_Create(CarID, x, y, z, rot, random(126), random(126), 600);
// Put the player in the vehicle
PutPlayerInVehicle(playerid, vID, 0);
// Turn on the engine and lights
GetVehicleParamsEx(vID, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vID, 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);
// Inform all players about it
format(msg, 120, TXT_PlayerSpawnedVehicle, pName, vID, CarID, x, y, z);
SendClientMessageToAll(0xFFFFFFFF, msg);
return 1;
}
// Process the chosen vehicleclass to show the actual vehicle-list of this vehicleclass
Dialog_RentProcessClass(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new CarList[1000], DialogTitle[128];
// Set the player\'s chosen vehicle-class based on the listitem he chose (add 1 as the vehicleclass starts at 1)
APlayerData[playerid][DialogRentVClass] = listitem + 1;
// Add all vehicles of the same class to the list
for (new i; i < sizeof(ABuyableVehicles); i++)
{
// Check if the vehicle in the list has the same class as requested
if (ABuyableVehicles[VehicleClass] == APlayerData[playerid][DialogRentVClass])
{
   // Add the carname to the list and it\'s price
   format(CarList, 1000, \"%s%s%s ($%i)\", CarList, \"\\n\", ABuyableVehicles[CarName], ABuyableVehicles[Price] / 10); // Add the name of the next car to the list on the next line
}
}
// Check if the list is empty
if (strlen(CarList) == 0)
{
// Send the player a message that all vehicles have been disabled of the chosen class (no vehicles in the array of this class)
SendClientMessage(playerid, 0xFFFFFFFF, TXT_BuyRentCarEmptyList);
// Exit the function (don\'t ask to choose a vehicle)
return 1;
}
// Set a title for the dialog based on the requested vehicleclass
switch (APlayerData[playerid][DialogRentVClass])
{
case VClassBike: format(DialogTitle, 128, TXT_RentBike);
case VClassBoat: format(DialogTitle, 128, TXT_RentBoat);
case VClassConvertible: format(DialogTitle, 128, TXT_RentConvertible);
case VClassHelicopter: format(DialogTitle, 128, TXT_RentHelicopter);
case VClassIndustrial: format(DialogTitle, 128, TXT_RentIndustrial);
case VClassLowRider: format(DialogTitle, 128, TXT_RentLowRider);
case VClassOffRoad: format(DialogTitle, 128, TXT_RentOffRoad);
case VClassPlane: format(DialogTitle, 128, TXT_RentPlane);
case VClassPublic: format(DialogTitle, 128, TXT_RentPublicService);
case VClassRCVehicle: format(DialogTitle, 128, TXT_RentRC);
case VClassSaloons: format(DialogTitle, 128, TXT_RentSaloon);
case VClassSportCar: format(DialogTitle, 128, TXT_RentSport);
case VClassStationCar: format(DialogTitle, 128, TXT_RentStationWagon);
case VClassTrailer: format(DialogTitle, 128, TXT_RentTrailer);
case VClassUnique: format(DialogTitle, 128, TXT_RentUnique);
}
// Ask which car the player wants to have by showing the dialog
ShowPlayerDialog(playerid, DialogRentCar, DIALOG_STYLE_LIST, DialogTitle, CarList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
return 1;
}
 
// This dialog gives the chosen vehicle to the player (bought or rented)
Dialog_RentCar(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new Counter, Name[24], Float:x, Float:y, Float:z, Msg[128];
// Loop through the entire list of buyable vehicles
for (new i; i < sizeof(ABuyableVehicles); i++)
{
// Check if the vehicle in the list has the same class as requested
if (ABuyableVehicles[VehicleClass] == APlayerData[playerid][DialogRentVClass])
{
    // Check if this is the vehicle that the player chose
    if (Counter == listitem)
   {
       // Check if the player has enough money to afford renting this vehicle
       if (APlayerData[playerid][PlayerMoney] >= (ABuyableVehicles[Price] / 10))
       {
         // Check if the player already has a rented vehicle
         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]);
            // Send the player a message that his previously rented vehicle has been replaced by the new one
            SendClientMessage(playerid, 0xFFFFFFFF, TXT_AlreadyRentedVehicle);
         }
         // Create the vehicle and link it to the player\'s account
         GetPlayerPos(playerid, x, y, z);
          APlayerData[playerid][RentedVehicleID] = CreateVehicle(ABuyableVehicles[CarModel], x, y, z, 0.0, -1, -1, 600);
         // Also set owndership data
         AVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = ABuyableVehicles[CarModel];
         AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = MaxFuel;
         AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = true;
         GetPlayerName(playerid, Name, sizeof(Name));
         format(AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner], 24, Name);
         // Put the player in the vehicle
         PutPlayerInVehicle(playerid, APlayerData[playerid][RentedVehicleID], 0);
         // Turn on the engine
         new engine,lights,alarm,doors,bonnet,boot,objective;
         GetVehicleParamsEx(APlayerData[playerid][RentedVehicleID], engine, lights, alarm, doors, bonnet, boot, objective);
         SetVehicleParamsEx(APlayerData[playerid][RentedVehicleID], 1, lights, 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);
         // Let the player pay for renting the vehicle
         APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - (ABuyableVehicles[Price] / 10);
         // Let the player know he rented a vehicle
         format(Msg, 128, TXT_PlayerRentsVehicle, ABuyableVehicles[CarName], (ABuyableVehicles[Price] / 10));
         SendClientMessage(playerid, 0xFFFFFFFF, Msg);
      }
      else // The player has not enough money to rent this vehicle
          SendClientMessage(playerid, 0xFFFFFFFF, TXT_RentingTooExpensive);
      // Stop looking for the vehicle, as it\'s found and given to the player already
      return 1;
   }
    else // The player chose another vehicle from the same class, keep looking for another one
        Counter++;
}
}
return 1;
}
 
// Process the weather dialog
Dialog_Weather(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new WeatherID;
// Select the weather
switch (listitem)
{
case 0: WeatherID = 0; // Normal
case 1: WeatherID = 8; // Stormy
case 2: WeatherID = 9; // Foggy
case 3: WeatherID = 11; // Scorching hot
case 4: WeatherID = 16; // Dull, cloudy, rainy
case 5: WeatherID = 19; // Sandstorm
case 6: WeatherID = 20; // Green Fog
case 7: WeatherID = 33; // Dark, cloudy, brown
case 8: WeatherID = 39; // Extremely bright
case 9: WeatherID = 43; // Dark toxic clouds
case 10: WeatherID = 44; // Black & white sky
}
// Set the weather
    SetWeather(WeatherID);
    // Inform the player about it
SendClientMessage(playerid, 0xFFFFFFFF, TXT_ChangedWeather;
return 1;
}
// Process the caroption dialog
Dialog_CarOption(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
    // Setup local variables
new vehicleid, engine, lights, bool:alarm, bool:doors, bool:bonnet, bool:boot, bool:objective;
// Get the player\'s vehicle
vehicleid = GetPlayerVehicleID(playerid);
// Get the current status of the vehicle
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
// Select the weather
switch (listitem)
{
case 0: SetVehicleParamsEx(vehicleid, 1 - engine, lights, alarm, doors, bonnet, boot, objective);
case 1: SetVehicleParamsEx(vehicleid, engine, 1 - lights, alarm, doors, bonnet, boot, objective);
case 2:
{
   if (alarm == true)
      SetVehicleParamsEx(vehicleid, engine, lights, false, doors, bonnet, boot, objective);
   else
      SetVehicleParamsEx(vehicleid, engine, lights, true, doors, bonnet, boot, objective);
}
case 3:
{
   if (doors == true)
      SetVehicleParamsEx(vehicleid, engine, lights, alarm, false, bonnet, boot, objective);
   else
      SetVehicleParamsEx(vehicleid, engine, lights, alarm, true, bonnet, boot, objective);
}
case 4:
{
   if (bonnet == true)
      SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, false, boot, objective);
   else
      SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, true, boot, objective);
}
case 5:
{
   if (boot == true)
      SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, false, objective);
   else
      SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, true, objective);
}
case 6:
{
   if (objective == true)
      SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, false);
   else
      SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, true);
}
}
return 1;
}
 
// This function processes the convoy dialog
Dialog_SelectConvoy(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new Convoy;
// The convoy-id is automatically the listitem
Convoy = listitem;
// Check the status of the selected convoy to determine what to do
switch (AConvoys[Convoy][status])
{
    case CONVOY_EMPTY: // Convoy isn\'t started yet, this is a free convoy
{
   Convoy_Create(playerid, Convoy); // Try to create the convoy
}
    case CONVOY_OPEN: // Convoy has been created but still open for new members to join
{
    Convoy_Join(playerid, Convoy); // Try to join the convoy
}
    case CONVOY_FULL: // Convoy is full (10 members)
{
   SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}A convoy tele van.\");
}
    case CONVOY_CLOSED: // Convoy has started already (the leader already chose a job, causing the convoy to close)
{
   SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Convoy már fuvarban van nemtudsz csatlakozni.\");
}
}
return 1;
}
// This function processes the housemenu dialog
Dialog_HouseMenu(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new UpgradeList[2000], HouseID, DialogTitle[200], Counter, UpgradePrice, Msg[128], CarSlot, VehicleClassList[1000], VehicleList[500];
// Get the HouseID of the house where the player is
HouseID = APlayerData[playerid][CurrentHouse];
// Select an option based on the selection in the list
switch(listitem)
{
    case 0: // Change house name
    {
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
        format(DialogTitle, 200, \"Régi ház név: %s\", AHouseData[HouseID][HouseName]);
      ShowPlayerDialog(playerid, DialogHouseNameChange, DIALOG_STYLE_INPUT, DialogTitle, \"Adj új nevet a háznak.\", TXT_DialogButtonSelect, TXT_DialogButtonCancel);
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak az tudja ezt használni,akinek van háza.\");
    }
    case 1: // Upgrade the house
    {
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
        // Check if it\'s possible to upgrade further
      if (AHouseData[HouseID][HouseLevel] < AHouseData[HouseID][HouseMaxLevel])
      {
         // Add only the upgrades above the current house-level to the upgradelist
         for (new i = AHouseData[HouseID][HouseLevel] + 1; i <= AHouseData[HouseID][HouseMaxLevel]; i++)
         {
             Counter++; // Add 1 to the counter each time an upgrade is added to the upgradelist
             UpgradePrice = ((AHouseData[HouseID][HousePrice] * Counter) / 100) * HouseUpgradePercent;
             // Add the upgrade-info in green if the player can afford it, and in red if he cannot afford it
            if (APlayerData[playerid][PlayerMoney] >= UpgradePrice)
               format(UpgradeList, 2000, \"%s{00FF00}%s (level %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[interiorName], i, UpgradePrice);
            else
               format(UpgradeList, 2000, \"%s{FF0000}%s (level %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[interiorName], i, UpgradePrice);
         }
           // Show another dialog to let the player select which upgrade he wants for his house
         ShowPlayerDialog(playerid, DialogUpgradeHouse, DIALOG_STYLE_LIST, TXT_DialogSelectHouseUpgrade, UpgradeList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Elérted a maximális ház szintet nem tudod tovább fejleszteni.\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak az tudja ezt használni,akinek van háza.\");
    }
case 2: // Buy house-car
{
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
       // Find a free carslot
       CarSlot = House_GetFreeCarSlot(HouseID);
       // Check if the carslot is valid
       if (CarSlot != -1)
       {
          // Let the player choose a vehicle-class
         format(VehicleClassList, 1000, \"%s{00FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Kétkerekû\");
         format(VehicleClassList, 1000, \"%s{40FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Hajók\");
         format(VehicleClassList, 1000, \"%s{80FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Convertibles\");
         format(VehicleClassList, 1000, \"%s{B0FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Helikopterek\");
         format(VehicleClassList, 1000, \"%s{FFFF00}%s{FFFFFF}\\n\", VehicleClassList, \"Industrial vehicles\");
         format(VehicleClassList, 1000, \"%s{B0FF40}%s{FFFFFF}\\n\", VehicleClassList, \"Low-riderek\");
         format(VehicleClassList, 1000, \"%s{80FF80}%s{FFFFFF}\\n\", VehicleClassList, \"Off-Road jármûvek\");
         format(VehicleClassList, 1000, \"%s{40FFB0}%s{FFFFFF}\\n\", VehicleClassList, \"Repülõk\");
         format(VehicleClassList, 1000, \"%s{00FFFF}%s{FFFFFF}\\n\", VehicleClassList, \"Közszolgálati jármûvek\");
         format(VehicleClassList, 1000, \"%s{00B0FF}%s{FFFFFF}\\n\", VehicleClassList, \"RC jármûvek\");
         format(VehicleClassList, 1000, \"%s{0080FF}%s{FFFFFF}\\n\", VehicleClassList, \"Saloon vehicles\");
         format(VehicleClassList, 1000, \"%s{0040FF}%s{FFFFFF}\\n\", VehicleClassList, \"Sport kocsik\");
         format(VehicleClassList, 1000, \"%s{0000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Station wagons\");
         format(VehicleClassList, 1000, \"%s{4000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Trailerek\");
         format(VehicleClassList, 1000, \"%s{8000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Unique vehicles\");
         // Ask which vehicle class the player wants to see to buy a vehicle
         ShowPlayerDialog(playerid, DialogBuyCarClass, DIALOG_STYLE_LIST, \"Válaszz jármûosztályt.\", VehicleClassList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
       }
       else
           SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem vehetsz több autót ebbe a házba.\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak az tudja ezt használni,akinek van háza\");
}
case 3: // Buy house-car insurance
{
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
       new MsgInsurance[128];
       // Check if this house doesn\'t have insurance yet
       if (AHouseData[HouseID][insurance] == 0)
       {
           // Check if the player can afford the insurance
           if (APlayerData[playerid][PlayerMoney] >= (AHouseData[HouseID][HousePrice] / 10))
           {
             // Construct the message for the dialog, this includes the price for the insurance
             format(MsgInsurance, 128, TXT_DialogBuyInsurance, AHouseData[HouseID][HousePrice] / 10);
            // Ask the player if the wants to buy an insurance for this house\'s vehicles
            ShowPlayerDialog(playerid, DialogBuyInsurance, DIALOG_STYLE_MSGBOX, TXT_DialogTitleBuyInsurance, MsgInsurance, TXT_DialogButtonYes, TXT_DialogButtonNo);
         }
         else
            SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotAffordInsurance);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseAlreadyHasInsurance);
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak az tudja ezt használni,akinek van háza\");
}
case 4: // Sell house-car
{
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
       new BuyableCarIndex, bool:HouseHasCars = false;
      // Check if the house has any cars assigned to it
      for (CarSlot = 0; CarSlot < 5; CarSlot++)
          if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
              HouseHasCars = true;
      // Check if the house has any cars assigned to it
      if (HouseHasCars == true)
      {
         // Add all vehicles to the list
         for (CarSlot = 0; CarSlot < 10; CarSlot++)
         {
            if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
            {
                // Get the index where the first vehicle is found in the ABuyableVehicles array
                BuyableCarIndex = VehicleBuyable_GetIndex(GetVehicleModel(AHouseData[HouseID][VehicleIDs][CarSlot]));
                // Add the name of the vehicle to the list
                format(VehicleList, 500, \"%s{00FF00}%s: $%i{FFFFFF}\\n\", VehicleList, ABuyableVehicles[buyableCarIndex][CarName], ABuyableVehicles[buyableCarIndex][Price] / 2);
            }
            else
               format(VehicleList, 500, TXT_EmptyCarSlot, VehicleList);
         }
         // Ask which vehicle class the player wants to see to buy a vehicle
         ShowPlayerDialog(playerid, DialogSellCar, DIALOG_STYLE_LIST, TXT_SelectVehicleToSell, VehicleList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, TXT_NoHouseVehicles);
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak az tudja ezt használni,akinek van háza\");
}
case 5: // Sell house
{
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
       // Setup local variables
       new bool:HouseHasCars = false;
      // Check if the house has any cars assigned to it
      for (CarSlot = 0; CarSlot < 10; CarSlot++)
          if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
              HouseHasCars = true;
      // Check if all house-cars have been sold (all slots are empty)
      if (HouseHasCars == false)
      {
          format(Msg, 128, TXT_SureSellHouse, House_CalcSellPrice(HouseID));
         ShowPlayerDialog(playerid, DialogSellHouse, DIALOG_STYLE_MSGBOX, TXT_AreYouSure, Msg, TXT_DialogButtonYes, TXT_DialogButtonNo);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotSellHouseWithCars);
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak az tudja ezt használni,akinek van háza\");
}
    case 6: // Open the house to the public (everyone can enter it)
    {
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
       // Open the house to the public
      AHouseData[HouseID][HouseOpened] = true;
      // Let the player know he opened the house to the public
      SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Kinyitottad a házad,bárki be tud menni.\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak az tudja ezt használni,akinek van háza\");
    }
    case 7: // Close the house to the public (only the owner can enter it)
    {
   // Only the house-owner can use this option
   if (House_PlayerIsOwner(playerid, HouseID) == 1)
   {
       // Close the house to the public
      AHouseData[HouseID][HouseOpened] = false;
      // Let the player know he closed the house to the public
      SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}Bezártad a házad,csak te tudsz bemenni.\");
   }
   else
       SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Csak az tudja ezt használni,akinek van háza\");
    }
    case 8: // Exit the house
    {
   House_Exit(playerid, HouseID);
    }
}
return 1;
}
// This function processes the house-upgrade menu
Dialog_UpgradeHouse(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Get the HouseID of the house where the player is
new HouseID = APlayerData[playerid][CurrentHouse];
// Calculate the new house-level based on the selection in the list (the first entry is 1 level higher than the current house-level)
new hLevel = listitem + 1 + AHouseData[HouseID][HouseLevel];
// Calculate the price for upgrading
new Payment = ((AHouseData[HouseID][HousePrice] * (listitem + 1)) / 100) * HouseUpgradePercent;
// Check if the player can afford it
if (APlayerData[playerid][PlayerMoney] >= Payment)
{
// Upgrade the house
AHouseData[HouseID][HouseLevel] = hLevel;
// Set the worldid so other players cannot see him anymore
SetPlayerVirtualWorld(playerid, 1000 + playerid);
// Set the player inside the new interior of the house
SetPlayerInterior(playerid, AHouseInteriors[hLevel][interiorID]);
// Set the position of the player at the spawn-location of the house\'s interior
SetPlayerPos(playerid, AHouseInteriors[hLevel][intX], AHouseInteriors[hLevel][intY], AHouseInteriors[hLevel][intZ]);
// Let the player pay for the upgrade
new Msg[128];
RewardPlayer(playerid, -Payment, 0);
format(Msg, 128, TXT_PlayerUpgradedHouse, AHouseData[HouseID][HouseLevel], Payment);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
// Also update the 3DText at the entrance of the house
House_UpdateEntrance(APlayerData[playerid][CurrentHouse]);
// Save the player-file (and his houses)
PlayerFile_Save(playerid);
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotAffordUpgrade);
return 1;
}
 
// Check which house the player chose, and port him to it
Dialog_GoHome(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new HouseIndex, HouseID;
// The listitem directly indicates the house-index
HouseIndex = listitem;
HouseID = APlayerData[playerid][Houses][HouseIndex];
// Check if this is a valid house (HouseID != 0)
if (HouseID != 0)
{
// Get the coordinates of the house\'s entrance
SetPlayerPos(playerid, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]);
}
else
    SendClientMessage(playerid, 0xFFFFFFFF, TXT_NoHouseInSlot);
return 1;
}
// Let the player change the name of his house
Dialog_ChangeHouseName(playerid, response, inputtext[])
{
// Just close the dialog if the player clicked \"Cancel\" or if the player didn\'t input any text
if ((!response) || (strlen(inputtext) == 0)) return 1;
// Change the name of the house
format(AHouseData[APlayerData[playerid][CurrentHouse]][HouseName], 100, inputtext);
// Also update the 3DText at the entrance of the house
House_UpdateEntrance(APlayerData[playerid][CurrentHouse]);
// Let the player know that the name of his house has been changed
SendClientMessage(playerid, 0xFFFFFFFF, TXT_ChangedHouseName);
// Save the player-file (and his houses)
PlayerFile_Save(playerid);
return 1;
}
// Choose a vehicle class from which to buy a vehicle
Dialog_BuyCarClass(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new CarList[1000], DialogTitle[128];
// Set the player\'s chosen vehicle-class based on the listitem he chose (add 1 as the vehicleclass starts at 1)
APlayerData[playerid][DialogBuyVClass] = listitem + 1;
// Add all vehicles of the same class to the list
for (new i; i < sizeof(ABuyableVehicles); i++)
{
// Check if the vehicle in the list has the same class as requested
if (ABuyableVehicles[VehicleClass] == APlayerData[playerid][DialogBuyVClass])
{
   // Add the carname to the list and it\'s price
   format(CarList, 1000, \"%s%s%s ($%i)\", CarList, \"\\n\", ABuyableVehicles[CarName], ABuyableVehicles[Price]); // Add the name of the next car to the list on the next line
}
}
// Check if the list is empty
if (strlen(CarList) == 0)
{
// Send the player a message that all vehicles have been disabled of the chosen class (no vehicles in the array of this class)
SendClientMessage(playerid, 0xFFFFFFFF, TXT_BuyRentCarEmptyList);
// Exit the function (don\'t ask to choose a vehicle)
return 1;
}
// Set a title for the dialog based on the requested vehicleclass
switch (APlayerData[playerid][DialogBuyVClass])
{
case VClassBike: format(DialogTitle, 128, TXT_BuyBike);
case VClassBoat: format(DialogTitle, 128, TXT_BuyBoat);
case VClassConvertible: format(DialogTitle, 128, TXT_BuyConvertible);
case VClassHelicopter: format(DialogTitle, 128, TXT_BuyHelicopter);
case VClassIndustrial: format(DialogTitle, 128, TXT_BuyIndustrial);
case VClassLowRider: format(DialogTitle, 128, TXT_BuyLowRider);
case VClassOffRoad: format(DialogTitle, 128, TXT_BuyOffRoad);
case VClassPlane: format(DialogTitle, 128, TXT_BuyPlane);
case VClassPublic: format(DialogTitle, 128, TXT_BuyPublicService);
case VClassRCVehicle: format(DialogTitle, 128, TXT_BuyRC);
case VClassSaloons: format(DialogTitle, 128, TXT_BuySaloon);
case VClassSportCar: format(DialogTitle, 128, TXT_BuySport);
case VClassStationCar: format(DialogTitle, 128, TXT_BuyStationWagon);
case VClassTrailer: format(DialogTitle, 128, TXT_BuyTrailer);
case VClassUnique: format(DialogTitle, 128, TXT_BuyUnique);
}
// Ask which car the player wants to have by showing the dialog
ShowPlayerDialog(playerid, DialogBuyCar, DIALOG_STYLE_LIST, DialogTitle, CarList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
return 1;
}
// Buy a vehicle and assign it to the house
Dialog_BuyCar(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new Counter, Msg[128], cComponents[14];
// Get the HouseID
new HouseID = APlayerData[playerid][CurrentHouse];
// Loop through the entire list of buyable vehicles
for (new i; i < sizeof(ABuyableVehicles); i++)
{
// Check if the vehicle in the list has the same class as requested
if (ABuyableVehicles[VehicleClass] == APlayerData[playerid][DialogBuyVClass])
{
    // Check if this is the vehicle that the player chose
    if (Counter == listitem)
   {
       // Check if the player has enough money to afford buying this vehicle
       if (APlayerData[playerid][PlayerMoney] >= (ABuyableVehicles[Price]))
       {
         // Add the vehicle to the house (this sets ownership and other data that\'s needed)
         // The vehicles are by default created inside the hangar of KACC Military Fuels instead of near the EasterBoard Farm
         House_AddVehicle(HouseID, ABuyableVehicles[CarModel], 0, cComponents, 2585.0, 2829.0, 10.9, 0.0, -1, -1);
         // Let the player pay for buying the vehicle
         APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] - ABuyableVehicles[Price];
         // Let the player know he bought a vehicle
         format(Msg, 128, TXT_PlayerBoughtVehicle, ABuyableVehicles[CarName], ABuyableVehicles[Price]);
         SendClientMessage(playerid, 0xFFFFFFFF, Msg);
         SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerMustUseGetcarAndPark);
         // Save the player-file (and his houses)
         PlayerFile_Save(playerid);
      }
      else // The player has not enough money to buy this vehicle
          SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotAffordVehicle);
      // Stop looking for the vehicle, as it\'s found and given to the player already
      return 1;
   }
    else // The player chose another vehicle from the same class, keep looking for another one
        Counter++;
}
}
return 1;
}
// Buy insurance for the house\'s vehicles
Dialog_BuyInsurance(playerid, response)
{
// Just close the dialog if the player clicked \"No\"
if(!response) return 1;
// Setup local variables
new Msg[128];
// Get the HouseID where the player is right now
new HouseID = APlayerData[playerid][CurrentHouse];
// Buy an insurance for this house\'s vehicles (insurance costs 10% of the house\'s baseprice)
AHouseData[HouseID][insurance] = 1;
RewardPlayer(playerid, -(AHouseData[HouseID][HousePrice] / 10), 0);
// Let the player know he has bought a vehicle-insurance for this house
format(Msg, 128, TXT_PlayerBoughtInsurance, AHouseData[HouseID][HousePrice] / 10);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
// Save the player-file (and his houses)
PlayerFile_Save(playerid);
// Also save the sold house, otherwise the old ownership-data is still there
HouseFile_Save(HouseID);
return 1;
}
// Sell the house
Dialog_SellHouse(playerid, response)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Get the HouseID where the player is right now
new HouseID = APlayerData[playerid][CurrentHouse];
// Set the player in the normal world again
SetPlayerVirtualWorld(playerid, 0);
SetPlayerInterior(playerid, 0);
// Set the position of the player at the entrance of his house
SetPlayerPos(playerid, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]);
// Also clear the tracking-variable to track in which house the player is
APlayerData[playerid][CurrentHouse] = 0;
// Clear the owner of the house
AHouseData[HouseID][O

140
Segítségkérés / Állapot
« Dátum: 2013. Március 18. - 15:37:56 »
Üdv.Tudnátok nekem segíteni  az állapot jelzõbe  szeretnék csinálni PPC módba ha valaminek neki megyek akkor jelezze az állapotot  pl Tökéletes kiváló jó törött rosz  a TextDraw részt azt majd kimére valahova..
Elõre is köszönöm a segítséget!

141
Segítségkérés / Növelés
« Dátum: 2013. Március 17. - 14:44:17 »
Üdv.A GameTextForPlayer meg lehet növelni? ami szöveget ki ír? Vaslagabbra.
 
GameTextForPlayer

 Ezt a függvényt

142
Segítségkérés / Fura szöveg
« Dátum: 2013. Március 17. - 14:16:48 »
Ez mi? Valaki tudja?
 
awn compiler 3.2.3664           Copyright (c) 1997-2006, ITB CompuPhase
Header size:           8640 bytes
Code size:           503160 bytes
Data size:          2878024 bytes
Stack/heap size:      16384 bytes; estimated max. usage=60177 cells (240708 bytes)
Total requirements: 3406208 bytes

143
Segítségkérés / Térben
« Dátum: 2013. Március 16. - 19:45:01 »
Üdv. Ezen lehetne még egy kicsit formálni hogy ne lógjon ki annyira nagyon kilóg a széle és nem látszik a\"Szállítás\"szó esetleg kicsit tömöríteni ezeket? Ott alul a szöveget nagyon kilóg.
http://kepfeltoltes.hu/view/130316/568674950sa-mp-041_www.kepfeltoltes.hu_.png

144
Segítségkérés / Járgányok
« Dátum: 2013. Március 16. - 19:00:29 »
Üdv. Azt szeretném kérdezni hogy PPC módba hogyan tudok kamionokat és pótot rakni egy depóba azt hova kell rakni?

145
Segítségkérés / error megint
« Dátum: 2013. Március 16. - 18:09:10 »
Üdv. valaki tudna segíteni hogy hol maradt le a vesszõ?
 
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_DefLocations.inc(268) : warning 213: tag mismatch
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_DefLocations.inc(268) : error 001: expected token: \"}\", but found \"-rational value-\"
C:\\Documents and Settings\\Rendszergazda\\Asztal\\ppc\\pawno\\include\\PPC_DefLocations.inc(275) : error 010: invalid function or declaration
Pawn compiler 3.2.3664           Copyright (c) 1997-2006, ITB CompuPhase
 
2 Errors.

 
   // LocationName, LocationX, LocationY, LocationZ
{\"Dummy location\", 0.0, 0.0, 0.0}, // Location 0 = dummy location (never used)
{\"LS Épitkezés\", 1859.0, -1314.0, 14.0}, // Location 1
{\"SF Épitkezés\", -2083.0, 209.0, 35.5}, // Location 2
{\"LV Épitkezés\", 2708.0, 878.0, 10.0}, // Location 3
{\"Avery Épitkezés\", 312.25, -233.75, 1.6}, // Location 4
{\"Clown\'s Pocket Constr.\", 2467.0, 1923.0, 9.8}, // Location 5
{\"Solarin Industries\", -1822.5, 41.25, 15.25}, // Location 6
{\"Blueberry Truck Terminal\", 52.75, -278.0, 1.7}, // Location 7
{\"KACC Üzemanyaggyár\", 2529.5559,2733.0906,10.3130}, // Location 8
{\"SA Federal Mint\", -2441.0, 521.5, 30.0}, // Location 9
{\"Angel Pine Sawmill\", -1965.75, -2436.0, 30.7}, // Location 10
{\"Quarry\", 587.25, 844.75, -42.5}, // Location 11
{\"Bánya\", 370.0, 874.0, 20.5}, // Location 12
{\"Easter Bay Lumberyard\", -763.5, -136.0, 65.7}, // Location 13
{\"LS Papermill\", 2331.5, -2071.5, 13.6}, // Location 14
{\"Sprunk Factory\", 1334.75, 287.0, 19.6}, // Location 15
{\"SF Medical Center\", -2607.0, 684.0, 27.9}, // Location 16
{\"Angel Pine Junkyard\", -1873.0, -1685.0, 21.8}, // Location 17
{\"LV Freight Depot\", 599.5, 1224.75, 11.8}, // Location 18
{\"LS Garbage Compound\", 2181.0, -1980.5, 13.6}, // Location 19
{\"LV Industrial Estate\", 1635.75, 750.5, 11.0}, // Location 20
{\"EasterBoard Farm\", -69.5, -35.75, 3.2}, // Location 21
{\"SF Hill Farm\", -1423.5, -1469.0, 101.7}, // Location 22
{\"Pecker\'s Feed & Seed\", -310.5, 2669.5, 62.7}, // Location 23
{\"San Fierro Port\", -1691.0, 31.5, 3.6}, // Location 24
{\"LV Refinery\", 262.5, 1453.75, 10.6}, // Location 25
{\"LS Refinery\", 2484.0, -2085.0, 13.6}, // Location 26
{\"Countryside Gas Station\", -86.0, -1192.75, 2.0}, // Location 27
{\"SF Xoomer Gas Station\", -1659.0, 444.0, 7.2}, // Location 28
{\"SF Gas Station\", -2421.5, 953.25, 45.3}, // Location 29
{\"LS Going Station\", 1926.0, -1791.5, 13.5}, // Location 30
{\"Xoomer Gas Station\", -1488.75, 1875.25, 32.7}, // Location 31
{\"Whetstone Gas Station\", -1629.0, -2700.0, 48.6}, // Location 32
{\"Desert Gas Station\", -1309.5, 2703.75, 50.1}, // Location 33
{\"Dilimore Gas Station\", 664.5, -583.75, 16.4}, // Location 34
{\"Abandoned Airport Fuel\", 387.9, 2590.25, 16.5}, // Location 35
{\"San Fierro International\", -1152.25, -146.5, 14.2}, // Location 36
{\"Easter Bay Chemical\", -1033.75, -625.25, 32.1}, // Location 37
{\"LS Ocean Docks\", 2466.0, -2219.25, 13.6}, // Location 38
{\"Bioengineering Corp.\", 1347.5, 349.5, 20.0}, // Location 39
{\"Greenglass College\", 999.0, 1086.75, 11.0}, // Location 40
{\"Fleischberg Brewery\", -149.75, -220.25, 1.5}, // Location 41
{\"Bayside Boatyard\", -2430.75, 2310.5, 5.0}, // Location 42
{\"LV Butcher\", 977.5, 2096.75, 11.0}, // Location 43
{\"SF Catering LTD\", -1945.75, -1073.5, 31.0}, // Location 44
{\"LS Donut shop\", 1025.75, -1355.0, 13.8}, // Location 45
{\"Porter\'s House\", 2439.75, 114.5, 26.5}, // Location 46
{\"Chuckup LTD\", 1470.5, 1017.5, 10.9}, // Location 47
{\"LS Warehouse\", 2178.5, -2279.75, 13.6}, // Location 48
{\"SF Supa Save\", -2463.5, 782.0, 35.2}, // Location 49
{\"Verona Mall\", 1044.75, -1548.75, 13.6}, // Location 50
{\"Las Venturas Mall\", 2867.25, 2586.0, 10.7}, // Location 51
{\"Vank Hoff Hotel\", -2490.75, 337.5, 33.4}, // Location 52
{\"Emerald Mall\", 2056.75, 2251.25, 10.7}, // Location 53
{\"LS Ocean Docks\", 2574.25, -2223.75, 13.4}, // Location 54
{\"Bayside Warehouse\", -2285.0, 2281.5, 5.0}, // Location 55
{\"Fleischberg Brewery\", -18.5, -282.0, 5.5}, // Location 56
{\"Las Venturas Stadium\", 1377.5, 2245.75, 10.9}, // Location 57
{\"P. Creek General Store\", 2318.0, -92.5, 26.5}, // Location 58
{\"LV Dirtring Stadium\", 1112.0, 1451.75, 5.9}, // Location 59
{\"The Pleasure Domes\", -2697.0, 1402.5, 7.2}, // Location 60
{\"4 Dragons Casino\", 1903.75, 960.5, 10.9}, // Location 61
{\"SF Financial Center\", -2039.5, 467.5, 35.2}, // Location 62
{\"Area 69\", 134.54, 1945.79, 19.00}, // Location 63
{\"Bayside szeméttelep\", -2369.1785,2400.6396,8.0003}, //64
{\"Bayside1\",-2522.5625,2356.9229,4.9846}, //153
{\"Bayside2\",-2610.0659,2342.2822,8.3864}, //154
{\"Bayside3\",-2462.8801,2518.6101,16.8213}, //155
{\"Bayside4\",-2253.7051,2365.8013,4.9899}, //156
    {\"Bayside5\",-2530.8037,2291.3586,4.9844}, //157
    {\"LV szeméttelep\",2818.1975,2706.9407,10.8203}, //158
    {\"LV1\",2552.5693,2238.5203,10.5255},//159
    {\"LV2\",2522.3423,2321.7043,10.5278},//160
    {\"LV3\",2377.4163,2238.8933,10.5252},//161
    {\"LV4\",2259.1077,2286.0381,10.4531},//162
    {\"LV5\",1661.1730,2167.6858,10.5234},//163
    {\"LV6\",1700.4750,1268.6523,10.5211},//164
    {\"LV7\",2656.2083,1948.5350,10.5242},//165
    {\"LV8\",2776.8896,2532.0505,10.6020},//166
    {\"LV9\",2816.3018,2599.6528,10.6003},//167
    {\"SF szeméttelep\",-2553.0466,1437.6163,7.1172},//168
    {\"SF1\",-2581.3083,1359.8815,6.7418},//169
    {\"SF2\",-2408.4863,1385.0991,6.7359},//170
    {\"SF3\",-2272.2361,1342.5118,6.7308},//171
    {\"SF4\",-2153.2231,1340.6471,6.7376},//172
    {\"SF5\",-2074.6001,1327.4072,6.6678},//173
    {\"SF6\",-2280.8618,1221.4768,48.4237},//174
    {\"SF7\",-2243.6975,1169.6740,55.4030},//175
    {\"SF8\",-2274.0750,1036.7260,83.3913},//176
    {\"SF9\",-2377.1621,804.5245,34.6474},//177
    {\"SF10\",-2531.3960,720.8549,27.7312},//178
    {\"SF11\",-2529.9722,837.2560,49.4822},//179
    {\"SF12\",-2521.6343,896.4390,64.3978},//180
    {\"SF13\",-2532.5212,936.2451,64.6347},//181
    {\"SF14\",-2532.1404,1084.2366,55.3450},//182
    {\"Angel Pine szeméttelep\",-1873.5803,-1674.6334,21.3749},//183
    {\"Angel Pine1\",-2135.3667,-2256.2854,30.2569},//184
    {\"Angel Pine2\",-2092.8357,-2349.2297,30.2498},//185
    {\"Angel Pine3\",-2114.2915,-2428.8147,30.1685},//186
    {\"Angel Pine4\",-2104.8149,-2453.9885,30.2497},//187
    {\"Angel Pine5\",-2099.0439,-2483.3933,30.2508},//188
    {\"Angel Pine6\",-2142.6299,-2466.4949,30.2500},//189
    {\"Angel Pine7\",-2131.0679,-2453.9861,30.2487},//190
    {\"Angel Pine8\",-2182.2371,-2451.9690,30.0947},//191
    {\"Angel Pine9\",-2174.2910,-2441.7822,30.0936},//192
    {\"Angel Pine10\",-2172.5564,-2427.7783,30.2499},//193
    {\"Angel Pine11\",-2214.5642,-2333.4319,30.2492},//194
    {\"LS szeméttelep\",2180.7380,-1982.5576,13.5514},//195
    {\"LS1\",2290.4746,-2118.2710,13.1719},//196
    {\"LS2\",1916.8707,-2122.2212,13.2108},//197
    {\"LS3\",1917.2539,-2086.6628,13.2053},//198
    {\"LS4\",2398.8982,-1726.4392,13.1870},//199
    {\"LS5\",2488.7932,-1682.4401,12.9603},//200
    {\"LS6\",2503.6223,-1660.6345,13.0183},//201
    {\"LS7\",2491.1909,-1657.2974,12.9858},//114
    {\"AngelPine GAS benzinkut\",-2251.4038,-2558.4998,31.8875}, // 115
 
{\"Busstop\", 1067.00, 1357.75, 10.7}, // Location 64
{\"Busstop\", 1324.75, 1190.75, 10.7}, // Location 65
{\"Busstop\", 1544.00, 1135.50, 10.7}, // Location 66
{\"Busstop\", 1603.50, 1130.50, 10.7}, // Location 67
{\"Busstop\", 1722.50, 1373.25, 10.5}, // Location 68
{\"Busstop\", 1714.25, 1421.75, 10.5}, // Location 69
{\"Busstop\", 1010.00, 1411.25, 10.7}, // Location 70
{\"Busstop\", 1726.50, 1481.75, 10.7}, // Location 71
{\"Busstop\", 1729.50, 1529.50, 10.7}, // Location 72
{\"Busstop\", 1705.00, 1965.00, 10.7}, // Location 73
{\"Busstop\", 1385.00, 1920.00, 10.7}, // Location 74
{\"Busstop\", 1335.25, 2055.50, 10.7}, // Location 75
{\"Busstop\", 1073.00, 2055.50, 10.7}, // Location 76
{\"Busstop\", 1502.25, 2055.50, 10.7}, // Location 77
{\"Busstop\", 1565.00, 2200.25, 10.7}, // Location 78
{\"Busstop\", 1636.25, 2175.50, 10.7}, // Location 79
{\"Busstop\", 1503.50, 2311.00, 10.7}, // Location 80
{\"Busstop\", 1564.75, 2345.75, 10.7}, // Location 81
{\"Busstop\", 1725.00, 2247.75, 10.7}, // Location 82
{\"Busstop\", 1894.50, 2175.50, 10.7}, // Location 83
{\"Busstop\", 1925.25, 2314.75, 10.7}, // Location 84
{\"Busstop\", 1925.25, 2115.75, 10.8}, // Location 85
{\"Busstop\", 2083.50, 2455.50, 10.7}, // Location 86
{\"Busstop\", 2285.00, 2315.00, 10.7}, // Location 87
{\"Busstop\", 2305.00, 2515.50, 10.7}, // Location 140
{\"Busstop\", 2392.00, 2415.50, 10.7}, // Location 89
{\"Busstop\", 2425.00, 2285.00, 10.7}, // Location 90
{\"Busstop\", 2449.75, 2235.50, 10.7}, // Location 91
{\"Busstop\", 2580.25, 2115.50, 10.7}, // Location 92
{\"Busstop\", 2447.50, 2055.50, 10.7}, // Location 93
{\"Busstop\", 2115.00, 755.50, 10.7}, // Location 94
{\"Busstop\", 2019.75, 750.50, 10.7}, // Location 95
{\"Busstop\", 1975.00, 775.50, 10.7}, // Location 96
{\"Busstop\", 1885.00, 770.75, 10.7}, // Location 97
{\"Busstop\", 1894.00, 635.75, 10.7}, // Location 150
{\"Busstop\", 1974.25, 631.00, 10.7}, // Location 99
{\"Busstop\", 2020.50, 670.50, 10.7}, // Location 100
{\"Busstop\", 2114.75, 675.75, 10.7}, // Location 101
{\"Busstop\", 1084.75, 1196.00, 10.7}, // Location 154
{\"Busstop 1 Bayside\", -2565.75, 2315.25,    4.83}, // Location 103
{\"Busstop 2 Bayside\", -2337.00, 2375.00,    5.59}, // Location 104
{\"Busstop 1 El Quebrados\", -1467.00, 2674.00,   55.68}, // Location 105
{\"Busstop 2 El Quebrados\", -1528.50, 2548.00,   55.68}, // Location 106
{\"Busstop 1 Las Barrancas\", -805.64, 1562.30,   26.96}, // Location 107
{\"Busstop 2 Las Barrancas\", -847.00, 1529.50,   21.66}, // Location 160
{\"Busstop Las Payasdas\", -269.00, 2625.75,   62.64}, // Location 109
{\"Busstop 1 Fort Carson\",  -45.37, 1200.68,   19.21}, // Location 110
{\"Busstop 2 Fort Carson\", -100.50, 1195.75,   19.58}, // Location 111
{\"Busstop 3 Fort Carson\", -249.50, 1016.00,   19.59}, // Location 112
{\"Busstop 1 Angel Pine\", -2169.75, -2305.75,   30.46}, // Location 113
{\"Busstop 2 Angel Pine\", -2098.25, -2499.50,   30.46}, // Location 114
{\"Busstop 1 Palomino Creek\", 2263.75,  -30.75,   26.33}, // Location 115
{\"Busstop 2 Palomino Creek\", 2461.75,    1.00,   26.33}, // Location 116
{\"Busstop 1 Montgomery\", 1288.50,  329.00,   19.40}, // Location 117
{\"Busstop 2 Montgomery\", 1286.75,  323.75,   19.40}, // Location 170
{\"Busstop 1 Dillimore\",  736.00, -527.50,   16.18}, // Location 119
{\"Busstop 2 Dillimore\",  736.00, -532.50,   16.18}, // Location 120
{\"SF Airport Gate\", -1337.94, -222.79,   14.14}, // ID = 121
{\"SF Airport Gate\", -1395.26, -104.20,   14.14}, // ID = 122
{\"SF Airport Cargo Bay\", -1337.16, -542.29,   14.14}, // ID = 123
{\"SF Airport Cargo Bay\", -1412.96, -579.85,   14.14}, // ID = 124
{\"LS Airport Gate\", 1747.04, -2441.04,   13.55}, // ID = 125
{\"LS Airport Gate\", 1902.16, -2350.11,   13.54}, // ID = 126
{\"LS Airport Cargo Bay\", 1889.10, -2625.49,   13.54}, // ID = 127
{\"LS Airport Cargo Bay\", 1754.74, -2622.69,   13.54}, // ID = 180
{\"LS Airport Cargo Bay\", 1617.61, -2622.30,   13.54}, // ID = 129
{\"LV Airport Gate\", 1564.77, 1536.77,   10.82}, // ID = 130
{\"LV Airport Gate\", 1569.85, 1358.58,   10.86}, // ID = 131
{\"LV Airport Cargo Bay\", 1307.41, 1324.01,   10.82}, // ID = 132
{\"LV Airport Cargo Bay\", 1308.47, 1361.32,   10.82}, // ID = 133
{\"Verdant Meadows Gate\", 392.13, 2531.27, 16.54}, // ID = 134
{\"Verdant Meadows Cargo Bay\", 291.08, 2525.75, 16.79}, // ID = 135
{\"TestRock\", 351.5, 1008.75, 28.4}, // ID = 136
{\"TestCP\", 344.75, 1020.5, 28.3}, // ID = 189
{\"Vasutállomás\",601.3481,1206.2527,11.7188}, // Kox Lerakodás 190
{\"Bánya fent\",371.9308,880.1357,20.3990}, // 191
{\"Bánya kapu\",866.5075,857.8689,13.3516}, //192
{\"Bánya kapu\",893.1061,877.4375,13.3516}, //193
{\"Salak depó\",613.5944,944.1698,-7.3731}, //194
{\"Bánya osztályzó\",698.0740,842.7642,-27.6088}, //195
{\"Bánya osztályzó\",684.3479,821.8713,-27.3116}, //196
{\"Bánya lent\",510.0340,799.8667,-21.9453}, //197
{\"Bánya Salakkiégetõ\",672.8630,895.4267,-40.3273}, //198
{\"Bánya lent\",537.2725,907.2144,-42.9609}, //199
{\"Furótorony\",4275.2397,-2259.2849,17.7047}, // 200
{\"San Fierró-i vonatmegálló\",-1946.3340,114.5342,25.7186}, // 201
{\"Los Santos-i vonatmegálló\",839.0564,-1391.2054,-1.6183}, // 202
{\"Los Santos-i vonatmegálló\",1773.7065,-1955.5391,13.5469}, // 203
{\"Külvárosi vonatmegálló\",2824.0334,93.2304,25.8723}, // 204
{\"Las Vegas-i vonatmegálló\",2866.7578,1301.0490,10.8203}, // 205
{\"Las Vegas-i vonatmegálló\",1404.5134,2634.2705,10.8203}, // 206
    {\"Lv kissziget\",3627.8970,701.3882,10.9047}, //207
    {\"Lv kissziget\",3671.0410,658.6063,10.8834}, //208
    {\"Lv kissziget\",3638.9836,656.4677,10.9047}, //209
    {\"Lv kissziget\",3324.6313,513.8003,22.5172}, //210
    {\"Lv kissziget\",3370.7935,596.6769,22.6872}, //211
    {\"Lv kissziget\",3303.0549,603.8787,22.6872}, //212
    {\"Lv kissziget\",3361.4414,675.0253,22.6747}, //213
    {\"Lv kissziget\",3433.7458,975.4514,0.0262}, //214
    {\"Lv kissziget\",3398.7720,1066.1224,12.0023}, //215
    {\"Lv kissziget\",3368.9788,854.1220,15.4563}, //216
    {\"Lv kissziget\",347.4177,865.6387,15.1392}, //217
    {\"Lv kissziget\",3377.8752,915.6217,-0.0812}, //218
    {\"Fs Nevara Sziget\",-4245.8931,-1107.3492,5.8216}, // 219
    {\"Fs Nevara Tüzép\",-4273.6577,-3327.9456,3.9688}, // 220
    {\"Fs Nevara Víz Tisztító\",-3093.7283,-1204.1702,13.2306}, //221
    {\"LV Medence Klórozozz víz\",550.9822,-3074.8516,11.9688}, //222
{\"Ls Mini Island\",3608.2029,1492.2792,2.0216}, //223
{\"Fs Nevara Raktár\",-4438.3726,-3087.4868,6.9688},  //224
{\"LS Olaj Finomító\",2138.7700,-3720.0791,14.0547},  //225
{\"LS Sziget\",2458.4958,-4181.3550,13.8702},  //226
{\"LS Olaj Raktár\",2607.3049,-4058.1902,13.7281},  //227
{\"LV Kaszkabelesz\",227 4723.0435,2866.8926,12.2156}, //228
{\"LV Kaszkabelesz Raktar\",4703.2256,2722.9180,12.2142}, //229
{\"LV NEW Island\",5271.4155,1935.4825,2.7606}, //230
    {\"LS Tuningolo\",-2713.0481,199.8991,4.3281}, //231
    {\"AVISPA CLUB\",-2653.2632,-289.6893,7.5435}, //232
    {\"AngelPine Reptér\",-2328.3274,-3685.2756,11.2172}, //234
    {\"LS Fürdõ\",444.1619,-2860.4143,12.0219} //235

146
Segítségkérés / Carnames
« Dátum: 2013. Március 16. - 14:03:11 »
Üd. Szeretnék kérni egy olyant ebbe a carmanesbe hogy ki tudjak jelölni egy Texdarw  kordinátát
Ebbe kellene
 
// Vehicle Name Text v1.1.1
//      by biltong
// You may edit this script as you like, so long as you credit myself for the original.
#include <a_samp>
#define FILTERSCRIPT
#if defined FILTERSCRIPT
#define GAMETEXT_COLOR 0 //Change this to change the color of the text. 0 = yellow(default), 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = white, 6 = black.
new VehicleNames[212][] = {
{\"Landstalker\"},{\"Bravura\"},{\"Buffalo\"},{\"Linerunner\"},{\"Perrenial\"},{\"Sentinel\"},{\"Dumper\"},
{\"Firetruck\"},{\"Trashmaster\"},{\"Stretch\"},{\"Manana\"},{\"Infernus\"},{\"Voodoo\"},{\"Pony\"},{\"Mule\"},
{\"Cheetah\"},{\"Ambulance\"},{\"Leviathan\"},{\"Moonbeam\"},{\"Esperanto\"},{\"Taxi\"},{\"Washington\"},
{\"Bobcat\"},{\"Mr Whoopee\"},{\"BF Injection\"},{\"Hunter\"},{\"Premier\"},{\"Enforcer\"},{\"Securicar\"},
{\"Banshee\"},{\"Predator\"},{\"Bus\"},{\"Rhino\"},{\"Barracks\"},{\"Hotknife\"},{\"Trailer 1\"},{\"Previon\"},
{\"Coach\"},{\"Cabbie\"},{\"Stallion\"},{\"Rumpo\"},{\"RC Bandit\"},{\"Romero\"},{\"Packer\"},{\"Monster\"},
{\"Admiral\"},{\"Squalo\"},{\"Seasparrow\"},{\"Pizzaboy\"},{\"Tram\"},{\"Trailer 2\"},{\"Turismo\"},
{\"Speeder\"},{\"Reefer\"},{\"Tropic\"},{\"Flatbed\"},{\"Yankee\"},{\"Caddy\"},{\"Solair\"},{\"Berkley\'s RC Van\"},
{\"Skimmer\"},{\"PCJ-600\"},{\"Faggio\"},{\"Freeway\"},{\"RC Baron\"},{\"RC Raider\"},{\"Glendale\"},{\"Oceanic\"},
{\"Sanchez\"},{\"Sparrow\"},{\"Patriot\"},{\"Quad\"},{\"Coastguard\"},{\"Dinghy\"},{\"Hermes\"},{\"Sabre\"},
{\"Rustler\"},{\"ZR-350\"},{\"Walton\"},{\"Regina\"},{\"Comet\"},{\"BMX\"},{\"Burrito\"},{\"Camper\"},{\"Marquis\"},
{\"Baggage\"},{\"Dozer\"},{\"Maverick\"},{\"News Chopper\"},{\"Rancher\"},{\"FBI Rancher\"},{\"Virgo\"},{\"Greenwood\"},
{\"Jetmax\"},{\"Hotring\"},{\"Sandking\"},{\"Blista Compact\"},{\"Police Maverick\"},{\"Boxville\"},{\"Benson\"},
{\"Mesa\"},{\"RC Goblin\"},{\"Hotring Racer A\"},{\"Hotring Racer B\"},{\"Bloodring Banger\"},{\"Rancher\"},
{\"Super GT\"},{\"Elegant\"},{\"Journey\"},{\"Bike\"},{\"Mountain Bike\"},{\"Beagle\"},{\"Cropdust\"},{\"Stunt\"},
{\"Tanker\"}, {\"Roadtrain\"},{\"Nebula\"},{\"Majestic\"},{\"Buccaneer\"},{\"Shamal\"},{\"Hydra\"},{\"FCR-900\"},
{\"NRG-500\"},{\"HPV1000\"},{\"Cement Truck\"},{\"Tow Truck\"},{\"Fortune\"},{\"Cadrona\"},{\"FBI Truck\"},
{\"Willard\"},{\"Forklift\"},{\"Tractor\"},{\"Combine\"},{\"Feltzer\"},{\"Remington\"},{\"Slamvan\"},
{\"Blade\"},{\"Freight\"},{\"Streak\"},{\"Vortex\"},{\"Vincent\"},{\"Bullet\"},{\"Clover\"},{\"Sadler\"},
{\"Firetruck LA\"},{\"Hustler\"},{\"Intruder\"},{\"Primo\"},{\"Cargobob\"},{\"Tampa\"},{\"Sunrise\"},{\"Merit\"},
{\"Utility\"},{\"Nevada\"},{\"Yosemite\"},{\"Windsor\"},{\"Monster A\"},{\"Monster B\"},{\"Uranus\"},{\"Jester\"},
{\"Sultan\"},{\"Stratum\"},{\"Elegy\"},{\"Raindance\"},{\"RC Tiger\"},{\"Flash\"},{\"Tahoma\"},{\"Savanna\"},
{\"Bandito\"},{\"Freight Flat\"},{\"Streak Carriage\"},{\"Kart\"},{\"Mower\"},{\"Duneride\"},{\"Sweeper\"},
{\"Broadway\"},{\"Tornado\"},{\"AT-400\"},{\"DFT-30\"},{\"Huntley\"},{\"Stafford\"},{\"BF-400\"},{\"Newsvan\"},
{\"Tug\"},{\"Trailer 3\"},{\"Emperor\"},{\"Wayfarer\"},{\"Euros\"},{\"Hotdog\"},{\"Club\"},{\"Freight Carriage\"},
{\"Trailer 3\"},{\"Andromada\"},{\"Dodo\"},{\"RC Cam\"},{\"Launch\"},{\"Police Car (LSPD)\"},{\"Police Car (SFPD)\"},
{\"Police Car (LVPD)\"},{\"Police Ranger\"},{\"Picador\"},{\"S.W.A.T. Van\"},{\"Alpha\"},{\"Phoenix\"},{\"Glendale\"},
{\"Sadler\"},{\"Luggage Trailer A\"},{\"Luggage Trailer B\"},{\"Stair Trailer\"},{\"Boxville\"},{\"Farm Plow\"},
{\"Utility Trailer\"}
};
new VehicleModel[MAX_PLAYERS];
new CFCTimer;
forward CheckForChange(playerid);
forward ShowGameTextForPlayer(playerid);
public OnFilterScriptInit()
{
print(\"\\n--------------------------------------\");
print(\"   Loaded Vehicle Names v1.1\");
print(\"    by biltong\");
print(\"--------------------------------------\\n\");
return 1;
}
public OnFilterScriptExit()
{
return 1;
}
public OnPlayerStateChange(playerid, newstate, oldstate) //checks when the player gets in a vehicle
{
if(newstate == PLAYER_STATE_DRIVER || newstate == PLAYER_STATE_PASSENGER)
{
    VehicleModel[playerid] = GetVehicleModel(GetPlayerVehicleID(playerid));
    ShowGameTextForPlayer(playerid);
return 1;
}
if(newstate != PLAYER_STATE_DRIVER && (oldstate == PLAYER_STATE_DRIVER || oldstate == PLAYER_STATE_PASSENGER)) KillTimer(CFCTimer); //kills timer that checks for left vehicle if player exits vehicle
return 1;
}
public CheckForChange(playerid) //Checks if the player has changed vehicles.
{
if(GetVehicleModel(GetPlayerVehicleID(playerid)) != VehicleModel[playerid]) //makes sure the new vehicle isn\'t the same as old vehicle
{
    VehicleModel[playerid] = GetVehicleModel(GetPlayerVehicleID(playerid));
       ShowGameTextForPlayer(playerid);
}
return 1;
}
public ShowGameTextForPlayer(playerid) //optimised code here :D
{
new string[32];
switch(GAMETEXT_COLOR) //sets the text\'s color
    {
case 0: format(string,sizeof(string),\"%s\",VehicleNames[VehicleModel[playerid]-400]); //yellow
    case 1: format(string,sizeof(string),\"~b~%s\",VehicleNames[VehicleModel[playerid]-400]); //blue
    case 2: format(string,sizeof(string),\"~g~%s\",VehicleNames[VehicleModel[playerid]-400]); //green
    case 3: format(string,sizeof(string),\"~r~%s\",VehicleNames[VehicleModel[playerid]-400]); //red
    case 4: format(string,sizeof(string),\"~p~%s\",VehicleNames[VehicleModel[playerid]-400]); //purple
    case 5: format(string,sizeof(string),\"~w~%s\",VehicleNames[VehicleModel[playerid]-400]); //white
    case 6: format(string,sizeof(string),\"%~|~s\",VehicleNames[VehicleModel[playerid]-400]); //black
}
GameTextForPlayer(playerid,string,2000,1); //shows the text
CFCTimer = SetTimerEx(\"CheckForChange\",1000,true,\"i\",playerid); //starts timer to check if player has changed vehicles
return 1;
}
#endif

147
Segítségkérés / hiba
« Dátum: 2013. Március 15. - 18:42:36 »
Üdv. Azt szeretném kérdezni  ha egy mappra csinálok  pl házat vagy benzinkutat akkor nem látszik a benzines kanna/Pickups azt hogyan tudom meg csinálni hogy ez a Pickups látszódjon mert ez a mapp a vízen van de ha rendes san andreas mappra csinálom akkor minden jó ott van a jel is valaki tud segíteni?

148
Segítségkérés / eltolás
« Dátum: 2013. Március 14. - 20:06:47 »
Üdv. Azt szeretném kérdeni hogy a ppc módba lévõ km/h azt hogy tudom bejjebb tolni?Vagy ezt a számot kéne át írni?
 
APlayerData[playerid][speedometerText] = TextDrawCreate(500.0, 395.0,\" \");
APlayerData[playerid][FuelGauge] = TextDrawCreate(500.0, 410.0, \" \");

149
Segítségkérés / Neon hiba
« Dátum: 2013. Március 12. - 18:14:44 »
Üdv. A neont hogy tudom meg csinálni PPC módba hogy az mûködjön és a neont a kocsira tegye.
köszönöm a segítséget..

150
Szkript kérések / cc
« Dátum: 2013. Március 11. - 20:23:17 »
Üdv. szeretnék kérni egy chat tisztítót törli a chat de csak admin tudja használni.
Köszönöm a segítséget

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