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
« 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
« Dátum: 2013. Március 22. - 19:15:39 »
Még egy kicsit lehetne írnod pl a házakról parancsokról stb..
138
« 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
« 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
« 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
« Dátum: 2013. Március 17. - 14:44:17 »
Üdv.A GameTextForPlayer meg lehet növelni? ami szöveget ki ír? Vaslagabbra. GameTextForPlayer Ezt a függvényt
142
« 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
144
« 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
« 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
« 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 ![Vigyorog :D](https://gtakozosseg.hu/Smileys/aaron/cheesy.gif) { 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
« 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
« 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
« 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
« 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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