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 - DjDorgo

Oldalak: [1]
1
Segítségkérés / PPC modban nem működő dialog
« Dátum: 2018. december 28. - 20:08:55 »
Üdv! Van egy PPC modom még réges régen editeltem most újra elővettem. Sajnos azt tapasztaltam hogy egy dialog nem működik, a /housemenu (Aki nem ismeri a modot ez a parancs a házadban használható, megváltoztathatod a nevét, fejlesztheted, vehetsz kocsit, itt adhatod el stb.) Ez a parancs ugyebár egy dialógust hoz létre ami most teljesen az alap mert kicseréltem a házrendszert teljesen az utolsó sorig mindenhol az alapra. Nos, amíg nem lépünk be egy házba tökéletesen működik írja hogy nem vagyunk házban. Amint belépünk egy házba a dialógust megnyitja viszont az azon belül kiválasztható lista elemeket nem érzékeli/nem csinál semmit bármit választunk ki. Amit lehetett hogy ondialogresponse-nál return 0 legyen stb. próbáltam. Ennek ellenére sem működik. A Biznisz rendszer felépítése ugyanez csak van /busmenu parancs na azzal semmi baj nincs tökéletesen működik. A /housemenu parancsnál viszont nem fagy ki a player se a szerver se semmi minden másik parancs tökéletesen működik a teleportálásra szolgáló /rescue paranccsal ki is lehet jönni a házból és ugyanúgy lehet tovább játszani. De házon belül nem működik. A Dialog ID-jét sem használja más Dialog.
Mod elején a define
 

#define DialogHouseMenu             9000

 
A /housemenu parancs
 

// This command opens a menu when you\'re inside your house to allow to access the options of your house
COMMAND:housemenu(playerid, params[])
{
// Setup local variables
new OptionsList[200], DialogTitle[200];
// Send the command to all admins so they can see it
SendAdminText(playerid, \"/housemenu\", params);
// Check if the player has logged in
if (APlayerData[playerid][LoggedIn] == true)
{
   // Check if the player is inside a house
   if (APlayerData[playerid][CurrentHouse] != 0)
   {
      format(DialogTitle, sizeof(DialogTitle), \"Select option for %s\", AHouseData[APlayerData[playerid][CurrentHouse]][HouseName]);
      format(OptionsList, sizeof(OptionsList), \"%sChange house-name\\n\", OptionsList);
      format(OptionsList, sizeof(OptionsList), \"%sUpgrade house\\n\", OptionsList);
      format(OptionsList, sizeof(OptionsList), \"%sBuy house-car\\n\", OptionsList);
      format(OptionsList, sizeof(OptionsList), \"%sBuy house-car insurance\\n\", OptionsList);
      format(OptionsList, sizeof(OptionsList), \"%sSell house-car\\n\", OptionsList);
      format(OptionsList, sizeof(OptionsList), \"%sSell house\\n\", OptionsList);
      format(OptionsList, sizeof(OptionsList), \"%sOpen house to the public\\n\", OptionsList);
      format(OptionsList, sizeof(OptionsList), \"%sClose house to the public\\n\", OptionsList);
      format(OptionsList, sizeof(OptionsList), \"%sExit house\\n\", OptionsList);
      // Show the housemenu
      ShowPlayerDialog(playerid, DialogHouseMenu, DIALOG_STYLE_LIST, DialogTitle, OptionsList, \"Select\", \"Cancel\");
   }
   else
       SendClientMessage(playerid, 0xFF0000FF, \"You\'re not inside a house\");
}
else
    return 0;
// Let the server know that this was a valid command
return 1;
}

 
OnDialogResponse alatti részen
 

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

 
Dialog_HouseMenu
 

// This function processes the housemenu dialog
Dialog_HouseMenu(playerid, response, listitem)
{
// Just close the dialog if the player clicked \"Cancel\"
if(!response) return 1;
// Setup local variables
new UpgradeList[2000], HouseID, DialogTitle[200], Counter, UpgradePrice, Msg[128], CarSlot, VehicleClassList[1000], VehicleList[500];
// Get the HouseID of the house where the player is
HouseID = APlayerData[playerid][CurrentHouse];
// Select an option based on the selection in the list
switch(listitem)
{
    case 0: // Change house name
    {
      // Only the house-owner can use this option
      if (House_PlayerIsOwner(playerid, HouseID) == 1)
      {
           format(DialogTitle, 200, TXT_DialogOldHouseName, AHouseData[HouseID][HouseName]);
         ShowPlayerDialog(playerid, DialogHouseNameChange, DIALOG_STYLE_INPUT, DialogTitle, TXT_DialogEnterNewHouseName, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
    }
    case 1: // Upgrade the house
    {
      // Only the house-owner can use this option
      if (House_PlayerIsOwner(playerid, HouseID) == 1)
      {
           // Check if it\'s possible to upgrade further
         if (AHouseData[HouseID][HouseLevel] < AHouseData[HouseID][HouseMaxLevel])
         {
            // Add only the upgrades above the current house-level to the upgradelist
            for (new i = AHouseData[HouseID][HouseLevel] + 1; i <= AHouseData[HouseID][HouseMaxLevel]; i++)
            {
                Counter++; // Add 1 to the counter each time an upgrade is added to the upgradelist
                UpgradePrice = ((AHouseData[HouseID][HousePrice] * Counter) / 100) * HouseUpgradePercent;
                // Add the upgrade-info in green if the player can afford it, and in red if he cannot afford it
               if (APlayerData[playerid][PlayerMoney] >= UpgradePrice)
                  format(UpgradeList, 2000, \"%s{00FF00}%s (level %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[InteriorName], i, UpgradePrice);
               else
                  format(UpgradeList, 2000, \"%s{FF0000}%s (level %i)\\t\\t$%i\\n\", UpgradeList, AHouseInteriors[InteriorName], i, UpgradePrice);
            }
              // Show another dialog to let the player select which upgrade he wants for his house
            ShowPlayerDialog(playerid, DialogUpgradeHouse, DIALOG_STYLE_LIST, TXT_DialogSelectHouseUpgrade, UpgradeList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
         }
         else
             SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseReachedMaxLevel);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
    }
   case 2: // Buy house-car
   {
      // Only the house-owner can use this option
      if (House_PlayerIsOwner(playerid, HouseID) == 1)
      {
          // Find a free carslot
          CarSlot = House_GetFreeCarSlot(HouseID);
          // Check if the carslot is valid
          if (CarSlot != -1)
          {
             // Let the player choose a vehicle-class
            format(VehicleClassList, 1000, \"%s{00FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Bikes\");
            format(VehicleClassList, 1000, \"%s{40FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Boats\");
            format(VehicleClassList, 1000, \"%s{80FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Convertibles\");
            format(VehicleClassList, 1000, \"%s{B0FF00}%s{FFFFFF}\\n\", VehicleClassList, \"Helicopters\");
            format(VehicleClassList, 1000, \"%s{FFFF00}%s{FFFFFF}\\n\", VehicleClassList, \"Industrial vehicles\");
            format(VehicleClassList, 1000, \"%s{B0FF40}%s{FFFFFF}\\n\", VehicleClassList, \"Low-riders\");
            format(VehicleClassList, 1000, \"%s{80FF80}%s{FFFFFF}\\n\", VehicleClassList, \"Off-Road vehicles\");
            format(VehicleClassList, 1000, \"%s{40FFB0}%s{FFFFFF}\\n\", VehicleClassList, \"Planes\");
            format(VehicleClassList, 1000, \"%s{00FFFF}%s{FFFFFF}\\n\", VehicleClassList, \"Public Service vehicles\");
            format(VehicleClassList, 1000, \"%s{00B0FF}%s{FFFFFF}\\n\", VehicleClassList, \"RC vehicles\");
            format(VehicleClassList, 1000, \"%s{0080FF}%s{FFFFFF}\\n\", VehicleClassList, \"Saloon vehicles\");
            format(VehicleClassList, 1000, \"%s{0040FF}%s{FFFFFF}\\n\", VehicleClassList, \"Sport vehicles\");
            format(VehicleClassList, 1000, \"%s{0000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Station wagons\");
            format(VehicleClassList, 1000, \"%s{4000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Trailers\");
            format(VehicleClassList, 1000, \"%s{8000FF}%s{FFFFFF}\\n\", VehicleClassList, \"Unique vehicles\");
            // Ask which vehicle class the player wants to see to buy a vehicle
            ShowPlayerDialog(playerid, DialogBuyCarClass, DIALOG_STYLE_LIST, TXT_DialogBuyCarSelectClass, VehicleClassList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
          }
          else
              SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseHasMaxVehicles);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
   }
   case 3: // Buy house-car insurance
   {
      // Only the house-owner can use this option
      if (House_PlayerIsOwner(playerid, HouseID) == 1)
      {
          new MsgInsurance[128];
          // Check if this house doesn\'t have insurance yet
          if (AHouseData[HouseID][Insurance] == 0)
          {
              // Check if the player can afford the insurance
              if (APlayerData[playerid][PlayerMoney] >= (AHouseData[HouseID][HousePrice] / 10))
              {
                // Construct the message for the dialog, this includes the price for the insurance
                format(MsgInsurance, 128, TXT_DialogBuyInsurance, AHouseData[HouseID][HousePrice] / 10);
               // Ask the player if the wants to buy an insurance for this house\'s vehicles
               ShowPlayerDialog(playerid, DialogBuyInsurance, DIALOG_STYLE_MSGBOX, TXT_DialogTitleBuyInsurance, MsgInsurance, TXT_DialogButtonYes, TXT_DialogButtonNo);
            }
            else
                SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotAffordInsurance);
         }
         else
             SendClientMessage(playerid, 0xFFFFFFFF, TXT_HouseAlreadyHasInsurance);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
   }
   case 4: // Sell house-car
   {
      // Only the house-owner can use this option
      if (House_PlayerIsOwner(playerid, HouseID) == 1)
      {
          new BuyableCarIndex, bool:HouseHasCars = false;
         // Check if the house has any cars assigned to it
         for (CarSlot = 0; CarSlot < 10; CarSlot++)
             if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
                 HouseHasCars = true;
         // Check if the house has any cars assigned to it
         if (HouseHasCars == true)
         {
            // Add all vehicles to the list
            for (CarSlot = 0; CarSlot < 10; CarSlot++)
            {
               if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
               {
                   // Get the index where the first vehicle is found in the ABuyableVehicles array
                   BuyableCarIndex = VehicleBuyable_GetIndex(GetVehicleModel(AHouseData[HouseID][VehicleIDs][CarSlot]));
                   // Add the name of the vehicle to the list
                   format(VehicleList, 500, \"%s{00FF00}%s: $%i{FFFFFF}\\n\", VehicleList, ABuyableVehicles[BuyableCarIndex][CarName], ABuyableVehicles[BuyableCarIndex][Price] / 2);
               }
               else
                  format(VehicleList, 500, TXT_EmptyCarSlot, VehicleList);
            }
            // Ask which vehicle class the player wants to see to buy a vehicle
            ShowPlayerDialog(playerid, DialogSellCar, DIALOG_STYLE_LIST, TXT_SelectVehicleToSell, VehicleList, TXT_DialogButtonSelect, TXT_DialogButtonCancel);
         }
         else
             SendClientMessage(playerid, 0xFFFFFFFF, TXT_NoHouseVehicles);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
   }
   case 5: // Sell house
   {
      // Only the house-owner can use this option
      if (House_PlayerIsOwner(playerid, HouseID) == 1)
      {
          // Setup local variables
          new bool:HouseHasCars = false;
         // Check if the house has any cars assigned to it
         for (CarSlot = 0; CarSlot < 10; CarSlot++)
             if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
                 HouseHasCars = true;
         // Check if all house-cars have been sold (all slots are empty)
         if (HouseHasCars == false)
         {
             format(Msg, 128, TXT_SureSellHouse, House_CalcSellPrice(HouseID));
            ShowPlayerDialog(playerid, DialogSellHouse, DIALOG_STYLE_MSGBOX, TXT_AreYouSure, Msg, TXT_DialogButtonYes, TXT_DialogButtonNo);
         }
         else
             SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotSellHouseWithCars);
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
   }
    case 6: // Open the house to the public (everyone can enter it)
    {
      // Only the house-owner can use this option
      if (House_PlayerIsOwner(playerid, HouseID) == 1)
      {
          // Open the house to the public
         AHouseData[HouseID][HouseOpened] = true;
         // Let the player know he opened the house to the public
         SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}You\'ve opened the house to the public, anyone can enter it\");
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
    }
    case 7: // Close the house to the public (only the owner can enter it)
    {
      // Only the house-owner can use this option
      if (House_PlayerIsOwner(playerid, HouseID) == 1)
      {
          // Close the house to the public
         AHouseData[HouseID][HouseOpened] = false;
         // Let the player know he closed the house to the public
         SendClientMessage(playerid, 0xFFFFFFFF, \"{00FF00}You\'ve closed the house to the public, only you can enter it\");
      }
      else
          SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Only the house-owner can use this option\");
    }
    case 8:
    {
      House_Exit(playerid, HouseID);
    }
}
return 1;
}

 
A módba semmilyen olyan dolog nem került be ami piszkálná a házrendszert. Lehetséges hibákat keresek hátha valamit elnéztem. Ha van valami \"diagnózisotok\" szívesen meghallgatom!
Ha valamit még másolni kell szóljatok!
Köszönöm előre is!

Oldalak: [1]
SimplePortal 2.3.7 © 2008-2024, SimplePortal