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. 1486
Segítségkérés / Scripter!« Dátum: 2011. december 04. - 14:34:16 »
http://sampforum.hu/index.php?topic=17880.0 és ezt zárd
1488
SA-MP: Szerverfejlesztés / Rádiók[0.3d]« Dátum: 2011. december 04. - 14:28:56 »
de d-t használok
1489
SA-MP: Szerverfejlesztés / Rádiók[0.3d]« Dátum: 2011. december 04. - 14:06:36 »D:\\Trucking_Server_2.0\\filterscripts\\radio.pwn(7) : error 025: function heading differs from prototype error 1490
Segítségkérés / Checkpoint hibakód« Dátum: 2011. december 04. - 09:35:53 »
kivetem de most is
SA-MP 0.3d 1492
Fórum Archívum (Témák/Fórumok) / Re:Mozgo Object Készités.« Dátum: 2011. december 04. - 09:14:02 »
és a [pawn ][ /pawn] cod hol marat
1493
Segítségkérés / Checkpoint hibakód« Dátum: 2011. december 04. - 09:12:31 »
már megcsináltam de csak az én szerveremen csinálja ezt
1494
Segítségkérés / Checkpoint hibakód« Dátum: 2011. december 04. - 09:03:20 »SA-MP 0.3d Kamionos szerverem van, és amikor belemegyek a checkpointba ezt a hibakód sort írja ki. Segítsetek! [mod]Máskor témára utaló nevet adj a témának![/mod] 1495
SA-MP: Szerverfejlesztés / Rádió 0.3d RC1 [1. Magyar 0.3d FS]« Dátum: 2011. december 04. - 08:53:26 »D:\\Trucking_Server_2.0\\filterscripts\\radio.pwn(11) : error 001: expected token: \")\", but found \"&\" 0.3d-n 1496
Segítségkérés / Rádió 0.3c-hez« Dátum: 2011. december 03. - 22:27:21 »
de ott meni fognak a scriptek és a mod?
1497
Szkript kérések / Admin« Dátum: 2011. december 03. - 19:35:37 »
Az RCON adminokat mutassa, vagy van saját adminrendszered?
1498
Segítségkérés / Rádió 0.3c-hez« Dátum: 2011. december 03. - 19:34:40 »
0.3d-hez látam rádiót de van 0.3c-hez is?
1499
Beszélgetés / III. Xmas Party Szerver -> Admin felvétel« Dátum: 2011. december 03. - 12:28:09 »
jelentkeznék
korom:14 samp: kb 3 év még a 0.3c-n keztem admin tapasztalat van elég és segitetem neked a weboldalba 1500
Szkript kérések / LS lift script (2) SüRgÕs!« Dátum: 2011. december 03. - 11:34:00 »
[pawn]/*
* Example elevator system for the new LS building. * * Zamaroht 2010 */ // Warning: This script uses a total of 45 objects, 22 3D Text Labels and 1 dialog. #include <a_samp> #define ELEVATOR_SPEED (5.0) // Movement speed of the elevator. #define DOORS_SPEED (4.0) // Movement speed of the doors. #define ELEVATOR_WAIT_TIME (5000) // Time in ms that the elevator will wait in each floor before continuing with the queue. // Be sure to give enough time for doors to open. #define DIALOG_ID (874) // Private: #define X_DOOR_CLOSED (1786.627685) #define X_DOOR_R_OPENED (1785.027685) #define X_DOOR_L_OPENED (1788.227685) #define GROUND_Z_COORD (14.511476) #define ELEVATOR_OFFSET (0.059523) /* ------------------ // Constants: -------------------*/ static FloorNames[21][] = { \"Ground Floor\", \"First Floor\", \"Second Floor\", \"Third Floor\", \"Fourth Floor\", \"Fifth Floor\", \"Sixth Floor\", \"Seventh Floor\", \"Eighth Floor\", \"Ninth Floor\", \"Tenth Floor\", \"Eleventh Floor\", \"Twelfth Floor\", \"Thirteenth Floor\", \"Fourteenth Floor\", \"Fifteenth Floor\", \"Sixteenth Floor\", \"Seventeenth Floor\", \"Eighteenth Floor\", \"Nineteenth Floor\", \"Penthouse\" }; static Float:FloorZOffsets[21] = { 0.0, // 0.0, 8.5479, // 8.5479, 13.99945, // 8.5479 + (5.45155 * 1.0), 19.45100, // 8.5479 + (5.45155 * 2.0), 24.90255, // 8.5479 + (5.45155 * 3.0), 30.35410, // 8.5479 + (5.45155 * 4.0), 35.80565, // 8.5479 + (5.45155 * 5.0), 41.25720, // 8.5479 + (5.45155 * 6.0), 46.70875, // 8.5479 + (5.45155 * 7.0), 52.16030, // 8.5479 + (5.45155 * 8.0), 57.61185, // 8.5479 + (5.45155 * 9.0), 63.06340, // 8.5479 + (5.45155 * 10.0), 68.51495, // 8.5479 + (5.45155 * 11.0), 73.96650, // 8.5479 + (5.45155 * 12.0), 79.41805, // 8.5479 + (5.45155 * 13.0), 84.86960, // 8.5479 + (5.45155 * 14.0), 90.32115, // 8.5479 + (5.45155 * 15.0), 95.77270, // 8.5479 + (5.45155 * 16.0), 101.22425, // 8.5479 + (5.45155 * 17.0), 106.67580, // 8.5479 + (5.45155 * 18.0), 112.12735 // 8.5479 + (5.45155 * 19.0) }; /* ------------------ // Variables: -------------------*/ new Obj_Elevator, Obj_ElevatorDoors[2], Obj_FloorDoors[21][2]; new Text3D:Label_Elevator, Text3D:Label_Floors[21]; #define ELEVATOR_STATE_IDLE (0) #define ELEVATOR_STATE_WAITING (1) #define ELEVATOR_STATE_MOVING (2) new ElevatorState, ElevatorFloor; // If Idle or Waiting, this is the current floor. If Moving, the floor it\'s moving to. #define INVALID_FLOOR (-1) new ElevatorQueue[21], // Floors in queue. FloorRequestedBy[21]; // FloorRequestedBy[floor_id] = playerid; - Points out who requested which floor. new ElevatorBoostTimer; // Timer that makes the elevator move faster after players start surfing the object. /* ------------------ * Function forwards: -------------------*/ // Public: forward CallElevator(playerid, floorid); // You can use INVALID_PLAYER_ID too. forward ShowElevatorDialog(playerid); // Private: forward Elevator_Initialize(); forward Elevator_Destroy(); forward Elevator_OpenDoors(); forward Elevator_CloseDoors(); forward Floor_OpenDoors(floorid); forward Floor_CloseDoors(floorid); forward Elevator_MoveToFloor(floorid); forward Elevator_Boost(floorid); // Increases the elevator speed until it reaches \'floorid\'. forward Elevator_TurnToIdle(); forward ReadNextFloorInQueue(); forward RemoveFirstQueueFloor(); forward AddFloorToQueue(floorid); forward IsFloorInQueue(floorid); forward ResetElevatorQueue(); forward DidPlayerRequestElevator(playerid); forward Float:GetElevatorZCoordForFloor(floorid); forward Float:GetDoorsZCoordForFloor(floorid); // ------------------------ Callbacks ------------------------ public OnFilterScriptInit() { ResetElevatorQueue(); Elevator_Initialize(); return 1; } public OnFilterScriptExit() { Elevator_Destroy(); return 1; } public OnObjectMoved(objectid) { new Float:x, Float:y, Float:z; for(new i; i < sizeof(Obj_FloorDoors); i ++) { if(objectid == Obj_FloorDoors
{ GetObjectPos(Obj_FloorDoors
if(x < X_DOOR_L_OPENED - 0.5) // Some floor doors have shut, move the elevator to next floor in queue: { Elevator_MoveToFloor(ElevatorQueue[0]); RemoveFirstQueueFloor(); } } } if(objectid == Obj_Elevator) // The elevator reached the specified floor. { KillTimer(ElevatorBoostTimer); // Kills the timer, in case the elevator reached the floor before boost. FloorRequestedBy[ElevatorFloor] = INVALID_PLAYER_ID; Elevator_OpenDoors(); Floor_OpenDoors(ElevatorFloor); GetObjectPos(Obj_Elevator, x, y, z); Label_Elevator = Create3DTextLabel(\"Press \'F\' to use elevator\", 0xFFFFDD, 1784.9822, -1302.0426, z - 0.9, 4.0, 0, 1); ElevatorState = ELEVATOR_STATE_WAITING; SetTimer(\"Elevator_TurnToIdle\", ELEVATOR_WAIT_TIME, 0); } return 1; } public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { if(dialogid == DIALOG_ID) { if(!response) return 0; if(FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem)) GameTextForPlayer(playerid, \"~r~The floor is already in the queue\", 3500, 4); else if(DidPlayerRequestElevator(playerid)) GameTextForPlayer(playerid, \"~r~You already requested the elevator\", 3500, 4); else CallElevator(playerid, listitem); return 1; } return 0; } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { if(!IsPlayerInAnyVehicle(playerid) && newkeys & KEY_SECONDARY_ATTACK) { new Float:pos[3]; GetPlayerPos(playerid, pos[0], pos[1], pos[2]); if(pos[1] < -1301.4 && pos[1] > -1303.2417 && pos[0] < 1786.2131 && pos[0] > 1784.1555) // He is using the elevator button ShowElevatorDialog(playerid); else // Is he in a floor button? { if(pos[1] > -1301.4 && pos[1] < -1299.1447 && pos[0] < 1785.6147 && pos[0] > 1781.9902) { // He is most likely using it, check floor: new i=20; while(pos[2] < GetDoorsZCoordForFloor(i) + 3.5 && i > 0) i --; if(i == 0 && pos[2] < GetDoorsZCoordForFloor(0) + 2.0) i = -1; if(i <= 19) { CallElevator(playerid, i + 1); GameTextForPlayer(playerid, \"~r~Elevator called\", 3500, 4); } } } } return 1; } // ------------------------ Functions ------------------------ stock Elevator_Initialize() { // Initializes the elevator. Obj_Elevator = CreateObject(18755, 1786.678100, -1303.459472, GROUND_Z_COORD + ELEVATOR_OFFSET, 0.000000, 0.000000, 270.000000); Obj_ElevatorDoors[0] = CreateObject(18757, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000); Obj_ElevatorDoors[1] = CreateObject(18756, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000); Label_Elevator = Create3DTextLabel(\"Press \'F\' to use elevator\", 0xFFFFDD, 1784.9822, -1302.0426, 13.6491, 4.0, 0, 1); new string[128], Float:z; for(new i; i < sizeof(Obj_FloorDoors); i ++) { Obj_FloorDoors
Obj_FloorDoors[1] = CreateObject(18756, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000); format(string, sizeof(string), \"%s\\nPress \'F\' to call\", FloorNames); if(i == 0) z = 13.4713; else z = 13.4713 + 8.7396 + ((i-1) * 5.45155); Label_Floors = Create3DTextLabel(string, 0xFFFFDD, 1783.9799, -1300.7660, z, 10.5, 0, 1); // Label_Elevator, Text3D:Label_Floors[21]; } // Open ground floor doors: Floor_OpenDoors(0); Elevator_OpenDoors(); return 1; } stock Elevator_Destroy() { // Destroys the elevator. DestroyObject(Obj_Elevator); DestroyObject(Obj_ElevatorDoors[0]); DestroyObject(Obj_ElevatorDoors[1]); Delete3DTextLabel(Label_Elevator); for(new i; i < sizeof(Obj_FloorDoors); i ++) { DestroyObject(Obj_FloorDoors
DestroyObject(Obj_FloorDoors[1]); Delete3DTextLabel(Label_Floors); } return 1; } stock Elevator_OpenDoors() { // Opens the elevator\'s doors. new Float:x, Float:y, Float:z; GetObjectPos(Obj_ElevatorDoors[0], x, y, z); MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENED, y, z, DOORS_SPEED); MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENED, y, z, DOORS_SPEED); return 1; } stock Elevator_CloseDoors() { // Closes the elevator\'s doors. if(ElevatorState == ELEVATOR_STATE_MOVING) return 0; new Float:x, Float:y, Float:z; GetObjectPos(Obj_ElevatorDoors[0], x, y, z); MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, y, z, DOORS_SPEED); MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, y, z, DOORS_SPEED); return 1; } stock Floor_OpenDoors(floorid) { // Opens the doors at the specified floor. MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_L_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED); MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_R_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED); return 1; } stock Floor_CloseDoors(floorid) { // Closes the doors at the specified floor. MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED); MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED); return 1; } stock Elevator_MoveToFloor(floorid) { // Moves the elevator to specified floor (doors are meant to be already closed). ElevatorState = ELEVATOR_STATE_MOVING; ElevatorFloor = floorid; // Move the elevator slowly, to give time to clients to sync the object surfing. Then, boost it up: MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), 0.5); MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5); MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5); Delete3DTextLabel(Label_Elevator); ElevatorBoostTimer = SetTimerEx(\"Elevator_Boost\", 2000, 0, \"i\", floorid); return 1; } public Elevator_Boost(floorid) { // Increases the elevator\'s speed until it reaches \'floorid\' MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), ELEVATOR_SPEED); MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED); MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED); return 1; } public Elevator_TurnToIdle() { ElevatorState = ELEVATOR_STATE_IDLE; ReadNextFloorInQueue(); return 1; } stock RemoveFirstQueueFloor() { // Removes the data in ElevatorQueue[0], and reorders the queue accordingly. for(new i; i < sizeof(ElevatorQueue) - 1; i ++) ElevatorQueue = ElevatorQueue[i + 1]; ElevatorQueue[sizeof(ElevatorQueue) - 1] = INVALID_FLOOR; return 1; } stock AddFloorToQueue(floorid) { // Adds \'floorid\' at the end of the queue. // Scan for the first empty space: new slot = -1; for(new i; i < sizeof(ElevatorQueue); i ++) { if(ElevatorQueue == INVALID_FLOOR) { slot = i; break; } } if(slot != -1) { ElevatorQueue[slot] = floorid; // If needed, move the elevator. if(ElevatorState == ELEVATOR_STATE_IDLE) ReadNextFloorInQueue(); return 1; } return 0; } stock ResetElevatorQueue() { // Resets the queue. for(new i; i < sizeof(ElevatorQueue); i ++) { ElevatorQueue = INVALID_FLOOR; FloorRequestedBy = INVALID_PLAYER_ID; } return 1; } stock IsFloorInQueue(floorid) { // Checks if the specified floor is currently part of the queue. for(new i; i < sizeof(ElevatorQueue); i ++) if(ElevatorQueue == floorid) return 1; return 0; } stock ReadNextFloorInQueue() { // Reads the next floor in the queue, closes doors, and goes to it. if(ElevatorState != ELEVATOR_STATE_IDLE || ElevatorQueue[0] == INVALID_FLOOR) return 0; Elevator_CloseDoors(); Floor_CloseDoors(ElevatorFloor); return 1; } stock DidPlayerRequestElevator(playerid) { for(new i; i < sizeof(FloorRequestedBy); i ++) if(FloorRequestedBy == playerid) return 1; return 0; } stock ShowElevatorDialog(playerid) { new string[512]; for(new i; i < sizeof(ElevatorQueue); i ++) { if(FloorRequestedBy != INVALID_PLAYER_ID) strcat(string, \"{FF0000}\"); strcat(string, FloorNames); strcat(string, \"\\n\"); } ShowPlayerDialog(playerid, DIALOG_ID, DIALOG_STYLE_LIST, \"Elevator\", string, \"Accept\", \"Cancel\"); return 1; } stock CallElevator(playerid, floorid) { // Calls the elevator (also used with the elevator dialog). if(FloorRequestedBy[floorid] != INVALID_PLAYER_ID || IsFloorInQueue(floorid)) return 0; FloorRequestedBy[floorid] = playerid; AddFloorToQueue(floorid); return 1; } stock Float:GetElevatorZCoordForFloor(floorid) return (GROUND_Z_COORD + FloorZOffsets[floorid] + ELEVATOR_OFFSET); // A small offset for the elevator object itself. stock Float:GetDoorsZCoordForFloor(floorid) return (GROUND_Z_COORD + FloorZOffsets[floorid]); [/pawn] itt a script |