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.


Üzenetek - Nishtinght

Oldalak: 1 [2]
16
SA-MP: Szerverfejlesztés / Horse Shoe System By Evolved
« Dátum: 2018. december 30. - 05:25:24 »
1172 sor xdddddddd
 
nekem 87 lett..
 
de amúgy ha picit is gondolkoznál rájönnél h visszalehet rakni ugyanazokra a pozíciókra, van rá funkció

17
Segítségkérés / PPC modban nem működő dialog
« Dátum: 2018. december 28. - 22:47:48 »
ez már egy elég régi cucc, használd Gagi házrendszerét, ami sokkal jobb és könnyebben konfigurálható, vagy pedig válts át MySQL-re, aztán próbálkozz meg rootcause házrendszerével, de viszont ha te mindenáron ennél maradnál akkor 
 

   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;
}

 
csak simán ezt rakd be alá, nekem ez működött mikor próbáltam(7 éve kb. xD), és töröld a  
 

Dialog_HouseMenu(playerid, response, listitem)

 
-et a
 

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

 
-val együtt, ha nem működik írj ide vissza, bár szerintem fog mert nekem működött
 
 

18
Fórumi közlemények / Best of 2018
« Dátum: 2018. december 28. - 03:13:41 »
- Az év SA-MP szervere: MaXXiMuM FreeRoam
 
- Az év fórumozója: én
 
- Az év hozzászólása: 
 



   
      ma végre sikerült kivinni a sampot (by.: Ben)
   

[/quote]
 
- Az év staff tagja: @skyLine
 
- Az év SAMP scriptere: én

19
SA-MP: Szerverfejlesztés / Levenshtein távolság
« Dátum: 2018. december 28. - 03:03:43 »
jo lett tesom +

20
Hamarosan nyíló szerverek / San Andreas Roleplay (2019 / Q1)
« Dátum: 2018. december 28. - 02:48:01 »
komoli, csak h csomagszállításbú nem löhet megéni

21
csá, kiunom a belem, ezért frissítettem kurta MySQL regisztrációs rendszerét R41-4-re R38-ról
 
MySQL táblák ugyanazok:
 

CREATE TABLE IF NOT EXISTS `connections` (
  `id` int(11) NOT NULL AUTO_INCREMENT,
  `name` varchar(21) NOT NULL,
  `ip` varchar(16) NOT NULL,
  `serial` varchar(128) NOT NULL,
  `time` varchar(24) NOT NULL,
  PRIMARY KEY (`id`)
) ENGINE=MyISAM  DEFAULT CHARSET=latin1;
CREATE TABLE IF NOT EXISTS `namechanges` (
  `id` smallint(5) NOT NULL AUTO_INCREMENT,
  `reg_id` mediumint(8) NOT NULL,
  `oldname` varchar(21) NOT NULL,
  `newname` varchar(21) NOT NULL,
  `time` varchar(24) NOT NULL,
  PRIMARY KEY (`id`),
  KEY `reg_id` (`reg_id`)
) ENGINE=MyISAM  DEFAULT CHARSET=latin1;
CREATE TABLE IF NOT EXISTS `namechanges_p` (
  `id` smallint(5) NOT NULL AUTO_INCREMENT,
  `reg_id` mediumint(8) NOT NULL,
  `name` varchar(24) NOT NULL,
  `oldpass` varchar(21) NOT NULL,
  `newpass` varchar(21) NOT NULL,
  `time` varchar(24) NOT NULL,
  PRIMARY KEY (`id`),
  KEY `reg_id` (`reg_id`)
) ENGINE=MyISAM  DEFAULT CHARSET=latin1;
CREATE TABLE IF NOT EXISTS `players` (
  `reg_id` mediumint(8) unsigned NOT NULL AUTO_INCREMENT,
  `name` varchar(24) CHARACTER SET utf8 COLLATE utf8_bin NOT NULL,
  `ip` varchar(20) NOT NULL,
  `pass` varchar(20) CHARACTER SET utf8 COLLATE utf8_bin NOT NULL,
  `reg_date` varchar(24) NOT NULL,
  `laston` varchar(24) NOT NULL,
  `money` int(11) NOT NULL DEFAULT \'0\',
  `score` int(11) NOT NULL DEFAULT \'0\',
  `kills` mediumint(11) unsigned NOT NULL DEFAULT \'0\',
  `deaths` mediumint(11) unsigned NOT NULL DEFAULT \'0\',
  `fightingstyle` enum(\'4\',\'5\',\'6\',\'7\',\'15\',\'16\') NOT NULL DEFAULT \'4\',
  PRIMARY KEY (`reg_id`),
  KEY `name` (`name`)
) ENGINE=MyISAM  DEFAULT CHARSET=latin1 ROW_FORMAT=DYNAMIC;

 
nem sok dolgot kellett átírni, de újdonságokra ne számítsatok, 10 perc volt ez az egész, csak frissítettem, ja meg van benne egy /restart parancs, azt ennyi + javítva a szöveg
 
letöltés és megtekintés: script, zcmd, MySQL
 
(a mester GitHub-ját a \"kurta\" szóra kattintva eléritek)

Oldalak: 1 [2]
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