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 - citromhun
Oldalak: 1 ... 104 105 [106 ] 107 108 ... 172
1576
« Dátum: 2014. május 25. - 15:16:13 »
Colorfix nem szükséges az FS-hez.
1577
« Dátum: 2014. május 25. - 15:09:22 »
Pontosan ara akartam utalni, csak elfelejtettem meg említeni, bocsi!
1578
« Dátum: 2014. május 25. - 15:00:11 »
SA-MP: - ”Hát nem, nem és nem…!” Hogy miért? A játékosok létszáma egyre-egyre csökken, de bár az utóbbi idõben növekedet, szintén a VC:MP-nél is, de csak a külföldiek száma, magyarok száma már csak 2 jegyû, vagy 1. Illetve vissza térve miért is. Ahogy írta EnterR, csak is a játékmódtól és attól is függ, hogy milyen funkciókat és milyen vicces vagy jó dolgokat állítasz be a szerveren. Counter-Strike 1.6: - Már teljesen felejtõs a szerver nyitás, még 3-4 évvel ezelõtt teljesen megérte volna szervert nyitni, de a mai játékos közösség csak is azokra a szerverekre bukik, ahol már az a szerver elérte azt az elismerést, hogy játszhassanak rajta!(Elég hülyén fogalmaztam, de valahogy így.)
1579
« Dátum: 2014. május 25. - 14:53:31 »
Mindig is ki írta rá, hogy esetleg vírusos? Nekem Avastom van, eddig soha sem volt probléma a Notepad-al :confused:
1580
« Dátum: 2014. május 25. - 14:44:27 »
Valaki jöhetne játszani, egy kicsikét kikapcsolódni ezen a vasárnapi napon! :3
1581
« Dátum: 2014. május 25. - 14:42:30 »
Mi oka van annak, hogy a játékszerver nem futt?
1582
« Dátum: 2014. május 25. - 14:32:51 »
Jó lesz-jó lesz, csak még egy tanács, inkább ne szöveg legyen a nyelv választásnál, hannem az ország zászlaja!
1583
« Dátum: 2014. május 25. - 13:15:11 »
Szívesen lennék ott.
VIDEO
1584
« Dátum: 2014. május 25. - 13:00:42 »
Nálam a CoD a 3ig, maximum a 4ig tart.. utána már csak tömeggyártott, multiplayerre kihegyezett selejtet csináltak. Én a klasszikus CoD2-nél illetve a CoD4-nél maradtam, mivel az még mindig üti a mércét és jó rajta játszani! Bár szerettem volna ki próbálni a többit is, de azt hiszem a Black Ops II-t ki is próbálhatam de egyáltalán nem tetszett. Sõt így vagyok a Medal of Honoral Warfighterel is, fõleg a multi részétõl írtózok. De majd egyszer észbe kapnak a készítõk, de már csak ez a terroristás hülyeség fog maradni :confused:
1585
« Dátum: 2014. május 25. - 12:56:45 »
Nem ide, kell írni hanem a Segítségkérés részlegbe. Egyébként meg lehetséges, hogy a pluginokat nem a megfelelõ módon írtad át.
1586
« Dátum: 2014. május 25. - 09:53:55 »
Téma nevébõl is látszik, hogy igen ez egy új Call of Duty széria és nem sok változás lett megint csinálva benne, csak még nagyobb technológiával szolgál a játék.
VIDEO Kinnek mi a véleménye? Mennyire várta? Mit változtatott volna rajta?
1587
« Dátum: 2014. május 25. - 09:21:05 »
Üdvözölek a topicban! Leírás: - Ez a filterszkript ara szolgál, hogy az adott fegyvered úgy viselkedhesen mint a Half-Life 2-ben lévõ Gravity gun. Alkalmass FUN szerverekre, de RP szervere viszont már nem alkalmass, és nem ajánlott! - Ez az FS csak is Deagle pisztolyal mûküdik.Készítõk: Gravity Gun - Matz
Szerkesztette/Javította - whatthefuck123
VIDEO Kód: #include <a_samp> native IsValidVehicle(vehicleid); #define PRESSED(%0) \\ (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0))) #define RELEASED(%0) \\ (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0))) new Float:GUNDISTANCE[MAX_PLAYERS] = {10.0,...}; new check_timer[MAX_PLAYERS]; new aiming[MAX_PLAYERS]; //new movetimer[MAX_PLAYERS]; new liftimer[MAX_PLAYERS]; new lifting[MAX_PLAYERS]; new lifttype[MAX_PLAYERS]; // 0 = vehicle, 1 = human public OnFilterScriptInit() { for(new i = 0; i < MAX_PLAYERS; i++) { lifting = -1; lifttype = -1; } return 1; } public OnFilterScriptExit() { KillTimer(liftimer[0]); KillTimer(check_timer[0]); } public OnPlayerConnect(playerid) { aiming[playerid]=0; lifting[playerid] = -1; lifttype[playerid] = -1; return 1; } public OnPlayerDisconnect(playerid, reason) { KillTimer(liftimer[playerid]); KillTimer(check_timer[playerid]); lifting[playerid] = -1; return 1; } stock movecar(vehid, playerid) { new Float:vector[3]; GetPlayerCameraFrontVector(playerid, vector[0], vector[1], vector[2]); new Float:lx,Float:ly,Float:lz; GetPlayerPos(playerid, lx,ly,lz); PutPlayerInVehicle(playerid, vehid, 0); SetVehicleVelocity(vehid,vector[0], vector[1], vector[2]); SetPlayerPos(playerid, lx,ly,lz); //RemovePlayerFromVehicle(playerid); } stock getcar(vehid, playerid) { new Float:vector[3]; GetPlayerCameraFrontVector(playerid, vector[0], vector[1], vector[2]); new Float:lx,Float:ly,Float:lz; GetPlayerPos(playerid, lx,ly,lz); PutPlayerInVehicle(playerid, vehid, 0); SetVehicleVelocity(vehid, -vector[0], -vector[1], -vector[2]); SetPlayerPos(playerid, lx,ly,lz); check_timer[playerid] = SetTimerEx(\"checkyet\",50,1,\"ii\",playerid,vehid); //RemovePlayerFromVehicle(playerid); } forward checkyet(playerid,vehid); public checkyet(playerid,vehid) { new Float:x,Float:y,Float:z; GetVehiclePos(vehid, x,y,z); if(GetPlayerDistanceFromPoint(playerid, x,y,z)<15.0) { KillTimer(check_timer[playerid]); SetTimerEx(\"enablegravity\", 10, 0, \"iii\", playerid, vehid, 0); // SendClientMessage(playerid, -1, \"ok\"); } else { // printf(\"%f\",GetPlayerDistanceFromPoint(playerid, x,y,z)); //SendClientMessage(playerid, -1, \"nope\"); } } forward Lift(playerid); public Lift(playerid) { if(lifttype[playerid] == 0)//vehicle { new Float:X2, Float:Y2, Float:Z2; GetPlayerCameraLookAt(playerid, X2, Y2, Z2); SetVehiclePos(lifting[playerid],X2, Y2, Z2); } if(lifttype[playerid] == 1)//player { new Float:X2, Float:Y2, Float:Z2; GetPlayerCameraLookAt(playerid, X2, Y2, Z2); SetPlayerPos(lifting[playerid],X2, Y2, Z2); } if(lifttype[playerid] == 2)//object { new Float:X2, Float:Y2, Float:Z2; GetPlayerCameraLookAt(playerid, X2, Y2, Z2); SetObjectPos(lifting[playerid],X2, Y2, Z2); } return 1; } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { if(PRESSED(128)) { aiming[playerid]^=1;//toggle } if(RELEASED(128))//KEY_AIM { if(lifting[playerid]!=-1) { KillTimer(liftimer[playerid]); KillTimer(check_timer[playerid]); lifting[playerid] = -1; PlayerPlaySound(playerid, 1140, 0,0,0);//SOUND_CAR_SMASH_CAR } } if(PRESSED(KEY_LOOK_BEHIND)&&lifting[playerid]==-1) { if(lifting[playerid] == -1) { new Float:X, Float:Y, Float:Z, vehicleid; for(new i = 0; i < MAX_VEHICLES; i++) { if(IsValidVehicle(i)) { GetVehiclePos(i, X, Y, Z); if(IsPlayerAimingAt(playerid, X, Y, Z, 2.5)) { vehicleid = i; } } } if(vehicleid > 0) { new Float:x,Float:y,Float:z; GetVehiclePos(vehicleid, x,y,z); new Float: dist = GetPlayerDistanceFromPoint(playerid, x,y,z); //SetTimerEx(\"enablegravity\", floatround(dist)/5, 0, \"iii\", playerid, vehicleid, 0); lifting[playerid]=vehicleid; //printf(\"%d\",floatround(dist)/5); if(dist>12.0) getcar(vehicleid, playerid); else { SetTimerEx(\"enablegravity\", 10, 0, \"iii\", playerid, vehicleid, 0); } } } if(lifting[playerid] == -1) { new Float:X, Float:Y, Float:Z, targetid=INVALID_PLAYER_ID; for(new i = 0; i < MAX_PLAYERS; i++) { if(GetPlayerState(i) == PLAYER_STATE_ONFOOT) { if(i == playerid) continue; GetPlayerPos(i, X, Y, Z); if(IsPlayerAimingAt(playerid, X, Y, Z, 2.5)) { targetid = i; } } } if(targetid!=INVALID_PLAYER_ID) { lifting[playerid] = targetid; lifttype[playerid] = 1; liftimer[playerid] = SetTimerEx(\"Lift\", 50, 1, \"i\", playerid); PlayerPlaySound(playerid, 1148, 0,0,0);//SOUND_MAGNET_VEHICLE_COLLISION } } if(lifting[playerid] == -1) { new Float:X, Float:Y, Float:Z, targetid=INVALID_OBJECT_ID; for(new i = 0; i < MAX_OBJECTS; i++) { if(IsValidObject(i)) { if(i == INVALID_OBJECT_ID) continue; GetObjectPos(i, X, Y, Z); if(IsPlayerAimingAt(playerid, X, Y, Z, 2.5)) { if(IsObjectMoving(i)) { StopObject(i); } targetid = i; } } } if(targetid!=INVALID_OBJECT_ID) { new Float:ox,Float:oy,Float:oz; GetObjectPos(targetid, ox,oy,oz); new Float:px,Float:py,Float:pz; GetPlayerPos(playerid, px,py,pz); new Float:angle; lifting[playerid]=targetid; GetPlayerFacingAngle(playerid,angle); new Float:dist = GetPlayerDistanceFromPoint(playerid, ox,oy,oz); new time = MoveObject(targetid, px+(5.0*floatsin(-angle, degrees)),py+(5.0*floatcos(-angle, degrees)),pz+1.0, dist*1.7);// SetTimerEx(\"enablegravity\", time, 0, \"iii\", playerid, targetid, 2); //printf(\"%d\", time); } } /* if(lifting[playerid]!=-1) { PlayerPlaySound(playerid, 1148, 0,0,0);//SOUND_MAGNET_VEHICLE_COLLISION }*/ } if(PRESSED(KEY_FIRE)) { if(lifting[playerid] != -1) { new Float:vector[3]; GetPlayerCameraFrontVector(playerid, vector[0], vector[1], vector[2]); if(lifttype[playerid]==1)//player { SetPlayerVelocity(lifting[playerid], vector[0],vector[1],vector[2]); new str[128]; new name[24]; GetPlayerName(playerid, name,sizeof(name)); format(str,sizeof(str),\"You have been thrown by %s (%d)\",name,playerid); SendClientMessage(lifting[playerid], -1, str); } if(lifttype[playerid]==0)//car { //movetimer[playerid] = SetTimerEx(\"movecar\", 50, 0, \"i\", lifting[playerid], vector[0],vector[1], vector[2]);//create move Timer here.... movecar(lifting[playerid], playerid); //PlayerPlaySound(playerid, 1140, 0,0,0);//SOUND_CAR_SMASH_CAR } if(lifttype[playerid]==2)//obj { //PlayerPlaySound(playerid, 1141, 0,0,0);//SOUND_CAR_SMASH_GATE new Float:Vector[3], Float:x,Float:y,Float:z; GetPlayerCameraFrontVector(playerid, Vector[0], Vector[1], Vector[2]); GetObjectPos(lifting[playerid], x,y,z); //I removed this part, u can make it exact if u want new Float:vertical=0.0, Float:horizontal=0.0; switch (GetPlayerWeapon(playerid)) { case 34,35,36: { //if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, vector_x, vector_y, vector_z) < radius) return true; //return false; } case 30,31: { vertical = 4.0; horizontal = -1.6; } case 33: { vertical = 2.7; horizontal = -1.0; } default: { vertical = 6.0; horizontal = -2.2; } } MoveObject(lifting[playerid], x+(Vector[0]*200.0)+horizontal,y+(Vector[1]*200.0)+horizontal,z+(Vector[2]*200.0)+vertical, 35.0); } KillTimer(liftimer[playerid]); lifting[playerid] = -1; } } return 1; } forward enablegravity(playerid, targetId, lift_type); public enablegravity(playerid, targetId, lift_type) { PlayerPlaySound(playerid, 1148, 0,0,0);//SOUND_MAGNET_VEHICLE_COLLISION lifting[playerid] = targetId; lifttype[playerid] = lift_type; liftimer[playerid] = SetTimerEx(\"Lift\", 50, 1, \"i\", playerid); } stock IsVehicleInRangeOfPoint(vehicleid, Float:range, Float:x, Float:y, Float:z) { static Float:pX, Float:pY, Float:pZ; GetVehiclePos(vehicleid, pX, pY, pZ); return x - range / 2 < pX > x + range / 2 && y - range / 2 < pY > y + range / 2 && z - range / 2 < pZ > z + range / 2; } GetPlayerCameraLookAt(playerid, &Float:X, &Float:Y, &Float:Z) { new Float:Destination[3], Float:Camera[3], Float:Vector[3]; GetPlayerPos(playerid, Destination[0], Destination[1], Destination[2]); GetPlayerCameraPos(playerid, Camera[0], Camera[1], Camera[2]); GetPlayerCameraFrontVector(playerid, Vector[0], Vector[1], Vector[2]); new Float: posAngle = atan2(floatsub(Destination[1],Camera[1]),floatsub(Destination[0],Camera[0])); if(posAngle > 360) posAngle-=360; posAngle+=270; posAngle *= -1; Destination[0] += GUNDISTANCE[playerid] * floatsin(posAngle, degrees); Destination[1] += GUNDISTANCE[playerid] * floatcos(posAngle, degrees); new Float:dis = floatsqroot((Camera[0] - Destination[0]) * (Camera[0] - Destination[0]) + (Camera[1] - Destination[1]) * (Camera[1] - Destination[1]) + (Camera[2] - Destination[2]) * (Camera[2] - Destination[2])); X = Vector[0] * dis + Camera[0]; Y = Vector[1] * dis + Camera[1]; Z = Vector[2] * dis + Camera[2]; } Float:DistanceCameraTargetToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ) { new Float:TGTDistance; TGTDistance = floatsqroot((CamX - ObjX) * (CamX - ObjX) + (CamY - ObjY) * (CamY - ObjY) + (CamZ - ObjZ) * (CamZ - ObjZ)); new Float:tmpX, Float:tmpY, Float:tmpZ; tmpX = FrX * TGTDistance + CamX; tmpY = FrY * TGTDistance + CamY; tmpZ = FrZ * TGTDistance + CamZ; return floatsqroot((tmpX - ObjX) * (tmpX - ObjX) + (tmpY - ObjY) * (tmpY - ObjY) + (tmpZ - ObjZ) * (tmpZ - ObjZ)); } stock Float:GetPointAngleToPoint(Float:x2, Float:y2, Float:X, Float:Y) { new Float:DX, Float:DY; new Float:angle; DX = floatabs(floatsub(x2,X)); DY = floatabs(floatsub(y2,Y)); if (DY == 0.0 || DX == 0.0) { if(DY == 0 && DX > 0) angle = 0.0; else if(DY == 0 && DX < 0) angle = 180.0; else if(DY > 0 && DX == 0) angle = 90.0; else if(DY < 0 && DX == 0) angle = 270.0; else if(DY == 0 && DX == 0) angle = 0.0; } else { angle = atan(DX/DY); if(X > x2 && Y <= y2) angle += 90.0; else if(X <= x2 && Y < y2) angle = floatsub(90.0, angle); else if(X < x2 && Y >= y2) angle -= 90.0; else if(X >= x2 && Y > y2) angle = floatsub(270.0, angle); } return floatadd(angle, 90.0); } stock GetXYInFrontOfPoint(&Float:x, &Float:y, Float:angle, Float:distance) { x += (distance * floatsin(-angle, degrees)); y += (distance * floatcos(-angle, degrees)); } stock IsPlayerAimingAt(playerid, Float:x, Float:y, Float:z, Float:radius) { new Float:camera_x,Float:camera_y,Float:camera_z,Float:vector_x,Float:vector_y,Float:vector_z; GetPlayerCameraPos(playerid, camera_x, camera_y, camera_z); GetPlayerCameraFrontVector(playerid, vector_x, vector_y, vector_z); new Float:vertical, Float:horizontal; switch (GetPlayerWeapon(playerid)) { case 34,35,36: { if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, vector_x, vector_y, vector_z) < radius) return true; return false; } case 30,31: { vertical = 4.0; horizontal = -1.6; } case 33: { vertical = 2.7; horizontal = -1.0; } default: { vertical = 6.0; horizontal = -2.2; } } new Float:angle = GetPointAngleToPoint(0, 0, floatsqroot(vector_x*vector_x+vector_y*vector_y), vector_z) - 270.0; new Float:resize_x, Float:resize_y, Float:resize_z = floatsin(angle+vertical, degrees); GetXYInFrontOfPoint(resize_x, resize_y, GetPointAngleToPoint(0, 0, vector_x, vector_y)+horizontal, floatcos(angle+vertical, degrees)); if (DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, resize_x, resize_y, resize_z) < radius) return true; return false; }
1588
« Dátum: 2014. május 25. - 09:09:48 »
Üdvözöllek a topicban! Nem nagyon írok sok mindent a név mindent elárúl, illetve a kód tag-ban megtalálható az eredeti készítõ, és hogy mi az eredeti topicja az FS-nek.
További jó szórakozást, kívánok!
/* MTA Derby Eredeti készítõ: proSeryoga Magyarosítás készítette: citromhun Topic: http://sampforum.hu/index.php?topic=52885.0 Eredeti Topic: http://forum.sa-mp.com/showthread.php?t=415667 Sorok száma: 219 (Ha csak ezt a megjegyzést kivesszük. De amúgy, 226 sor.) */ #include <a_samp> #define ForEach(%0) for(new %0 = 0; %0 != GetServerVarAsInt(\"maxplayers\"); %0++) if(IsPlayerConnected(%0) && !IsPlayerNPC(%0)) new DB_VehicleID = 415; #define DB_DIALOG 1111 #define MAX_DERBY_SPAWN 2 new Float:DB_Spawns[MAX_DERBY_SPAWN][][] = { { {2580.9543,-2922.2375,1003.8871},{2580.9353,-3040.3372,1003.8871},{2620.9497,-2980.4980,1003.8871}, {2662.5625,-2922.4089,1003.8871},{2682.1228,-2959.8835,1003.8871},{2663.1399,-2999.8201,1003.8871}, {2581.3845,-2962.0913,1003.8871},{2606.0146,-2995.0747,1003.8871},{2601.6973,-2941.1292,1003.8871}, {2581.7783,-2959.8501,1003.8871} }, { {3811.2156,-2453.5735,1002.5284},{3828.2717,-2437.7588,1002.5284},{3797.6394,-2471.6860,1002.5284}, {3778.0747,-2452.8750,1002.5284},{3848.7319,-2453.9375,1002.5284},{3828.6216,-2453.9402,1015.5284}, {3797.5637,-2453.8789,1015.5284},{3855.7751,-2472.6580,1015.5284},{3770.3140,-2436.6235,1015.5284}, {3811.2190,-2436.3999,1015.5284} } }; forward DB_OnPlayerKeyStateChange(playerid, newkeys, oldkeys); new DBP_Stats[MAX_PLAYERS]; new DBP_Vehicle[MAX_PLAYERS]; forward DBP_Spawn(playerid); forward DBP_Exit(playerid); forward LoadCreateObject(); forward SetPlayerPosEx(playerid, Float:x, Float:y, Float:z, Float:ang, int, vw); //DB - Derby. DBP - Derby Player //============================================================================== public OnGameModeInit() { SetTimer(\"ServerTimer\", 1000, 1); LoadCreateObject(); return 1; } public OnPlayerConnect(playerid) { DBP_Exit(playerid); return 1; } public OnPlayerDisconnect(playerid, reason) { DBP_Exit(playerid); return 1; } public OnPlayerCommandText(playerid, cmdtext[]) { if(!strcmp(cmdtext, \"/derby\", true)) { if(DBP_Stats[playerid] >= 0) return ShowPlayerDialog(playerid, DB_DIALOG+1, DIALOG_STYLE_MSGBOX, \"{FF0000}Derby\", \"{FFFFFF}Ki szeretne lépni a {FF0000}Derby{FFFFFF}bõl?\", \"Igen\", \"Nem\"); new string[128]; for(new i; i < MAX_DERBY_SPAWN; i++) { format(string,sizeof(string),\"%s{FF0000}Derby zóna - {FFCB77}Világ %d{FFFFFF}.\\n\",string,i); } ShowPlayerDialog(playerid, DB_DIALOG, DIALOG_STYLE_LIST, \"{FF0000}Derby{FFFFFF} - {0000FF}Zóna{FFFFFF}:\", string, \"Igen\", \"Kilép\"); } return 1; } public OnPlayerDeath(playerid, killerid, reason) { DBP_Exit(playerid); return 1; } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { DB_OnPlayerKeyStateChange(playerid, newkeys, oldkeys); return 1; } public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { switch(dialogid) { case DB_DIALOG: { if(!response) return 1; if(DBP_Stats[playerid] >= 0) { ShowPlayerDialog(playerid, 15157, DIALOG_STYLE_MSGBOX, \"{FF0000}Derby\", \"Te már a Derby-ben vagy!\", \" \", \"\"); return 1; } DBP_Stats[playerid] = listitem; new RandomDerby = random(sizeof(DB_Spawns)); SetPlayerPosEx(playerid, DB_Spawns[DBP_Stats[playerid]][RandomDerby][0], DB_Spawns[DBP_Stats[playerid]][RandomDerby][1], DB_Spawns[DBP_Stats[playerid]][RandomDerby][2]+2, random(360), 0, 1); DBP_Vehicle[playerid] = CreateVehicle(DB_VehicleID,DB_Spawns[DBP_Stats[playerid]][RandomDerby][0], DB_Spawns[DBP_Stats[playerid]][RandomDerby][1], DB_Spawns[DBP_Stats[playerid]][RandomDerby][2]+2,0,random(126), random(126),50000); } case DB_DIALOG+1: { if(!response) return 1; DBP_Exit(playerid); } } return 1; } forward ServerTimer(); public ServerTimer() { ForEach(playerid) { if(DBP_Stats[playerid] >= 0) { new Float: pPos[4]; new Float:vehhp; if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER) { GetVehiclePos(GetPlayerVehicleID(playerid),pPos[0],pPos[1],pPos[2]); GetVehicleHealth(GetPlayerVehicleID(playerid), vehhp); } if(pPos[2] <= 990 || GetPlayerState(playerid) != PLAYER_STATE_DRIVER || vehhp < 250.0) { DBP_Spawn(playerid); } } } return 1; } public DB_OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { if(((newkeys & KEY_SUBMISSION) && !(oldkeys & KEY_SUBMISSION)) || ((newkeys & 1024) && !(oldkeys & 1024)) ) { if(DBP_Stats[playerid] == -1) return 1; ShowPlayerDialog(playerid, DB_DIALOG+1, DIALOG_STYLE_MSGBOX, \"{FF0000}Derby\", \"Ki szeretne lépni a Derby arénából?\", \"Igen\", \"Nem\"); } return 1; } public DBP_Spawn(playerid) { if(DBP_Stats[playerid] == -1) return 1; new RandomDerby = random(10); SetPlayerPosEx(playerid, DB_Spawns[DBP_Stats[playerid]][RandomDerby][0], DB_Spawns[DBP_Stats[playerid]][RandomDerby][1], DB_Spawns[DBP_Stats[playerid]][RandomDerby][2]+2, random(360), 0, 1); DestroyVehicle(DBP_Vehicle[playerid]); DBP_Vehicle[playerid] = CreateVehicle(DB_VehicleID,DB_Spawns[DBP_Stats[playerid]][RandomDerby][0], DB_Spawns[DBP_Stats[playerid]][RandomDerby][1], DB_Spawns[DBP_Stats[playerid]][RandomDerby][2]+2,0,random(126), random(126),50000); ResetPlayerWeapons(playerid); SetVehicleVirtualWorld(DBP_Vehicle[playerid],GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(DBP_Vehicle[playerid],GetPlayerInterior(playerid)); PutPlayerInVehicle(playerid, DBP_Vehicle[playerid], 0); return 1; } public DBP_Exit(playerid) { if(DBP_Stats[playerid] == -1) return 1; DestroyVehicle(DBP_Vehicle[playerid]); DBP_Stats[playerid] = -1; SpawnPlayer(playerid); return 1; } public SetPlayerPosEx(playerid, Float:x, Float:y, Float:z, Float:ang, int, vw) { SetPlayerPos(playerid, x, y, z); SetPlayerFacingAngle(playerid, ang); SetPlayerInterior(playerid, int); SetPlayerVirtualWorld(playerid, vw); SetCameraBehindPlayer(playerid); return 1; } public LoadCreateObject() { //Derby 1:------------------------------------------------------------------ CreateObject(8558,2583.55273438,-2921.90820312,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2623.75903320,-2921.92407227,1001.35871506,0.00000000,0.00000000,0.00000000); // 2) CreateObject(8558,2663.91845703,-2921.92724609,1001.35871506,0.00000000,0.00000000,0.00000000); // 3) CreateObject(8558,2681.58496094,-2943.59521484,1001.35871506,0.00000000,0.00000000,90.00000000); // 4) CreateObject(8558,2681.58984375,-2983.88793945,1001.35871506,0.00000000,0.00000000,90.00000000); // 5) CreateObject(8558,2681.56201172,-3024.05273438,1001.35871506,0.00000000,0.00000000,90.00000000); // 6) CreateObject(8558,2658.91650391,-3041.70947266,1001.35871506,0.00000000,0.00000000,180.00000000); // 7) CreateObject(8558,2618.93896484,-3041.70922852,1001.35871506,0.00000000,0.00000000,179.99450684); // CreateObject(8558,2579.22973633,-3041.67895508,1001.35871506,0.00000000,0.00000000,179.99450684); // 9) CreateObject(8558,2561.60351562,-3019.28930664,1001.35871506,0.00000000,0.00000000,90.00000000); // 10) CreateObject(8558,2561.60791016,-2979.25610352,1001.35871506,0.00000000,0.00000000,90.00000000); // 11) CreateObject(8558,2561.60058594,-2939.54589844,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2561.60351562,-3019.28906250,1001.35871506,0.00000000,0.00000000,90.00000000); // 13) CreateObject(8558,2583.98046875,-2978.90551758,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2658.91259766,-2978.71704102,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2622.16528320,-3019.43432617,1001.35871506,0.00000000,0.00000000,90.00000000); // 13) CreateObject(8558,2622.04321289,-2941.63378906,1001.35871506,0.00000000,0.00000000,90.00000000); // 13) CreateObject(1634,2621.95776367,-2959.33129883,1003.68449116,0.00000000,0.00000000,180.00000000); // 1) CreateObject(1634,2600.51269531,-2978.81298828,1003.68449116,0.00000000,0.00000000,270.00000000); // 2) CreateObject(1634,2622.16284180,-3003.88330078,1003.68449116,0.00000000,0.00000000,0.00000000); // 3) CreateObject(1634,2643.73681641,-2978.61230469,1003.68449116,0.00000000,0.00000000,90.00000000); // 4) CreateObject(8558,2581.15527344,-2958.77563477,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2581.12744141,-2942.96484375,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2583.78588867,-2960.45166016,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2582.97290039,-2940.23608398,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2601.40527344,-2942.78515625,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2613.96875000,-2972.66796875,1001.35871506,0.00000000,0.00000000,136.00000000); // 12) CreateObject(8558,2627.50952148,-2985.75268555,1001.35871506,0.00000000,0.00000000,136.00003052); // 12) CreateObject(8558,2662.98852539,-2997.44946289,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2662.98754883,-3020.35913086,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2660.61303711,-3000.07495117,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2660.71166992,-3021.18383789,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2642.74194336,-3020.76025391,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2617.92700195,-2982.91992188,1001.35871506,0.00000000,0.00000000,226.25000000); // 12) CreateObject(8558,2581.16992188,-2996.62011719,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2581.16650391,-3020.93725586,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2583.53076172,-2997.95751953,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2583.85302734,-3021.10888672,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2603.62939453,-3017.48510742,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2603.62231445,-3021.84985352,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2662.96679688,-2963.67480469,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2662.94287109,-2939.53588867,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2660.06127930,-2960.21826172,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2659.75219727,-2940.42773438,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2625.03808594,-2975.54052734,1001.35871506,0.00000000,0.00000000,226.24694824); // 12) CreateObject(8558,2639.40380859,-2941.73388672,1001.35871506,0.00000000,0.00000000,90.00000000); // 12) CreateObject(8558,2621.37939453,-2940.33618164,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,2621.35986328,-3021.18725586,1001.35871506,0.00000000,0.00000000,0.00000000); // 1) //Derby 2:------------------------------------------------------------------ CreateObject(8558,3795.19995117,-2472.10009766,48.00000000+952,0.00000000,0.00000000,0.00000000); // 1) CreateObject(8558,3830.60009766,-2472.10009766,48.00000000+952,0.00000000,0.00000000,0.00000000); // 2) CreateObject(8558,3828.19995117,-2454.30004883,48.00000000+952,0.00000000,0.00000000,90.00000000); // 3) CreateObject(8558,3797.60009766,-2454.30004883,48.00000000+952,0.00000000,0.00000000,90.00000000); // 4) CreateObject(8558,3795.19995117,-2436.80004883,48.00000000+952,0.00000000,0.00000000,0.00000000); // 5) CreateObject(8558,3830.60009766,-2436.80004883,48.00000000+952,0.00000000,0.00000000,0.00000000); // 6) CreateObject(8558,3849.30004883,-2454.30004883,48.00000000+952,0.00000000,0.00000000,90.00000000); // 7) CreateObject(8558,3777.69995117,-2454.30004883,48.00000000+952,0.00000000,0.00000000,90.00000000); // CreateObject(8558,3770.00000000,-2454.30004883,61.00000000+952,0.00000000,0.00000000,90.00000000); // 9) CreateObject(8558,3789.30004883,-2453.50000000,51.09999847+952,0.00000000,30.00000000,0.00000000); // 10) CreateObject(8558,3810.50000000,-2453.50000000,48.00000000+952,0.00000000,0.00000000,0.00000000); // 11) CreateObject(8558,3836.50000000,-2453.50000000,51.09999847+952,0.00000000,30.00000000,180.00000000); // 12) CreateObject(8558,3855.30004883,-2454.30004883,61.00000000+952,0.00000000,0.00000000,90.00000000); // 14) CreateObject(8558,3832.55004883,-2472.00000000,61.00000000+952,0.00000000,0.00000000,0.00000000); // 15) CreateObject(8558,3792.30004883,-2472.00000000,61.00000000+952,0.00000000,0.00000000,0.00000000); // 16) CreateObject(8558,3832.55004883,-2436.66992188,61.00000000+952,0.00000000,0.00000000,0.00000000); // 17) CreateObject(8558,3792.30004883,-2436.66992188,61.00000000+952,0.00000000,0.00000000,0.00000000); // 18) CreateObject(8558,3797.60009766,-2454.30004883,61.00000000+952,0.00000000,0.00000000,90.00000000); // 19) CreateObject(8558,3828.19995117,-2454.30004883,61.00000000+952,0.00000000,0.00000000,90.00000000); //20) return 1; }
1589
« Dátum: 2014. május 25. - 08:01:16 »
Szerintem így már sokkal átláthatóbb, hogy most van neki dizájnja.
1590
« Dátum: 2014. május 24. - 23:24:36 »
Így van! De sok szolgáltatónál látható a Non-profitos licensz, és látom hogy ti a szabályok szerint csináljátok stb. OFF: Elõre is gratulálok majd a 1.000 hozzászóláshoz!
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