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 - norbi1996

Oldalak: 1 2 3 [4]
46
Segítségkérés / Gamemode hiba.
« Dátum: 2013. április 19. - 15:08:42 »
Es azt honnan tudom letolteni?
Es aval fog meni a GM is?

47
Segítségkérés / Gamemode hiba.
« Dátum: 2013. április 19. - 14:16:19 »
A gamemoden valamiert nem fogadja az ekezetes betuket . PL: ha a PPC_PlayerComands-ba az egyik parancsnal atirok valamit magyarra azt valamiert kierrorolja.
Miert?
Ha valaki tudja a valszat az szoljon elore is kosz mindenkinek. :D

48
Segítségkérés / Error! Aki tud segitsen lecci:D
« Dátum: 2013. április 18. - 15:59:41 »
  //************************************************************************************************************************************
// Keep the values and assignments below this line to what they are
//************************************************************************************************************************************
// Define path to player\'s account-files
#define PlayerFile \"ServerData/Players/%s.ini\"
#define HouseFile \"ServerData/Houses/House%i.ini\"
#define CameraFile \"ServerData/Cameras/Camera%i.ini\"
#define BusinessFile \"ServerData/Business/Business%i.ini\"
#define BankFile \"ServerData/Bank/%s.ini\"
// Define vehicles
#define VehicleFlatbed         455 // Truck: Flatbed
#define VehicleDFT30         578 // Truck: DFT-30
#define VehicleCementTruck      524 // Truck: Cementtruck
#define VehicleLineRunner      403 // Truck: LineRunner
#define VehicleTanker         514 // Truck: Tanker
#define VehicleRoadTrain      515 // Truck: RoadTrain
#define VehicleTrailerCargo      435 // Trailer: cargo
#define VehicleTrailerCargo2   591 // Trailer: cargo
#define VehicleTrailerOre      450 // Trailer: Ore
#define VehicleTrailerFluids   584 // Trailer: Fluids
#define VehicleCoach         437 // Bus
#define VehicleShamal           519 // Plane: Shamal
#define VehicleNevada           553 // Plane: Nevada
#define VehicleStuntPlane       513 // Plane: Stuntplane
#define VehicleDodo             593 // Plane: Dodo
#define VehicleMaverick         487 // Helicopter: Maverick
#define VehicleCargobob         548 // Helicopter: Cargobob
#define VehiclePoliceLSPD       596 // Police Car Los Santos Police Department
#define VehiclePoliceSFPD       597 // Police Car San Fierro Police Department
#define VehiclePoliceLVPD       598 // Police Car Las Venturas Police Department
#define VehicleHPV1000          523 // Police motorcycle
#define VehiclePoliceRanger     599 // Police Ranger
#define VehicleSandKing         495 // Mafia-van: Sandking
#define VehicleMoonbeam         418 // Mafia-van: Moonbeam
#define VehicleBike             509 // Bike: Bike
#define VehicleBMX              481 // Bike: BMX
#define VehicleMountainBike     510 // Bike: Mountain Bike
#define VehicleFaggio           462 // Bike: Faggio
#define VehiclePizzaBoy         448 // Bike: Pizzaboy
#define VehicleBF400            581 // Bike: BF-400
#define VehicleNRG500           522 // Bike: NRG-500
#define VehiclePCJ600           461 // Bike: PCJ-600
#define VehicleFCR900           521 // Bike: FCR-900
#define VehicleFreeway          463 // Bike: Freeway
#define VehicleWayfarer         586 // Bike: Wayfarer
#define VehicleSanchez          468 // Bike: Sanchez
#define VehicleQuad             471 // Bike: Quad
#define VehicleCoastguard      472 // Boat: Coastguard
#define VehicleDinghy         473 // Boat: Dinghy
#define VehicleJetmax         493 // Boat: Jetmax
#define VehicleLaunch         595 // Boat: Launch
#define VehicleMarquis         484 // Boat: Marquis
#define VehiclePredator         430 // Boat: Predator
#define VehicleReefer         453 // Boat: Reefer
#define VehicleSpeeder         452 // Boat: Speeder
#define VehicleSquallo         446 // Boat: Squallo
#define VehicleTropic         454 // Boat: Tropic
#define VehicleRhino            432 // Tank: Rhino
#define VehiclePatriot          470 // Jeep: Patriot
#define VehicleTowTruck         525 // Towtruck
#define VehicleBurrito          482 // Van: Burrito
#define VehicleFaggio           462 // Bike: Faggio
#define VehicleBenson           499 // Truck: Benson
#define VehicleDozer            486 // Dozer
#define VehicleUtilityVan       552 // Utility Van
#define VehicleUtilityTrailer   611 // Utility trailer
#define VehicleDumper           406 // Dumper
#define VehicleYankee           456 // Yankee
#define VehicleBoxville         498 //Boxville1
#define VehiclePacker           443 //Packer
#define VehicleTrashmaster      408 // Kukás kocsi
#define VehicleLandstalker      400 // terepjáró
#define VehicleBarracks         433 // Katonai kamion
#define VehicleBerkley\'s RC Van 459 // Kisteherautó
#define VehicleRumpo            440 // Kisteherautó
#define VehiclePony             413 // Kisteherautó
#define VehiclePizza            448 // Pizzaboy (pizzásrobogó)
#define VehicleNrg              522 // NRG-500
#define VehicleInfernus         411 // Infi
#define VehicleCross            468 // Sanchez
// Define player-class AND vehicle statements to use for missions (PCV = PlayerClass and Vehicle)
#define PCV_TruckerOreTrailer         1
#define PCV_TruckerFluidsTrailer        2
#define PCV_TruckerCargoTrailer         3
#define PCV_TruckerCementTruck          4
#define PCV_TruckerNoTrailer            6
#define PCV_PilotPlane                  7
#define PCV_PilotHelicopter             8
#define PCV_MafiaVan                    9
#define PCV_TruckerDumper              10
#define PCV_TruckerMatya               11
#define PCV_TruckerKukas               12
#define PCV_TruckerPacker              13
#define PCV_TruckerKatona              14
// Define classes
#define ClassTruckDriver 1
#define ClassBusDriver 2
#define ClassPilot 3
#define ClassPolice 4
#define ClassMafia 5
#define ClassCourier 6
#define ClassAssistance 7
#define ClassRoadWorker 8
// Defines for truckers
#define Trucker_TimeToFailMission 60
// Defines for busdrivers
#define BusDriver_TimeToFailMission 60
// Defines for mafia
#define Mafia_TimeToFailMission 60
// Defines for all classes
#define Job_TimeToFailMission   60
// Define class-colors
#define ColorClassTruckDriver      0xDDDD2357 // Citromsárga
#define ColorClassBusDriver         0x7CFC00AA // Light blue
#define ColorClassPilot             0x33AA33AA // fekete
#define ColorClassPolice         0x0000FFFF // Blue
#define ColorClassMafia            0x8000FFFF // Purple
#define ColorClassCourier           0xFF0080FF // Pink
#define ColorClassAssistance        0x80FF00FF // Dark green
#define ColorClassRoadWorker        0xFFFF80FF // Light yellow
// Define Dialogs
#define DialogRegister            1
#define DialogLogin               2
#define DialogStats                 3
#define DialogStatsOtherPlayer      4
#define DialogRules                 5
#define DialogReports               6
#define DialogStatsHouse             7
#define DialogStatsGoHouse          8
#define DialogStatsGoBusiness       9
#define DialogRescue                11
#define DialogBuyLicenses           12
#define DialogTruckerJobMethod      21
#define DialogTruckerSelectLoad     22
#define DialogTruckerStartLoc       23
#define DialogTruckerEndLoc         24
#define DialogBusJobMethod          31
#define DialogBusSelectRoute        32
#define DialogCourierSelectQuant    41
#define DialogBike                  101
#define DialogCar                   102
#define DialogPlane                 103
#define DialogTrailer               104
#define DialogRentCarClass          105
#define DialogRentCar              106
#define DialogBoat                  107
#define DialogWeather               201
#define DialogCarOption             202
#define DialogSelectConvoy          401
#define DialogConvoyMembers         402
#define DialogPlayerCommands        501
#define DialogPrimaryCarColor       502
#define DialogSedundaryCarColor     503
#define DialogHouseMenu             601
#define DialogUpgradeHouse          602
#define DialogGoHome                603
#define DialogHouseNameChange       604
#define DialogSellHouse             605
#define DialogBuyCarClass           606
#define DialogBuyCar                607
#define DialogSellCar               608
#define DialogBuyInsurance          609
#define DialogGetCarSelectHouse     610
#define DialogGetCarSelectCar       611
#define DialogUnclampVehicles       612
#define DialogCreateBusSelType      701
#define DialogBusinessMenu          702
#define DialogGoBusiness            703
#define DialogBusinessNameChange    704
#define DialogSellBusiness          705
#define DialogBankPasswordRegister  801
#define DialogBankPasswordLogin     802
#define DialogBankOptions           803
#define DialogBankDeposit           804
#define DialogBankWithdraw          805
#define DialogBankTransferMoney     806
#define DialogBankTransferName        807
#define DialogBankCancel            808
#define DialogHelpItemChosen        901
#define DialogHelpItem              902
#define DialogOldPassword           1001
#define DialogNewPassword           1002
#define DialogConfirmPassword        1003
#define DialogNoResponse            25000
// Define the maximum amount of convoys at the same time
#define MAX_CONVOYS                 8
#define CONVOY_MAX_MEMBERS          65
#define CONVOY_EMPTY                0
#define CONVOY_OPEN                 1
#define CONVOY_FULL                2
#define CONVOY_CLOSED               3
// Define messagecolors
#define ColorRed 0xFF0000FF
#define ColorGreen 0x00FF00FF
#define ColorBlue 0x0000FFFF
// Define Virtual Worlds
#define WORLD_JAIL 10254
// Define options for admins
#define AutoKickAfterWarn           1 // Define if the player gets kicked after a certain amount of warnings
#define AutoKickWarnings            3 // Define the amount of warnings before a player is kicked automatically
// Define spectate modes
#define ADMIN_SPEC_TYPE_NONE 0
#define ADMIN_SPEC_TYPE_PLAYER 1
#define ADMIN_SPEC_TYPE_VEHICLE 2
// Create some global variables that are used to display large dialogs
new DialogMsg5000[5000];
// These variables are only used during the GameModeInit, they are used for debugging purposes
// A variable to hold the ID of every vehicle (used to record the last ID of a vehicle, for debugging)
new LastVehicleID;
// A variable to hold the ID of every object (used to record the last ID of an object, for debugging)
new LastObjectID;
// A variable to hold the total amount of houses that are loaded
new TotalHouses;
// A variable that holds the last speedcam-id
new TotalCameras;
// A variable that holds the total amount of businesses loaded
new TotalBusiness;
// This variable holds the number of the last TimedMessage that was sent to all players
new LastTimedMessage;
// This array holds all timed messages that will be sent every few minutes
new ATimedMessages[][128] =
{
   {TXT_TimedRefuel},
   {TXT_TimedConvoy},
   {TXT_TimedGohome},
   {TXT_TimedRentCar},
   {TXT_TimedLicense},
   {TXT_TimedSpeedTraps},
   {TXT_TimedGoBusiness}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
};
// Holds the data about the random bonus mission
enum TRandomBonusMission
{
   RandomLoad, // Holds the random LoadID
   RandomStartLoc, // Holds the random StartLocation ID
   RandomEndLoc, // Holds the random EndLocation ID
   bool:MissionFinished // Holds true if the bonus mission has been completed by someone, a new random mission will be chosen next
}
// Create one random bonus mission
new RandomBonusMission[TRandomBonusMission];
// Holds the admin-levelnames
new AdminLevelName[7][25] =
{
   {\"Player\"}, // Admin-level 0
   {\"Moderátor\"}, // Admin-level 1
   {\"Segéd-admin\"}, // Admin-level 2
   {\"Admin\"}, // Admin-level 3
   {\"csak van\"}, // Admin-level 4
   {\"Fõadmin\"}, // Admin-level 5
   {\"Scripter/Tulaj\"} //Admin-Level 6
};
// Holds the reference to the pickup that can reward you with a trucker/busdriver license
new Pickup_License;
// Setup a custom type that holds the data of pickups
enum TPickupData
{
   Float:pux,
   Float:puy,
   Float:puz,
   PickupID
}
// Holds the data for pickups for refuelling (maximum 50 refuel-pickups)
new ARefuelPickups[50][TPickupData];
// Holds the data for pickups for 3 cardealers
new ACarDealerPickups[3][TPickupData];
// Setup a custom type that holds all data about toll-boots
enum TTollGate
{
   GateID, // Holds the object-id of the gate
   TollPrice, // Holds the price for passing the gate
   GateStatus, // Holds the status of the gate (open = 1, closed = 0)
   Float:OpenX, // Holds the coordinates when the gate is opened
   Float:OpenY, // Holds the coordinates when the gate is opened
   Float:OpenZ, // Holds the coordinates when the gate is opened
   Float:CloseX, // Holds the coordinates when the gate is closed
   Float:CloseY, // Holds the coordinates when the gate is closed
   Float:CloseZ // Holds the coordinates when the gate is closed
}
new ATollGates[MAX_TOLLGATES][TTollGate];
// Setup a custom type that holds all data about spikestrips
enum TSpikeStrip
{
   SpikeTime, // This holds the time left when the spikestrip automatically disappears
   SpikeTimer, // This holds the reference to the timer for spikestrips
   SpikeObject, // This holds the ObjectID of the spikestrip object
   Float:SpikeX, // This holds the X coordinates of the spikestrip
   Float:SpikeY, // This holds the Y coordinates of the spikestrip
   Float:SpikeZ // This holds the Z coordinates of the spikestrip
}
new ASpikeStrips[MAX_SPIKESTRIPS][TSpikeStrip];
// Setup a custom type that holds all data about a speedcamera
enum TSpeedCamera
{
   Float:CamX, // Holds the X-coordinate of the camera
   Float:CamY, // Holds the Y-coordinate of the camera
   Float:CamZ, // Holds the Z-coordinate of the camera
   Float:CamAngle, // Holds the Angle of the camera
   CamSpeed, // Holds the maximum speed allowed to pass this camera without being caught
   CamObj1, // Holds the reference to the first camera object
   CamObj2 // Holds the reference to the second camera object
}
new ACameras[100][TSpeedCamera];
// Setup a custom type to hold all data about a convoy
enum TConvoyData
{
   Members[CONVOY_MAX_MEMBERS], // This array holds the playerid\'s of all members (at index 0, the leader is stored), so a convoy can hold 1 leader and 9 members
   LoadID, // Holds the ID of the load
   Location1, // Holds the location-id of the start-location
   Location2, // Holds the location-id of the end-location
   Status, // Holds the status of the convoy (1 = open, 2 = full, 3 = closed, 0 = empty)
   ConvoyStep, // Holds the jobstep for the entire convoy
   TrailerModel, // Holds the trailer-model required by the convoy
   bool:LeaderInformedTrailers, // Is used to inform the leader ONCE if all members failed to have the same trailer
   Text:ConvoyTextLeader, // This is the textdraw for the leader of the convoy
   Text:ConvoyTextMember, // This is the textdraw for all members of the convoy
   ConvoyTimer // This convoy-timer checks everything for the whole convoy
}
// Setup an array which holds all data for every convoy
new AConvoys[MAX_CONVOYS][TConvoyData];
// Setup a custom type to hold all data about a vehicle
enum TVehicleData
{
   bool:MafiaLoad, // Holds True if the vehicle (or trailer) is carrying a mafia-wanted load
   Fuel, // Holds the amount of fuel for this vehicle
   BelongsToHouse, // Holds the HouseID to which this vehicle belongs
   bool:StaticVehicle, // Holds true if this is a static vehicle
   bool:Owned, // Holds true if the vehicle is owned by somebody
   Owner[24], // Holds the name of the owned of the vehicle
   Model, // Holds the vehicle-model of this vehicle
   PaintJob, // Holds the ID of the paintjob applied to the vehicle
   Components[14], // Holds all Component-ID\'s for all components on the vehicle
   Color1, // Holds the primary color for this vehicle
   Color2, // Holds the secundairy color for this vehicle
   Float:SpawnX, // Holds the X-coordinate of the parking spot for this vehicle
   Float:SpawnY, // Holds the Y-coordinate of the parking spot for this vehicle
   Float:SpawnZ, // Holds the Z-coordinate of the parking spot for this vehicle
   Float:SpawnRot, // Holds the rotation of the parking spot for this vehicle
   bool:Clamped // Holds \"true\" if the vehicle is clamped by an admin
}
// Setup an array which holds all data for every vehicleid, max 2000 vehicles (server limit)
new AVehicleData[2000][TVehicleData];
// Setup a custom type that holds all data for businesses
enum TBusinessData
{
   PickupID, // Holds the pickup-id that is linked to this business
   Text3D:DoorText, // Holds the reference to the 3DText above the business\'s pickup
   MapIconID, // Holds the ID of the mapicon for the business
   BusinessName[100], // Holds the name of the business (this will be displayed above the pickup near the business when it\'s owned)
   Float:BusinessX, // Holds the X-coordinate of the pickup for the Business
   Float:BusinessY, // Holds the Y-coordinate of the pickup for the Business
   Float:BusinessZ, // Holds the Z-coordinate of the pickup for the Business
   BusinessType, // Holds the type of business (well stacked pizza, burger shot, ...), this defines which icon and interior to use
   BusinessLevel, // Holds the level of upgrades the business has
   LastTransaction, // Holds the amount of minutes when the last transaction took place (buying the business or retrieving the money by the owner)
   bool:Owned, // Holds true if the Business is owned by somebody
   Owner[24] // Holds the name of the owner of the Business
}
// Holds the data for all houses
new ABusinessData[MAX_BUSINESS][TBusinessData];
// This variable holds the business-time (this value is increased every hour and is used to calculate the amount of money a business
// has generated after the last transaction of the business)
new BusinessTransactionTime;
// Setup a custom type that holds all data for houses
enum THouseData
{
   PickupID, // Holds the pickup-id that is linked to this house
   Text3D:DoorText, // Holds the reference to the 3DText above the house\'s pickup
   MapIconID, // Holds the ID of the mapicon for the house
   HouseName[100], // Holds the name of the house (this will be displayed above the pickup near the house when it\'s owned)
   Insurance, // Holds \"1\" if the house has an insurance for the vehicles belonging to this house
   Float:HouseX, // Holds the X-coordinate of the pickup for the house
   Float:HouseY, // Holds the Y-coordinate of the pickup for the house
   Float:HouseZ, // Holds the Z-coordinate of the pickup for the house
   HouseLevel, // Holds the level of upgrades the house has (also defines how many vehicles can currently be added to the house)
   HouseMaxLevel, // Holds the maximum level this house can be upgraded to
   HousePrice, // Holds the price for buying the house, the same price applies when upgrading a house per level
   bool:Owned, // Holds true if the house is owned by somebody
   Owner[24], // Holds the name of the owner of the house
   bool:HouseOpened, // Holds true if the house is open to the public (anyone can enter), false means: only the owner can enter it
   VehicleIDs[10] // Holds the vehicle-id\'s of the vehicles linked to this house
}
// Holds the data for all houses
new AHouseData[MAX_HOUSES][THouseData];
// Setup a custom type that holds all data about a house-interior (selected when entering a house, based on the house-level)
enum THouseInterior
{
   InteriorName[50], // Holds the name of the interior
   InteriorID, // Holds the interior-id
   Float:IntX, // Holds the X-coordinate of the spawn-location where you enter the house
   Float:IntY, // Holds the Y-coordinate of the spawn-location where you enter the house
   Float:IntZ // Holds the Z-coordinate of the spawn-location where you enter the house
}
// Holds the data for all interiors for houses
new AHouseInteriors[][THouseInterior] =
{
   {\"Dummy\",             0,       0.0,       0.0,       0.0}, // Dummy interior (Level 0), as the house-level starts at 1
   {\"Small motel room\",    10,    2262.83,    -1137.71,    1050.63}, // Level 1
   {\"Small house\",       2,       2467.36,    -1698.38,    1013.51}, // Level 2
   {\"Small house 2\",       1,       223.00,    1289.26,    1082.20}, // Level 3
   {\"Medium house\",       10,    2260.76,    -1210.45,    1049.02}, // Level 4
   {\"Medium house 2\",      8,       2365.42,    -1131.85,    1050.88}, // Level 5
   {\"Duplex house\",      12,    2324.33,    -1144.79,    1050.71}, // Level 6
   {\"Big house\",          15,    295.14,    1474.47,    1080.52}, // Level 7
   {\"Big duplex house\",    3,       235.50,    1189.17,    1080.34}, // Level 8
   {\"Huge house\",          7,       225.63,    1022.48,    1084.07}, // Level 9
   {\"Mansion\",          5,       1299.14,    -794.77,    1084.00} // Level 10
};
// Setup a custom type that holds all data about a business
enum TBusinessType
{
   InteriorName[50], // Holds the name of the interior
   InteriorID, // Holds the interior-id
   Float:IntX, // Holds the X-coordinate of the spawn-location where you enter the business
   Float:IntY, // Holds the Y-coordinate of the spawn-location where you enter the business
   Float:IntZ, // Holds the Z-coordinate of the spawn-location where you enter the business
   BusPrice, // Holds the price for the business
   BusEarnings, // Holds the earnings for this type of business
   IconID // Holds the icon-id which represents the business
}
// Holds the data for all interiors for businesses
new ABusinessInteriors[][TBusinessType] =
{
   {\"Dummy\",             0,       0.0,       0.0,       0.0,      0,         0,      0}, // Dummy business (Type 0)
   {\"bolt (Small)\",       6,       -26.75,    -55.75,    1003.6,      500000,      60,      52}, // Type 1 (earnings per day: $1200)
   {\"bolt (Medium)\",       18,    -31.0,       -89.5,       1003.6,      750000,      85,      52}, // Type 2 (earnings per day: $1900)
   {\"Bár\",             11,    502.25,    -69.75,    998.8,      550000,      65,      49}, // Type 3 (earnings per day: $1800)
   {\"Barber (Small)\",       2,       411.5,       -21.25,    1001.8,      400000,      45,      7}, // Type 4 (earnings per day: $1500)
   {\"Barber (Medium)\",      3,       418.75,    -82.5,       1001.8,      800000,      85,      7}, // Type 5 (earnings per day: $1500)
   {\"Betting shop\",       3,       833.25,    7.0,       1004.2,      1800000,   190,   52}, // Type 6 (earnings per day: $4300)
   {\"Hambruger\",         10,    363.5,       -74.5,       1001.5,      150000,      20,      10}, // Type 7 (earnings per day: $500)
   {\"Casino (4 Dragons)\",    10,    2017.25,    1017.75,    996.9,      3500000,   360,   44}, // Type 8 (earnings per day: $9000)
   {\"Casino (Caligula\'s)\", 1,       2234.0,    1710.75,    1011.3,      3500000,   360,   25}, // Type 9 (earnings per day: $9000)
   {\"Casino (Small)\",       12,    1133.0,    -9.5,       1000.7,      2500000,   260,   43}, // Type 10 (earnings per day: $6000)
   {\"Clothing (Binco)\",    15,    207.75,    -109.0,    1005.2,      850000,      90,      45}, // Type 11 (earnings per day: $2100)
   {\"Clothing (Pro)\",       3,       207.0,       -138.75,    1003.5,      850000,      90,      45}, // Type 12 (earnings per day: $2100)
   {\"Clothing (Urban)\",    1,       203.75,    -48.5,       1001.8,      850000,      90,      45}, // Type 13 (earnings per day: $2100)
   {\"Clothing (Victim)\",    5,       226.25,    -7.5,       1002.3,      850000,      90,      45}, // Type 14 (earnings per day: $2100)
   {\"Clothing (ZIP)\",      18,    161.5,       -92.25,    1001.8,      850000,      90,      45}, // Type 15 (earnings per day: $2100)
   {\"Cluckin\' Bell\",      9,      365.75,    -10.75,     1001.9,      900000,      95,      14}, // Type 16 (earnings per day: $2300)
   {\"Disco (Small)\",       17,    492.75,      -22.0,       1000.7,      1400000,   145,   48}, // Type 17 (earnings per day: $3500)
   {\"Disco (Large)\",       3,       -2642.0,    1406.5,    906.5,      1800000,   185,   48}, // Type 18 (earnings per day: $3800)
   {\"Gym (LS)\",          5,       772.0,       -3.0,       1000.8,      550000,      60,      54}, // Type 19 (earnings per day: $1400)
   {\"Gym (SF)\",          6,       774.25,    -49.0,       1000.6,      550000,      60,      54}, // Type 20 (earnings per day: $1400)
   {\"Gym (LV)\",          7,       774.25,    -74.0,       1000.7,      550000,      60,      54}, // Type 21 (earnings per day: $1400)
   {\"Motel\",             15,    2216.25,    -1150.5,    1025.8,      1500000,   160,   37}, // Type 22 (earnings per day: $4000)
   {\"RCbolt\",          6,       -2238.75,    131.0,       1035.5,      600000,      65,      46}, // Type 23 (earnings per day: $1500)
   {\"Szexbolt\",          3,       -100.25,    -22.75,    1000.8,      950000,      100,   38}, // Type 24 (earnings per day: $2500)
   {\"Slaughterhouse\",       1,       933.75,    2151.0,    1011.1,      700000,      75,      50}, // Type 25 (earnings per day: $1600)
   {\"Stadion (roncsderby)\", 15,    -1394.25,    987.5,       1024.0,      2000000,   210,   33}, // Type 26 (earnings per day: $4500)
   {\"Stadion (rally)\", 14,    -1410.75,    1591.25,    1052.6,      2000000,   210,   33}, // Type 27 (earnings per day: $4500)
   {\"Stadion (verseny)\",    7,       -1396.0,    -208.25,    1051.2,      2000000,   210,   33}, // Type 28 (earnings per day: $4500)
   {\"Stadion (Corss)\",     4,       -1425.0,    -664.5,    1059.9,      2000000,   210,   33}, // Type 29 (earnings per day: $4500)
   {\"Striptizbár (Small)\",    3,       1212.75,    -30.0,       1001.0,      900000,      95,      48}, // Type 30 (earnings per day: $2000)
   {\"Sztriptizbár (Large)\",    2,       1204.75,    -12.5,       1001.0,      1050000,   105,   48}, // Type 31 (earnings per day: $2300)
   {\"Tetováló\",          16,    -203.0,    -24.25,    1002.3,      650000,      70,      39}, // Type 32 (earnings per day: $1600)
   {\"Pizzéria\",             5,       372.25,    -131.50,    1001.5,      750000,      80,      29} // Type 33 (earnings per day: $1800)
};
// This holds all data about a report
enum TReport
{
   bool:ReportUsed, // Holds true if this report-spot has been used
   ReportName[24], // Holds the name of the offender
   ReportReason[128] // Holds the reason why he\'s been reported
}
// This array holds all data about the recent 50 reports that have been reported
new AReports[50][TReport];
new ReportList[5000]; // Setup an array to holds the reports for the report-dialog
// Setup all the fields required for the player data (Speedometer TextDraw, current job, ...)
enum TPlayerData
{
   PlayerPassword[50], // Holds the password of the player\'s account
   PlayerNewPassword[50], // Holds the new password for the player
   PlayerLevel, // The admin-level of the player
   PlayerJailed, // Holds jail-time left for this player
   PlayerJailedTimer, // Holds the reference to the jail-timer
   PlayerFrozen, // Holds the time this player is frozen
   PlayerFrozenTimer, // Holds the reference to the frozen-timer
   Warnings, // Holds the number of warnings for this player
   Bans, // Holds the number of bans for this player
   BanTime, // Holds the time where the player is unbanned automatically (when the ban is over)
   bool:LoggedIn, // Holds true if the player has properly logged in
   bool:Muted, // Holds \"true\" if the player is muted
   bool:RulesRead, // Holds \"true\" if the player accepted the rules
   AutoReportTime, // Used to prevent the anti-hack system reporting the player every half a second when the player uses hacks
   TruckerLicense, // Holds \"1\" if the player has acquired his truckers-license
   BusLicense, // Holds \"1\" if the player has acquired his busdriver license
   PlayerMoney, // Holds the money of this player
   PlayerScore, // Holds the score of this player
   PlayerName[24], // Holds the name of the player
   Houses[MAX_HOUSESPERPLAYER], // Holds the HouseID\'s of the houses that the player owns (index of the AHouseData array)
    CurrentHouse, // Holds the HouseID to track in which house the player currently is (used when accessing the housemenu)
   Business[MAX_BUSINESSPERPLAYER], // Holds the BusinessID\'s of the business that the player owns
   CurrentBusiness, // Holds the BusinessID to track in which business the player currently is (used when accessing the businessmenu)
   PlayerClass, //Holds the Class that the player chose (1 = truckdriver, 2 = taxidriver, ... -> see DEFINES)
   SpectateID, // Holds the ID of the other player which this player is spectating
   SpectateVehicle, // If the target player is inside a vehicle, store it here
   SpectateType, // Holds the type of spectating (none, player or vehicle)
   Float:PreviousX, // Holds the previous X location of the player (used to detect airbreak hacks)
   Float:PreviousY, // Holds the previous Y location of the player (used to detect airbreak hacks)
   Float:PreviousZ, // Holds the previous Z location of the player (used to detect airbreak hacks)
   PreviousInt, // Holds the previous interior id (used to detect airbreak hacks)
   StatsTruckerJobs, // Holds the number of succesfully completed trucker-missions
   StatsConvoyJobs, // Holds the number of completed trucking-routes when in a convoy
   StatsBusDriverJobs, // Holds the number of completed busroutes
   StatsPilotJobs, // Holds the number of completed pilot-missions
   StatsMafiaJobs, // Holds the number of completed mafia-missions
   StatsMafiaStolen, // Holds the number of succesfully deliveries of stolen mafialoads
   StatsPoliceFined, // Holds the number of fined players for police
   StatsPoliceJailed, // Holds the number of jailed players for police
   StatsCourierJobs, // Holds the number of completed courier-jobs
   StatsAssistance, // Holds the number of player-vehicles that this player has repaired/refuelled
   StatsRoadworkerJobs, // Holds the number of completed roadworker jobs
   Float:StatsMetersDriven, // Holds the total kilometers that the player has driven already
   Text:SpeedometerText, // The TextDraw of the speedometer for this player
   Text:FuelGauge, // The textdraw of the fuel-gauge for this player
   SpeedometerTimer, // Holds the reference to the speedometer timer for this player
   PlayerSpeed, // Holds the speed of the player
   PlayerCaughtSpeeding, // This holds a value to prevent being caught multiple times by the same speedcamera
   Timer_PoliceCanJailMe, // This holds a reference to the timer which is started when the player got warned by a police player
   Value_PoliceCanJailMe, // This holds the remaining time for the Timer_PoliceCanJailPlayer timer
   bool:PoliceCanJailMe, // This holds \"true\" when the player was warned by a police player but didn\'t stop before the timer ran out
   bool:PoliceWarnedMe, // This holds \"true\" is the player got caught by a police player and got at least one warning
   bool:AssistanceNeeded, // Holds \"true\" is the player called for assistance
   bool:JobStarted, // States that the player has started a job or not
   Text:MissionText, // Displays the mission info at the bottom of the screen
   JobID, // Mission ID of the job (in the appropriate array, based on the PlayerClass), not used by truckers
   JobStep, // Current step of the job (for trucker: 1 = going to load, 2 = delivering goods to destination)
   Passengers, // Holds the number of passengers (used for busdriver, taxi classes)
   PlayerCheckTimer, // A special timer used by certain classes (police, mafia) to check players every second if they\'re wanted/carrying mafialoads
   LoadingTimer, // The timer used for loading and unloading during jobs
   VehicleTimer, // The timer used to check if the player exited his vehicle or lost his trailer for more than 60 seconds
   VehicleTimerTime, // Holds the remaining seconds for the vehicletimer
   VehicleID, // Holds the ID of the vehicle that the player is driving during his job
   TrailerID, // Holds the ID of the trailer that the player has attached during his job (is 0 if no trailer attached)
   LoadID, // Holds the ID of the load
   JobLoc1, // Holds the LocationID where to pickup the load (used in trucking missions)
   JobLoc2, // Holds the LocationID where to deliver the load (used in trucking missions)
   bool:Overloaded, // Holds True if the player\'s vehicle is overloaded (wanted level increases by 2)
   bool:MafiaLoad, // Holds True is the player\'s load is wanted by the mafia
   bool:MafiaLoadHijacked, // Holds true if the mafia-player has hijacked a mafia-load
   bool:InConvoy, // Holds true if the player has joined a convoy already
   ConvoyID, // Holds the ID of the convoy where this player is a member
   CourierHouses[11], // This holds up to 10 HouseID\'s for use during Courier-missions
   CourierMaxStep, // This holds the max number of houses to deliver packages to
   DialogFirstItem, // Holds the first array-index where a split dialog must start
   DialogCarFirstCar, // Holds the first array-index where the carlist should start when the player asks to choose a car to spawn (\"/car\")
   DialogPlaneFirstPlane, // Holds the first array-index where the planelist should start when the player asks to choose a plane to spawn (\"/plane\")
   DialogTrailerFirstTrailer, // Holds the first array-index where the trailerlist should start when the player asks to choose a trailer to spawn (\"/trailer\")
   DialogRentVClass, // Holds the ID of the chosen vehicle class to process when renting a vehicle
   DialogRentCarIndex, // Holds the index in the ABuyableVehicles array which vehicle the player chose to rent
   DialogBuyVClass, // Holds the ID of the chose vehicle class to process when buying a vehicle
   DialogBuyCarIndex, // Holds the index in the ABuyableVehicles array which vehicle the player chose to buy
   DialogGetCarHouseID, // Holds the HouseID from which to get a vehicle when using /getcar
   DialogOtherPlayer, // Holds the id of the other player when viewing that other player\'s stats
   DialogOtherPlayerHouse, // Holds the HouseID of the other player when viewing the stats for that house
   BankPassword[24], // Bank-system: Used to hold the password to your bank-account
   bool:BankLoggedIn, // Bank-system: Used to determine if you have logged in to your bank account
   BankMoney, // Bank-system: Used to hold the money in your bank-account
   UseMoney, // Bank-system: Used to hold the money you\'re be transferring to another player\'s account
   LastIntrestTime, // Bank-system: Used to hold the last time where your bank account has received intrest
   RentedVehicleID // Holds the vehicle-id of the rented vehicle (if any)
}
// Create an array to hold the playerdata for every player
new APlayerData[MAX_PLAYERS][TPlayerData];
// This variable holds the intrest-time (this value is increased every hour
// and is used to calculate the intrest you receive on your bank account
new CurrentIntrestTime;
// Setup all the fields for a spawnlocation
enum TSpawnLocation
{
   Float:SpawnX,
   Float:SpawnY,
   Float:SpawnZ,
   Float:SpawnAngle
}
// Setup spawnlocations for each class (when selecting \"Spawn\" at class-selection, a random spawnlocation is selected)
new ASpawnLocationsTrucker[][TSpawnLocation] =
{
   {-525.0, -502.0, 26.0, 0.0}, // Fallen Tree Depó
   {-74.7, -1137.5, 4.5, 0.0}, // Flint Trucking Depó
   {1457.0, 975.5, 11.0, 0.0}, // LVA Freight Depó
   {-2136.0, -247.5, 36.5, 270.0}, // Doherty Depó
   {1766.5, -2040.7, 14.0, 270.0}, // El Corona Depó
   {-546.0, 2594.0, 54.0, 270.0}, // Las Payasdas Depó
   {332.0, 900.0, 25.0, 205.0}, // Bánya
   {-1575.0, -2724.0, 49.0, 146.0}, // Shady Creek Depó
   {4414.4, 597.8, 57.4, 0.0}, // Lv szigeti depó
    {2925.9, -2452.4, 9.0, 0.0} // Ls dokkoki depó
};
new ASpawnLocationsBusDriver[][TSpawnLocation] =
{
   {1809.0, -1905.0, 13.6, 90.0}, // Los Santos busdepot
   {-1983.0, 110.0, 27.7, 180.0}, // San Fierro busdepot
   {1060.0, 1260.0, 11.0, 270.0} // Las Venturas busdepot
};
new ASpawnLocationsPilot[][TSpawnLocation] =
{
   {2010.0, -2345.0, 13.6, 90.0}, // Los Santos airport
   {-1211.0, -105.0, 14.2, 135.0}, // San Fierro airport
   {1630.0, 1615.0, 10.9, 90.0} // Las Venturas airport
};
new ASpawnLocationsPolice[][TSpawnLocation] =
{
   {1568.5, -1693.5, 6.0, 180.0}, // Los Santos police station
   {-1590.0, 716.25, -5.0, 270.0}, // San Fierro police station
   {2275.0, 2460.0, 10.9, 90.0} // Las Venturas police station
};
new ASpawnLocationsMafia[][TSpawnLocation] =
{
   {2822.5, 898.5, 10.8, 0.0} // Mafia hideout
};
new ASpawnLocationsCourier[][TSpawnLocation] =
{
   {798.0, -618.75, 16.4, 0.0}, // Los Santos
   {-1849.25, -135.0, 12.0, 90.0}, // San Fierro
   {1050.5, 1931.0, 10.9, 270.0}, // Las Venturas
   {-2197.1, -2154.8, 46.8, 0.0} // Chilliadi depó
};
new ASpawnLocationsAssistance[][TSpawnLocation] =
{
   {211.25, 24.75, 2.6, 270.0}
};
new ASpawnLocationsRoadWorker[][TSpawnLocation] =
{
   {-1866.25, -1715.25, 22.7, 125.0} // Junkyard
};
// Setup an array that holds all prices for vehicle-components
new AVehicleModPrices[] =
{
   400, // ID 1000, Spoiler Pro                        Certain Transfender cars
   550, // ID 1001, Spoiler Win                        Certain Transfender cars
   200, // ID 1002, Spoiler Drag                        Certain Transfender cars
   250, // ID 1003, Spoiler Alpha                        Certain Transfender cars
   100, // ID 1004, Hood Champ Scoop                     Certain Transfender cars
   150, // ID 1005, Hood Fury Scoop                     Certain Transfender cars
   80, // ID 1006, Roof Roof Scoop                        Certain Transfender cars
   500, // ID 1007, Sideskirt Right Sideskirt               Certain Transfender cars
   500, // ID 1008, Nitro 5 times                        Most cars, Most planes and Most Helicopters
   200, // ID 1009, Nitro 2 times                        Most cars, Most planes and Most Helicopters
   1000, // ID 1010, Nitro 10 times                          Most cars, Most planes and Most Helicopters
   220, // ID 1011, Hood Race Scoop                         Certain Transfender cars
   250, // ID 1012, Hood Worx Scoop                         Certain Transfender cars
   100, // ID 1013, Lamps Round Fog                         Certain Transfender cars
   400, // ID 1014, Spoiler Champ                           Certain Transfender cars
   500, // ID 1015, Spoiler Race                            Certain Transfender cars
   200, // ID 1016, Spoiler Worx                            Certain Transfender cars
   500, // ID 1017, Sideskirt Left Sideskirt                Certain Transfender cars
   350, // ID 1018, Exhaust Upswept                         Most cars
   300, // ID 1019, Exhaust Twin                            Most cars
   250, // ID 1020, Exhaust Large                           Most cars
   200, // ID 1021, Exhaust Medium                        Most cars
   150, // ID 1022, Exhaust Small                        Most cars
   350, // ID 1023, Spoiler Fury                            Certain Transfender cars
   50, // ID 1024, Lamps Square Fog                     Certain Transfender cars
   1000, // ID 1025, Wheels Offroad                     Certain Transfender cars
   480, // ID 1026, Sideskirt Right Alien Sideskirt         Sultan
   480, // ID 1027, Sideskirt Left Alien Sideskirt            Sultan
   770, // ID 1028, Exhaust Alien                            Sultan
   680, // ID 1029, Exhaust X-Flow                        Sultan
   370, // ID 1030, Sideskirt Left X-Flow Sideskirt          Sultan
   370, // ID 1031, Sideskirt Right X-Flow Sideskirt         Sultan
   170, // ID 1032, Roof Alien Roof Vent                  Sultan
   120, // ID 1033, Roof X-Flow Roof Vent                    Sultan
   790, // ID 1034, Exhaust Alien                        Elegy
   150, // ID 1035, Roof X-Flow Roof Vent                  Elegy
   500, // ID 1036, SideSkirt Right Alien Sideskirt          Elegy
   690, // ID 1037, Exhaust X-Flow                        Elegy
   190, // ID 1038, Roof Alien Roof Vent                  Elegy
   390, // ID 1039, SideSkirt Right X-Flow Sideskirt         Elegy
   500, // ID 1040, SideSkirt Left Alien Sideskirt            Elegy
   390, // ID 1041, SideSkirt Right X-Flow Sideskirt         Elegy
   1000, // ID 1042, SideSkirt Right Chrome Sideskirt         Broadway
   500, // ID 1043, Exhaust Slamin                           Broadway
   500, // ID 1044, Exhaust Chrome                        Broadway
   510, // ID 1045, Exhaust X-Flow                        Flash
   710, // ID 1046, Exhaust Alien                        Flash
   670, // ID 1047, SideSkirt Right Alien Sideskirt          Flash
   530, // ID 1048, SideSkirt Right X-Flow Sideskirt         Flash
   810, // ID 1049, Spoiler Alien                        Flash
   620, // ID 1050, Spoiler X-Flow                           Flash
   670, // ID 1051, SideSkirt Left Alien Sideskirt           Flash
   530, // ID 1052, SideSkirt Left X-Flow Sideskirt         Flash
   130, // ID 1053, Roof X-Flow                        Flash
   210, // ID 1054, Roof Alien                           Flash
   230, // ID 1055, Roof Alien                           Stratum
   520, // ID 1056, Sideskirt Right Alien Sideskirt         Stratum
   430, // ID 1057, Sideskirt Right X-Flow Sideskirt         Stratum
   620, // ID 1058, Spoiler Alien                        Stratum
   720, // ID 1059, Exhaust X-Flow                        Stratum
   530, // ID 1060, Spoiler X-Flow                        Stratum
   180, // ID 1061, Roof X-Flow                        Stratum
   520, // ID 1062, Sideskirt Left Alien Sideskirt            Stratum
   430, // ID 1063, Sideskirt Left X-Flow Sideskirt         Stratum
   830, // ID 1064, Exhaust Alien                        Stratum
   850, // ID 1065, Exhaust Alien                        Jester
   750, // ID 1066, Exhaust X-Flow                        Jester
   250, // ID 1067, Roof Alien                           Jester
   200, // ID 1068, Roof X-Flow                        Jester
   550, // ID 1069, Sideskirt Right Alien Sideskirt         Jester
   450, // ID 1070, Sideskirt Right X-Flow Sideskirt         Jester
   550, // ID 1071, Sideskirt Left Alien Sideskirt            Jester
   450, // ID 1072, Sideskirt Left X-Flow Sideskirt         Jester
   1100, // ID 1073, Wheels Shadow                        Most cars
   1030, // ID 1074, Wheels Mega                        Most cars
   980, // ID 1075, Wheels Rimshine                     Most cars
   1560, // ID 1076, Wheels Wires                        Most cars
   1620, // ID 1077, Wheels Classic                     Most cars
   1200, // ID 1078, Wheels Twist                        Most cars
   1030, // ID 1079, Wheels Cutter                        Most cars
   900, // ID 1080, Wheels Switch                        Most cars
   1230, // ID 1081, Wheels Grove                        Most cars
   820, // ID 1082, Wheels Import                        Most cars
   1560, // ID 1083, Wheels Dollar                        Most cars
   1350, // ID 1084, Wheels Trance                        Most cars
   770, // ID 1085, Wheels Atomic                        Most cars
   100, // ID 1086, Stereo Stereo                        Most cars
   1500, // ID 1087, Hydraulics Hydraulics                  Most cars
   150, // ID 1088, Roof Alien                           Uranus
   650, // ID 1089, Exhaust X-Flow                        Uranus
   450, // ID 1090, Sideskirt Right Alien Sideskirt         Uranus
   100, // ID 1091, Roof X-Flow                        Uranus
   750, // ID 1092, Exhaust Alien                        Uranus
   350, // ID 1093, Sideskirt Right X-Flow Sideskirt         Uranus
   450, // ID 1094, Sideskirt Left Alien Sideskirt            Uranus
   350, // ID 1095, Sideskirt Right X-Flow Sideskirt         Uranus
   1000, // ID 1096, Wheels Ahab                        Most cars
   620, // ID 1097, Wheels Virtual                        Most cars
   1140, // ID 1098, Wheels Access                        Most cars
   1000, // ID 1099, Sideskirt Left Chrome Sideskirt         Broadway
   940, // ID 1100, Bullbar Chrome Grill                  Remington
   780, // ID 1101, Sideskirt Left `Chrome Flames` Sideskirt   Remington
   830, // ID 1102, Sideskirt Left `Chrome Strip` Sideskirt   Savanna
   3250, // ID 1103, Roof Convertible                     Blade
   1610, // ID 1104, Exhaust Chrome                     Blade
   1540, // ID 1105, Exhaust Slamin                     Blade
   780, // ID 1106, Sideskirt Right `Chrome Arches`         Remington
   780, // ID 1107, Sideskirt Left `Chrome Strip` Sideskirt   Blade
   780, // ID 1108, Sideskirt Right `Chrome Strip` Sideskirt   Blade
   1610, // ID 1109, Rear Bullbars Chrome                  Slamvan
   1540, // ID 1110, Rear Bullbars Slamin                  Slamvan
   55, // ID 1111, Front Sign? Little Sign?               Slamvan         ???
   55, // ID 1112, Front Sign? Little Sign?               Slamvan         ???
   3340, // ID 1113, Exhaust Chrome                     Slamvan
   3250, // ID 1114, Exhaust Slamin                     Slamvan
   2130, // ID 1115, Front Bullbars Chrome                  Slamvan
   2050, // ID 1116, Front Bullbars Slamin                  Slamvan
   2040, // ID 1117, Front Bumper Chrome                  Slamvan
   780, // ID 1118, Sideskirt Right `Chrome Trim` Sideskirt   Slamvan
   940, // ID 1119, Sid

Dupla hozzászólás automatikusan összefûzve. ( 2013. április 18. - 16:01:10 )

  //************************************************************************************************************************************
// Keep the values and assignments below this line to what they are
//************************************************************************************************************************************
// Define path to player\'s account-files
#define PlayerFile \"ServerData/Players/%s.ini\"
#define HouseFile \"ServerData/Houses/House%i.ini\"
#define CameraFile \"ServerData/Cameras/Camera%i.ini\"
#define BusinessFile \"ServerData/Business/Business%i.ini\"
#define BankFile \"ServerData/Bank/%s.ini\"
// Define vehicles
#define VehicleFlatbed         455 // Truck: Flatbed
#define VehicleDFT30         578 // Truck: DFT-30
#define VehicleCementTruck      524 // Truck: Cementtruck
#define VehicleLineRunner      403 // Truck: LineRunner
#define VehicleTanker         514 // Truck: Tanker
#define VehicleRoadTrain      515 // Truck: RoadTrain
#define VehicleTrailerCargo      435 // Trailer: cargo
#define VehicleTrailerCargo2   591 // Trailer: cargo
#define VehicleTrailerOre      450 // Trailer: Ore
#define VehicleTrailerFluids   584 // Trailer: Fluids
#define VehicleCoach         437 // Bus
#define VehicleShamal           519 // Plane: Shamal
#define VehicleNevada           553 // Plane: Nevada
#define VehicleStuntPlane       513 // Plane: Stuntplane
#define VehicleDodo             593 // Plane: Dodo
#define VehicleMaverick         487 // Helicopter: Maverick
#define VehicleCargobob         548 // Helicopter: Cargobob
#define VehiclePoliceLSPD       596 // Police Car Los Santos Police Department
#define VehiclePoliceSFPD       597 // Police Car San Fierro Police Department
#define VehiclePoliceLVPD       598 // Police Car Las Venturas Police Department
#define VehicleHPV1000          523 // Police motorcycle
#define VehiclePoliceRanger     599 // Police Ranger
#define VehicleSandKing         495 // Mafia-van: Sandking
#define VehicleMoonbeam         418 // Mafia-van: Moonbeam
#define VehicleBike             509 // Bike: Bike
#define VehicleBMX              481 // Bike: BMX
#define VehicleMountainBike     510 // Bike: Mountain Bike
#define VehicleFaggio           462 // Bike: Faggio
#define VehiclePizzaBoy         448 // Bike: Pizzaboy
#define VehicleBF400            581 // Bike: BF-400
#define VehicleNRG500           522 // Bike: NRG-500
#define VehiclePCJ600           461 // Bike: PCJ-600
#define VehicleFCR900           521 // Bike: FCR-900
#define VehicleFreeway          463 // Bike: Freeway
#define VehicleWayfarer         586 // Bike: Wayfarer
#define VehicleSanchez          468 // Bike: Sanchez
#define VehicleQuad             471 // Bike: Quad
#define VehicleCoastguard      472 // Boat: Coastguard
#define VehicleDinghy         473 // Boat: Dinghy
#define VehicleJetmax         493 // Boat: Jetmax
#define VehicleLaunch         595 // Boat: Launch
#define VehicleMarquis         484 // Boat: Marquis
#define VehiclePredator         430 // Boat: Predator
#define VehicleReefer         453 // Boat: Reefer
#define VehicleSpeeder         452 // Boat: Speeder
#define VehicleSquallo         446 // Boat: Squallo
#define VehicleTropic         454 // Boat: Tropic
#define VehicleRhino            432 // Tank: Rhino
#define VehiclePatriot          470 // Jeep: Patriot
#define VehicleTowTruck         525 // Towtruck
#define VehicleBurrito          482 // Van: Burrito
#define VehicleFaggio           462 // Bike: Faggio
#define VehicleBenson           499 // Truck: Benson
#define VehicleDozer            486 // Dozer
#define VehicleUtilityVan       552 // Utility Van
#define VehicleUtilityTrailer   611 // Utility trailer
#define VehicleDumper           406 // Dumper
#define VehicleYankee           456 // Yankee
#define VehicleBoxville         498 //Boxville1
#define VehiclePacker           443 //Packer
#define VehicleTrashmaster      408 // Kukás kocsi
#define VehicleLandstalker      400 // terepjáró
#define VehicleBarracks         433 // Katonai kamion
#define VehicleBerkley\'s RC Van 459 // Kisteherautó
#define VehicleRumpo            440 // Kisteherautó
#define VehiclePony             413 // Kisteherautó
#define VehiclePizza            448 // Pizzaboy (pizzásrobogó)
#define VehicleNrg              522 // NRG-500
#define VehicleInfernus         411 // Infi
#define VehicleCross            468 // Sanchez
// Define player-class AND vehicle statements to use for missions (PCV = PlayerClass and Vehicle)
#define PCV_TruckerOreTrailer         1
#define PCV_TruckerFluidsTrailer        2
#define PCV_TruckerCargoTrailer         3
#define PCV_TruckerCementTruck          4
#define PCV_TruckerNoTrailer            6
#define PCV_PilotPlane                  7
#define PCV_PilotHelicopter             8
#define PCV_MafiaVan                    9
#define PCV_TruckerDumper              10
#define PCV_TruckerMatya               11
#define PCV_TruckerKukas               12
#define PCV_TruckerPacker              13
#define PCV_TruckerKatona              14
// Define classes
#define ClassTruckDriver 1
#define ClassBusDriver 2
#define ClassPilot 3
#define ClassPolice 4
#define ClassMafia 5
#define ClassCourier 6
#define ClassAssistance 7
#define ClassRoadWorker 8
// Defines for truckers
#define Trucker_TimeToFailMission 60
// Defines for busdrivers
#define BusDriver_TimeToFailMission 60
// Defines for mafia
#define Mafia_TimeToFailMission 60
// Defines for all classes
#define Job_TimeToFailMission   60
// Define class-colors
#define ColorClassTruckDriver      0xDDDD2357 // Citromsárga
#define ColorClassBusDriver         0x7CFC00AA // Light blue
#define ColorClassPilot             0x33AA33AA // fekete
#define ColorClassPolice         0x0000FFFF // Blue
#define ColorClassMafia            0x8000FFFF // Purple
#define ColorClassCourier           0xFF0080FF // Pink
#define ColorClassAssistance        0x80FF00FF // Dark green
#define ColorClassRoadWorker        0xFFFF80FF // Light yellow
// Define Dialogs
#define DialogRegister            1
#define DialogLogin               2
#define DialogStats                 3
#define DialogStatsOtherPlayer      4
#define DialogRules                 5
#define DialogReports               6
#define DialogStatsHouse             7
#define DialogStatsGoHouse          8
#define DialogStatsGoBusiness       9
#define DialogRescue                11
#define DialogBuyLicenses           12
#define DialogTruckerJobMethod      21
#define DialogTruckerSelectLoad     22
#define DialogTruckerStartLoc       23
#define DialogTruckerEndLoc         24
#define DialogBusJobMethod          31
#define DialogBusSelectRoute        32
#define DialogCourierSelectQuant    41
#define DialogBike                  101
#define DialogCar                   102
#define DialogPlane                 103
#define DialogTrailer               104
#define DialogRentCarClass          105
#define DialogRentCar              106
#define DialogBoat                  107
#define DialogWeather               201
#define DialogCarOption             202
#define DialogSelectConvoy          401
#define DialogConvoyMembers         402
#define DialogPlayerCommands        501
#define DialogPrimaryCarColor       502
#define DialogSedundaryCarColor     503
#define DialogHouseMenu             601
#define DialogUpgradeHouse          602
#define DialogGoHome                603
#define DialogHouseNameChange       604
#define DialogSellHouse             605
#define DialogBuyCarClass           606
#define DialogBuyCar                607
#define DialogSellCar               608
#define DialogBuyInsurance          609
#define DialogGetCarSelectHouse     610
#define DialogGetCarSelectCar       611
#define DialogUnclampVehicles       612
#define DialogCreateBusSelType      701
#define DialogBusinessMenu          702
#define DialogGoBusiness            703
#define DialogBusinessNameChange    704
#define DialogSellBusiness          705
#define DialogBankPasswordRegister  801
#define DialogBankPasswordLogin     802
#define DialogBankOptions           803
#define DialogBankDeposit           804
#define DialogBankWithdraw          805
#define DialogBankTransferMoney     806
#define DialogBankTransferName        807
#define DialogBankCancel            808
#define DialogHelpItemChosen        901
#define DialogHelpItem              902
#define DialogOldPassword           1001
#define DialogNewPassword           1002
#define DialogConfirmPassword        1003
#define DialogNoResponse            25000
// Define the maximum amount of convoys at the same time
#define MAX_CONVOYS                 8
#define CONVOY_MAX_MEMBERS          65
#define CONVOY_EMPTY                0
#define CONVOY_OPEN                 1
#define CONVOY_FULL                2
#define CONVOY_CLOSED               3
// Define messagecolors
#define ColorRed 0xFF0000FF
#define ColorGreen 0x00FF00FF
#define ColorBlue 0x0000FFFF
// Define Virtual Worlds
#define WORLD_JAIL 10254
// Define options for admins
#define AutoKickAfterWarn           1 // Define if the player gets kicked after a certain amount of warnings
#define AutoKickWarnings            3 // Define the amount of warnings before a player is kicked automatically
// Define spectate modes
#define ADMIN_SPEC_TYPE_NONE 0
#define ADMIN_SPEC_TYPE_PLAYER 1
#define ADMIN_SPEC_TYPE_VEHICLE 2
// Create some global variables that are used to display large dialogs
new DialogMsg5000[5000];
// These variables are only used during the GameModeInit, they are used for debugging purposes
// A variable to hold the ID of every vehicle (used to record the last ID of a vehicle, for debugging)
new LastVehicleID;
// A variable to hold the ID of every object (used to record the last ID of an object, for debugging)
new LastObjectID;
// A variable to hold the total amount of houses that are loaded
new TotalHouses;
// A variable that holds the last speedcam-id
new TotalCameras;
// A variable that holds the total amount of businesses loaded
new TotalBusiness;
// This variable holds the number of the last TimedMessage that was sent to all players
new LastTimedMessage;
// This array holds all timed messages that will be sent every few minutes
new ATimedMessages[][128] =
{
{TXT_TimedRefuel},
{TXT_TimedConvoy},
{TXT_TimedGohome},
{TXT_TimedRentCar},
{TXT_TimedLicense},
{TXT_TimedSpeedTraps},
{TXT_TimedGoBusiness}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
//   {\"{808080}Message\"}
};
// Holds the data about the random bonus mission
enum TRandomBonusMission
{
RandomLoad, // Holds the random LoadID
RandomStartLoc, // Holds the random StartLocation ID
RandomEndLoc, // Holds the random EndLocation ID
bool:MissionFinished // Holds true if the bonus mission has been completed by someone, a new random mission will be chosen next
}
// Create one random bonus mission
new RandomBonusMission[TRandomBonusMission];
// Holds the admin-levelnames
new AdminLevelName[7][25] =
{
{\"Player\"}, // Admin-level 0
{\"Moderátor\"}, // Admin-level 1
{\"Segéd-admin\"}, // Admin-level 2
{\"Admin\"}, // Admin-level 3
{\"csak van\"}, // Admin-level 4
{\"Fõadmin\"}, // Admin-level 5
{\"Scripter/Tulaj\"} //Admin-Level 6
};
// Holds the reference to the pickup that can reward you with a trucker/busdriver license
new Pickup_License;
// Setup a custom type that holds the data of pickups
enum TPickupData
{
Float:pux,
Float:puy,
Float:puz,
PickupID
}
// Holds the data for pickups for refuelling (maximum 50 refuel-pickups)
new ARefuelPickups[50][TPickupData];
// Holds the data for pickups for 3 cardealers
new ACarDealerPickups[3][TPickupData];
// Setup a custom type that holds all data about toll-boots
enum TTollGate
{
GateID, // Holds the object-id of the gate
TollPrice, // Holds the price for passing the gate
GateStatus, // Holds the status of the gate (open = 1, closed = 0)
Float:OpenX, // Holds the coordinates when the gate is opened
Float:OpenY, // Holds the coordinates when the gate is opened
Float:OpenZ, // Holds the coordinates when the gate is opened
Float:CloseX, // Holds the coordinates when the gate is closed
Float:CloseY, // Holds the coordinates when the gate is closed
Float:CloseZ // Holds the coordinates when the gate is closed
}
new ATollGates[MAX_TOLLGATES][TTollGate];
// Setup a custom type that holds all data about spikestrips
enum TSpikeStrip
{
SpikeTime, // This holds the time left when the spikestrip automatically disappears
SpikeTimer, // This holds the reference to the timer for spikestrips
SpikeObject, // This holds the ObjectID of the spikestrip object
Float:SpikeX, // This holds the X coordinates of the spikestrip
Float:SpikeY, // This holds the Y coordinates of the spikestrip
Float:SpikeZ // This holds the Z coordinates of the spikestrip
}
new ASpikeStrips[MAX_SPIKESTRIPS][TSpikeStrip];
// Setup a custom type that holds all data about a speedcamera
enum TSpeedCamera
{
Float:CamX, // Holds the X-coordinate of the camera
Float:CamY, // Holds the Y-coordinate of the camera
Float:CamZ, // Holds the Z-coordinate of the camera
Float:CamAngle, // Holds the Angle of the camera
CamSpeed, // Holds the maximum speed allowed to pass this camera without being caught
CamObj1, // Holds the reference to the first camera object
CamObj2 // Holds the reference to the second camera object
}
new ACameras[100][TSpeedCamera];
// Setup a custom type to hold all data about a convoy
enum TConvoyData
{
Members[CONVOY_MAX_MEMBERS], // This array holds the playerid\'s of all members (at index 0, the leader is stored), so a convoy can hold 1 leader and 9 members
LoadID, // Holds the ID of the load
Location1, // Holds the location-id of the start-location
Location2, // Holds the location-id of the end-location
Status, // Holds the status of the convoy (1 = open, 2 = full, 3 = closed, 0 = empty)
ConvoyStep, // Holds the jobstep for the entire convoy
TrailerModel, // Holds the trailer-model required by the convoy
bool:LeaderInformedTrailers, // Is used to inform the leader ONCE if all members failed to have the same trailer
Text:ConvoyTextLeader, // This is the textdraw for the leader of the convoy
Text:ConvoyTextMember, // This is the textdraw for all members of the convoy
ConvoyTimer // This convoy-timer checks everything for the whole convoy
}
// Setup an array which holds all data for every convoy
new AConvoys[MAX_CONVOYS][TConvoyData];
// Setup a custom type to hold all data about a vehicle
enum TVehicleData
{
bool:MafiaLoad, // Holds True if the vehicle (or trailer) is carrying a mafia-wanted load
Fuel, // Holds the amount of fuel for this vehicle
BelongsToHouse, // Holds the HouseID to which this vehicle belongs
bool:StaticVehicle, // Holds true if this is a static vehicle
bool:Owned, // Holds true if the vehicle is owned by somebody
Owner[24], // Holds the name of the owned of the vehicle
Model, // Holds the vehicle-model of this vehicle
PaintJob, // Holds the ID of the paintjob applied to the vehicle
Components[14], // Holds all Component-ID\'s for all components on the vehicle
Color1, // Holds the primary color for this vehicle
Color2, // Holds the secundairy color for this vehicle
Float:SpawnX, // Holds the X-coordinate of the parking spot for this vehicle
Float:SpawnY, // Holds the Y-coordinate of the parking spot for this vehicle
Float:SpawnZ, // Holds the Z-coordinate of the parking spot for this vehicle
Float:SpawnRot, // Holds the rotation of the parking spot for this vehicle
bool:Clamped // Holds \"true\" if the vehicle is clamped by an admin
}
// Setup an array which holds all data for every vehicleid, max 2000 vehicles (server limit)
new AVehicleData[2000][TVehicleData];
// Setup a custom type that holds all data for businesses
enum TBusinessData
{
PickupID, // Holds the pickup-id that is linked to this business
Text3D:DoorText, // Holds the reference to the 3DText above the business\'s pickup
MapIconID, // Holds the ID of the mapicon for the business
BusinessName[100], // Holds the name of the business (this will be displayed above the pickup near the business when it\'s owned)
Float:BusinessX, // Holds the X-coordinate of the pickup for the Business
Float:BusinessY, // Holds the Y-coordinate of the pickup for the Business
Float:BusinessZ, // Holds the Z-coordinate of the pickup for the Business
BusinessType, // Holds the type of business (well stacked pizza, burger shot, ...), this defines which icon and interior to use
BusinessLevel, // Holds the level of upgrades the business has
LastTransaction, // Holds the amount of minutes when the last transaction took place (buying the business or retrieving the money by the owner)
bool:Owned, // Holds true if the Business is owned by somebody
Owner[24] // Holds the name of the owner of the Business
}
// Holds the data for all houses
new ABusinessData[MAX_BUSINESS][TBusinessData];
// This variable holds the busi

49
Segítségkérés / Error! Aki tud segitsen lecci:D
« Dátum: 2013. április 18. - 15:50:00 »
// This function is used to debug the key-presses
stock DebugKeys(playerid, newkeys, oldkeys)
{
// Debug keys
if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
   SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_FIRE key\");
if ((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION))
   SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_ACTION key\");
if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
   SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_CROUCH key\");
if ((newkeys & KEY_SPRINT) && !(oldkeys & KEY_SPRINT))
   SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_SPRINT key\");
if ((newkeys & KEY_SECONDARY_ATTACK) && !(oldkeys & KEY_SECONDARY_ATTACK))
   SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_SECONDARY_ATTACK key\");
if ((newkeys & KEY_JUMP) && !(oldkeys & KEY_JUMP))
   SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_JUMP key\");
if ((newkeys & KEY_LOOK_RIGHT) && !(oldkeys & KEY_LOOK_RIGHT))
   SendClientMessage(playerid, 0x0000FFFF, \"You pressed the KEY_LOOK_RIGHT key\");
if ((newkeys & KEY_HANDBRAKE) && !(oldkeys & KEY_HANDBRAKE))

50
Segítségkérés / Error! Aki tud segitsen lecci:D
« Dátum: 2013. április 18. - 15:36:18 »
Egyik includeba sincs benne a Dialog_Neon sajna  :-[
Ha valakinek va meg valami jo otlete az irjon pls.
Es koszonom mindenkinek aki eddig tanacsokat adot nekem.

51
Segítségkérés / Error! Aki tud segitsen lecci:D
« Dátum: 2013. április 17. - 20:33:55 »
Ugy is probaltam de csak azt irja hogy ijen nem letezik.
Most mit csinaljak?

52
Segítségkérés / Error! Aki tud segitsen lecci:D
« Dátum: 2013. április 17. - 20:22:18 »
igy is semmi sajna

53
Segítségkérés / Error! Aki tud segitsen lecci:D
« Dátum: 2013. április 17. - 20:10:04 »
de azt irja ki hogy a szoveg nem letezik es megis ezzel a van az error.

54
Segítségkérés / Error! Aki tud segitsen lecci:D
« Dátum: 2013. április 17. - 19:25:57 »
C:\\Documents and Settings\\Racz\\Desktop\\SA-mp Folder!\\E-verzio\\SA-MP [0.3e]\\gamemodes\\PPC_Trucking.pwn(1337) : warning 203: symbol is never used: \"Dialog_Neon\"
Ezt irja ki!  Mit csinaljak hogy rendesen mukodjon?
Amugy egy hazi szerorol van szo.
Aki tud az segitsen lecci.Kosz elore is xD :D

Oldalak: 1 2 3 [4]
SimplePortal 2.3.7 © 2008-2024, SimplePortal