Aufzug fährt nicht mehr runter

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  • Guten Abend,


    ich habe mir ein Filterscript gedownloadet weil ich nicht wusste wie ich so nen Aufzug mache.
    Jetzt ist das Problem er fährt nicht runter ^^ ich hoffe mal mir kann jemand helfen.


    #include <a_samp>


    #define ELEVATOR_SPEED (5.0) // Movement speed of the elevator.
    #define DOORS_SPEED (4.0) // Movement speed of the doors.
    #define ELEVATOR_WAIT_TIME (5000) // Time in ms that the elevator will wait in each floor before continuing with the queue.
    // Be sure to give enough time for doors to open.


    #define DIALOG_ID (874)


    // Private:
    #define X_DOOR_CLOSED (1786.627685)
    #define X_DOOR_R_OPENED (1785.027685)
    #define X_DOOR_L_OPENED (1788.227685)
    #define GROUND_Z_COORD (14.511476)
    #define ELEVATOR_OFFSET (0.059523)


    /* ------------------
    // Constants:
    -------------------*/
    static FloorNames[21][] =
    {
    "Eingang/Ausgang",
    "Stock 1.",
    "Stock 2.",
    "Stock 3.",
    "Stock 4.",
    "Stock 5.",
    "Stock 6.",
    "Stock 7.",
    "Stock 8.",
    "Stock 9.",
    "Stock 10.",
    "Stock 11.",
    "Stock 12.",
    "Stock 13.",
    "Stock 14.",
    "Stock 15.",
    "Stock 16.",
    "Stock 17.",
    "Stock 18.",
    "Stock 19.",
    "Admin Büro"
    };


    static Float:FloorZOffsets[21] =
    {
    0.0, // 0.0,
    8.5479, // 8.5479,
    13.99945, // 8.5479 + (5.45155 * 1.0),
    19.45100, // 8.5479 + (5.45155 * 2.0),
    24.90255, // 8.5479 + (5.45155 * 3.0),
    30.35410, // 8.5479 + (5.45155 * 4.0),
    35.80565, // 8.5479 + (5.45155 * 5.0),
    41.25720, // 8.5479 + (5.45155 * 6.0),
    46.70875, // 8.5479 + (5.45155 * 7.0),
    52.16030, // 8.5479 + (5.45155 * 8.0),
    57.61185, // 8.5479 + (5.45155 * 9.0),
    63.06340, // 8.5479 + (5.45155 * 10.0),
    68.51495, // 8.5479 + (5.45155 * 11.0),
    73.96650, // 8.5479 + (5.45155 * 12.0),
    79.41805, // 8.5479 + (5.45155 * 13.0),
    84.86960, // 8.5479 + (5.45155 * 14.0),
    90.32115, // 8.5479 + (5.45155 * 15.0),
    95.77270, // 8.5479 + (5.45155 * 16.0),
    101.22425, // 8.5479 + (5.45155 * 17.0),
    106.67580, // 8.5479 + (5.45155 * 18.0),
    112.12735 // 8.5479 + (5.45155 * 19.0)
    };


    /* ------------------
    // Variables:
    -------------------*/
    new Obj_Elevator, Obj_ElevatorDoors[2],
    Obj_FloorDoors[21][2];


    new Text3D:Label_Elevator, Text3D:Label_Floors[21];


    #define ELEVATOR_STATE_IDLE (0)
    #define ELEVATOR_STATE_WAITING (1)
    #define ELEVATOR_STATE_MOVING (2)


    new ElevatorState,
    ElevatorFloor; // If Idle or Waiting, this is the current floor. If Moving, the floor it's moving to.


    #define INVALID_FLOOR (-1)


    new ElevatorQueue[21], // Floors in queue.
    FloorRequestedBy[21]; // FloorRequestedBy[floor_id] = playerid; - Points out who requested which floor.


    new ElevatorBoostTimer; // Timer that makes the elevator move faster after players start surfing the object.


    /* ------------------
    * Function forwards:
    -------------------*/
    // Public:
    forward CallElevator(playerid, floorid); // You can use INVALID_PLAYER_ID too.
    forward ShowElevatorDialog(playerid);


    // Private:
    forward Elevator_Initialize();
    forward Elevator_Destroy();


    forward Elevator_OpenDoors();
    forward Elevator_CloseDoors();
    forward Floor_OpenDoors(floorid);
    forward Floor_CloseDoors(floorid);


    forward Elevator_MoveToFloor(floorid);
    forward Elevator_Boost(floorid); // Increases the elevator speed until it reaches 'floorid'.
    forward Elevator_TurnToIdle();


    forward ReadNextFloorInQueue();
    forward RemoveFirstQueueFloor();
    forward AddFloorToQueue(floorid);
    forward IsFloorInQueue(floorid);
    forward ResetElevatorQueue();


    forward DidPlayerRequestElevator(playerid);


    forward Float:GetElevatorZCoordForFloor(floorid);
    forward Float:GetDoorsZCoordForFloor(floorid);


    // ------------------------ Callbacks ------------------------
    public OnFilterScriptInit()
    {
    ResetElevatorQueue();
    Elevator_Initialize();


    return 1;
    }


    public OnFilterScriptExit()
    {
    Elevator_Destroy();


    return 1;
    }


    public OnObjectMoved(objectid)
    {
    new Float:x, Float:y, Float:z;
    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
    if(objectid == Obj_FloorDoors[i][0])
    {
    GetObjectPos(Obj_FloorDoors[i][0], x, y, z);


    if(x < X_DOOR_L_OPENED - 0.5) // Some floor doors have shut, move the elevator to next floor in queue:
    {
    Elevator_MoveToFloor(ElevatorQueue[0]);
    RemoveFirstQueueFloor();
    }
    }
    }


    if(objectid == Obj_Elevator) // The elevator reached the specified floor.
    {
    KillTimer(ElevatorBoostTimer); // Kills the timer, in case the elevator reached the floor before boost.


    FloorRequestedBy[ElevatorFloor] = INVALID_PLAYER_ID;


    Elevator_OpenDoors();
    Floor_OpenDoors(ElevatorFloor);


    GetObjectPos(Obj_Elevator, x, y, z);
    Label_Elevator = Create3DTextLabel("Benutzen Sie 'F' um den Aufzug zu Benutzen!", 0xFFFFDD, 1784.9822, -1302.0426, z - 0.9, 4.0, 0, 1);


    ElevatorState = ELEVATOR_STATE_WAITING;
    SetTimer("Elevator_TurnToIdle", ELEVATOR_WAIT_TIME, 0);
    }


    return 1;
    }


    public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
    {
    if(dialogid == DIALOG_ID)
    {
    if(!response)
    return 0;


    if(FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem))
    GameTextForPlayer(playerid, "~r~Der Stock ist bereits in der Warteschlange", 3500, 4);
    else if(DidPlayerRequestElevator(playerid))
    GameTextForPlayer(playerid, "~r~Sie haben bereits den Aufzug gerufen.", 3500, 4);
    else
    CallElevator(playerid, listitem);


    return 1;
    }


    return 0;
    }


    public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
    {
    if(!IsPlayerInAnyVehicle(playerid) && newkeys & KEY_SECONDARY_ATTACK)
    {
    new Float:pos[3];
    GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
    if(pos[1] < -1301.4 && pos[1] > -1303.2417 && pos[0] < 1786.2131 && pos[0] > 1784.1555) // He is using the elevator button
    ShowElevatorDialog(playerid);
    else // Is he in a floor button?
    {
    if(pos[1] > -1301.4 && pos[1] < -1299.1447 && pos[0] < 1785.6147 && pos[0] > 1781.9902)
    {
    // He is most likely using it, check floor:
    new i=20;
    while(pos[2] < GetDoorsZCoordForFloor(i) + 3.5 && i > 0)
    i --;


    if(i == 0 && pos[2] < GetDoorsZCoordForFloor(0) + 2.0)
    i = -1;


    if(i <= 19)
    {
    CallElevator(playerid, i + 1);
    GameTextForPlayer(playerid, "~r~Aufzug gerufen, BITTE WARTEN...", 3500, 4);
    }
    }
    }
    }


    return 1;
    }


    // ------------------------ Functions ------------------------
    stock Elevator_Initialize()
    {
    // Initializes the elevator.


    Obj_Elevator = CreateObject(18755, 1786.678100, -1303.459472, GROUND_Z_COORD + ELEVATOR_OFFSET, 0.000000, 0.000000, 270.000000);
    Obj_ElevatorDoors[0] = CreateObject(18757, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
    Obj_ElevatorDoors[1] = CreateObject(18756, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);


    Label_Elevator = Create3DTextLabel("Benutzen Sie 'F' um den Aufzug zu Benutzen!", 0xFFFFDD, 1784.9822, -1302.0426, 13.6491, 4.0, 0, 1);


    new string[128],
    Float:z;


    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
    Obj_FloorDoors[i][0] = CreateObject(18757, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);
    Obj_FloorDoors[i][1] = CreateObject(18756, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);


    format(string, sizeof(string), "%s\nBenutze 'F' um den Aufzug zu Rufen", FloorNames[i]);


    if(i == 0)
    z = 13.4713;
    else
    z = 13.4713 + 8.7396 + ((i-1) * 5.45155);


    Label_Floors[i] = Create3DTextLabel(string, 0xFFFFDD, 1783.9799, -1300.7660, z, 10.5, 0, 1);
    // Label_Elevator, Text3D:Label_Floors[21];
    }


    // Open ground floor doors:
    Floor_OpenDoors(0);
    Elevator_OpenDoors();


    return 1;
    }


    stock Elevator_Destroy()
    {
    // Destroys the elevator.


    DestroyObject(Obj_Elevator);
    DestroyObject(Obj_ElevatorDoors[0]);
    DestroyObject(Obj_ElevatorDoors[1]);
    Delete3DTextLabel(Label_Elevator);


    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
    DestroyObject(Obj_FloorDoors[i][0]);
    DestroyObject(Obj_FloorDoors[i][1]);
    Delete3DTextLabel(Label_Floors[i]);
    }


    return 1;
    }


    stock Elevator_OpenDoors()
    {
    // Opens the elevator's doors.


    new Float:x, Float:y, Float:z;


    GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENED, y, z, DOORS_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENED, y, z, DOORS_SPEED);


    return 1;
    }


    stock Elevator_CloseDoors()
    {
    // Closes the elevator's doors.


    if(ElevatorState == ELEVATOR_STATE_MOVING)
    return 0;


    new Float:x, Float:y, Float:z;


    GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, y, z, DOORS_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, y, z, DOORS_SPEED);


    return 1;
    }


    stock Floor_OpenDoors(floorid)
    {
    // Opens the doors at the specified floor.


    MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_L_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_R_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);


    return 1;
    }


    stock Floor_CloseDoors(floorid)
    {
    // Closes the doors at the specified floor.


    MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);


    return 1;
    }


    stock Elevator_MoveToFloor(floorid)
    {
    // Moves the elevator to specified floor (doors are meant to be already closed).


    ElevatorState = ELEVATOR_STATE_MOVING;
    ElevatorFloor = floorid;


    // Move the elevator slowly, to give time to clients to sync the object surfing. Then, boost it up:
    MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), 0.5);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
    Delete3DTextLabel(Label_Elevator);


    ElevatorBoostTimer = SetTimerEx("Elevator_Boost", 2000, 0, "i", floorid);


    return 1;
    }


    public Elevator_Boost(floorid)
    {
    // Increases the elevator's speed until it reaches 'floorid'


    MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), ELEVATOR_SPEED);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);


    return 1;
    }


    public Elevator_TurnToIdle()
    {
    ElevatorState = ELEVATOR_STATE_IDLE;
    ReadNextFloorInQueue();


    return 1;
    }


    stock RemoveFirstQueueFloor()
    {
    // Removes the data in ElevatorQueue[0], and reorders the queue accordingly.


    for(new i; i < sizeof(ElevatorQueue) - 1; i ++)
    ElevatorQueue[i] = ElevatorQueue[i + 1];


    ElevatorQueue[sizeof(ElevatorQueue) - 1] = INVALID_FLOOR;


    return 1;
    }


    stock AddFloorToQueue(floorid)
    {
    // Adds 'floorid' at the end of the queue.


    // Scan for the first empty space:
    new slot = -1;
    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
    if(ElevatorQueue[i] == INVALID_FLOOR)
    {
    slot = i;
    break;
    }
    }


    if(slot != -1)
    {
    ElevatorQueue[slot] = floorid;


    // If needed, move the elevator.
    if(ElevatorState == ELEVATOR_STATE_IDLE)
    ReadNextFloorInQueue();


    return 1;
    }


    return 0;
    }


    stock ResetElevatorQueue()
    {
    // Resets the queue.


    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
    ElevatorQueue[i] = INVALID_FLOOR;
    FloorRequestedBy[i] = INVALID_PLAYER_ID;
    }


    return 1;
    }


    stock IsFloorInQueue(floorid)
    {
    // Checks if the specified floor is currently part of the queue.


    for(new i; i < sizeof(ElevatorQueue); i ++)
    if(ElevatorQueue[i] == floorid)
    return 1;


    return 0;
    }


    stock ReadNextFloorInQueue()
    {
    // Reads the next floor in the queue, closes doors, and goes to it.


    if(ElevatorState != ELEVATOR_STATE_IDLE || ElevatorQueue[0] == INVALID_FLOOR)
    return 0;


    Elevator_CloseDoors();
    Floor_CloseDoors(ElevatorFloor);


    return 1;
    }


    stock DidPlayerRequestElevator(playerid)
    {
    for(new i; i < sizeof(FloorRequestedBy); i ++)
    if(FloorRequestedBy[i] == playerid)
    return 1;


    return 0;
    }


    stock ShowElevatorDialog(playerid)
    {
    new string[512];
    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
    if(FloorRequestedBy[i] != INVALID_PLAYER_ID)
    strcat(string, "{FF0000}");


    strcat(string, FloorNames[i]);
    strcat(string, "\n");
    }


    ShowPlayerDialog(playerid, DIALOG_ID, DIALOG_STYLE_LIST, "Aufzug", string, "Auswählen", "Abbrechen");


    return 1;
    }


    stock CallElevator(playerid, floorid)
    {
    // Calls the elevator (also used with the elevator dialog).


    if(FloorRequestedBy[floorid] != INVALID_PLAYER_ID || IsFloorInQueue(floorid))
    return 0;


    FloorRequestedBy[floorid] = playerid;
    AddFloorToQueue(floorid);


    return 1;
    }


    stock Float:GetElevatorZCoordForFloor(floorid)
    return (GROUND_Z_COORD + FloorZOffsets[floorid] + ELEVATOR_OFFSET); // A small offset for the elevator object itself.


    stock Float:GetDoorsZCoordForFloor(floorid)
    return (GROUND_Z_COORD + FloorZOffsets[floorid]);
    @Filterscript von nils.manuel

    Mit freundlichen Grüßen

    26552

  • Hm komisch, habe es aus Interesse auch mal ausprobiert.
    Bei mir funktioniert das ohne Probleme.

    Mittelsmann Service
    Seit 2014 agiere ich in diesem Forum als Mittelsmann. Als es Mein-Mittelsmann noch gab, zählte ich zu den vertrauenswürdigsten Mittelsmännern, welche auch hier im Forum aufgelistet waren. Seit Beginn meiner Laufbahn wickelte ich bisher schon rund 100 Transaktionen mit Erfolg ab. Wenn du also nach einem erfahrenen und vertrauenswürdigem Mittelsmann suchst, kontaktiere mich gerne.