Nabend Forum.
Auf meinem GF edit hab ich ein Wantedsystem wo es 1-6 Wanteds gibt. Kann mann das ändern?
Hab schon überall rumgegoogelt aber nichts gefunden.
Mfg.
Nabend Forum.
Auf meinem GF edit hab ich ein Wantedsystem wo es 1-6 Wanteds gibt. Kann mann das ändern?
Hab schon überall rumgegoogelt aber nichts gefunden.
Mfg.
schick doch mal wie das jetzt aussieht.
Schau hier : http://forum.sa-mp.com/showthr…nded+wanted-level+display
//edit
So muss das genau aussehen
/*
Extended wanted-level display filterscript.
-----------
This makes it possible to display more than the game's default max number of 6 wanted-level stars.
You can also change the number of "inactive stars" to fit your needs.
There are a few options below that you might want to adjust to fit your needs.
What do I need to do in my other scripts?
Nothing! Simply use SetPlayerWantedLevel and this script will automatically notice changes then display them.
Author: Slice
*/
#include <a_samp>
#define MAX_DISPLAYED_STARS 12 // Max number of wanted-level stars displayed, including the game's 6 stars.
#define NUM_INACTIVE_STARS 16 // Number of inactive stars to display, including the game's 6 stars; put 6 to disable.
#define STARS_PER_ROW 8 // The number of stars displayed on each row
#define ROW_HEIGHT 20.0 // The height between rows; no need to edit this.
#undef MAX_PLAYERS
#define MAX_PLAYERS 500 // Change this to whatever your server is using so you won't have lots of unused memory.
#if MAX_DISPLAYED_STARS <= 6
#error STARS_PER_ROW may only be > 6
#endif
#if STARS_PER_ROW < 6
#error STARS_PER_ROW may only be >= 6
#endif
#if NUM_INACTIVE_STARS < 6
#error NUM_INACTIVE_STARS may only be >= 6
#endif
stock
g_UpdateTimer = -1,
g_aPreviousWantedLevel[ MAX_PLAYERS ],
Text:g_aStarTextDraws[ MAX_DISPLAYED_STARS - 1 ],
Text:g_aInactiveStarTextDraws[ NUM_INACTIVE_STARS - 6 ]
;
public OnFilterScriptInit( )
{
new
i,
#if STARS_PER_ROW > 6
col = 7,
row = 0
#else
col = 1,
row = 1
#endif
;
for ( i = 0; i < sizeof( g_aStarTextDraws ); i++ )
{
g_aStarTextDraws[ i ] = TextDrawCreate( 503.5 - ( 18.0 * ( col - 7 ) ), 102.1 + ( row * ROW_HEIGHT ), "]" );
TextDrawColor ( g_aStarTextDraws[ i ], 0x906210FF );
TextDrawBackgroundColor ( g_aStarTextDraws[ i ], 0x000000AA );
TextDrawFont ( g_aStarTextDraws[ i ], 2 );
TextDrawSetShadow ( g_aStarTextDraws[ i ], 0 );
TextDrawSetProportional ( g_aStarTextDraws[ i ], true );
TextDrawLetterSize ( g_aStarTextDraws[ i ], 0.6, 2.4 );
TextDrawAlignment ( g_aStarTextDraws[ i ], 3 );
TextDrawSetOutline ( g_aStarTextDraws[ i ], 1 );
if ( ++col > STARS_PER_ROW )
{
col = 1;
++row;
}
}
#if NUM_INACTIVE_STARS > 6
#if STARS_PER_ROW > 6
col = 7;
row = 0;
#else
col = 1;
row = 1;
#endif
for ( i = 0; i < NUM_INACTIVE_STARS - 6; i++ )
{
g_aInactiveStarTextDraws[ i ] = TextDrawCreate( 503.0 - ( 18.0 * ( col - 7 ) ), 100.0 + ( row * ROW_HEIGHT ), "]" );
TextDrawColor ( g_aInactiveStarTextDraws[ i ], 0x00000070 );
TextDrawFont ( g_aInactiveStarTextDraws[ i ], 2 );
TextDrawSetShadow ( g_aInactiveStarTextDraws[ i ], 0 );
TextDrawSetProportional ( g_aInactiveStarTextDraws[ i ], true );
TextDrawLetterSize ( g_aInactiveStarTextDraws[ i ], 0.72, 2.88 );
TextDrawAlignment ( g_aInactiveStarTextDraws[ i ], 3 );
TextDrawSetOutline ( g_aInactiveStarTextDraws[ i ], 0 );
if ( ++col > STARS_PER_ROW )
{
col = 1;
++row;
}
}
#endif
}
public OnFilterScriptExit( )
{
KillTimer( g_UpdateTimer );
for ( new i = 0; i < sizeof( g_aStarTextDraws ); i++ )
TextDrawDestroy( g_aStarTextDraws[ i ] );
#if NUM_INACTIVE_STARS > 6
for ( new i = 0; i < sizeof( g_aInactiveStarTextDraws ); i++ )
TextDrawDestroy( g_aInactiveStarTextDraws[ i ] );
#endif
}
public OnPlayerUpdate( playerid )
{
static
wantedLevel // I use static here so the variable won't have to be initialized each OnPlayerUpdate; therefore, more efficiency.
;
wantedLevel = GetPlayerWantedLevel( playerid );
if ( g_aPreviousWantedLevel[ playerid ] != wantedLevel )
{
UpdatePlayerWantedLevel( playerid, g_aPreviousWantedLevel[ playerid ], wantedLevel );
g_aPreviousWantedLevel[ playerid ] = wantedLevel;
}
return 1;
}
UpdatePlayerWantedLevel( playerid, oldlevel, newlevel )
{
if ( oldlevel > 6 || newlevel > 6 )
{
for ( new i = min( oldlevel, newlevel ), j = max( oldlevel, newlevel ); i < j; i++ )
{
if ( i < 0 || i > sizeof( g_aStarTextDraws ) )
continue;
if ( i >= 6 )
{
if ( i < newlevel )
{
TextDrawShowForPlayer( playerid, g_aStarTextDraws[ i - 6 ] );
#if NUM_INACTIVE_STARS > 6
if ( i < NUM_INACTIVE_STARS )
TextDrawHideForPlayer( playerid, g_aInactiveStarTextDraws[ i - 6 ] );
#endif
}
else
{
TextDrawHideForPlayer( playerid, g_aStarTextDraws[ i - 6 ] );
#if NUM_INACTIVE_STARS > 6
if ( i < NUM_INACTIVE_STARS )
TextDrawShowForPlayer( playerid, g_aInactiveStarTextDraws[ i - 6 ] );
#endif
}
}
}
}
#if NUM_INACTIVE_STARS > 6
if ( oldlevel == 0 )
{
for ( new i = 0; i < NUM_INACTIVE_STARS - 6; i++ )
{
if ( i >= newlevel - 6 )
TextDrawShowForPlayer( playerid, g_aInactiveStarTextDraws[ i ] );
}
}
else if ( newlevel == 0 )
{
for ( new i = 0; i < NUM_INACTIVE_STARS - 6; i++ )
TextDrawHideForPlayer( playerid, g_aInactiveStarTextDraws[ i ] );
}
#endif
}
//edit MAX_DISPLAYED_STARS oder so auf 12