:DD pls help

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  • kann mir das jm pls übersetzten bezieungsweise erklären wie das eig geht und wie ich andere fahrstühle erstehlen kann habe das aus meinen filterscript
    genommen. pls wer mir ds erklären kann ein tutorial als pn schreiben !! pls
    hier die pwn datein
    #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][] =
    {
    "Ground Floor",
    "First Floor",
    "Second Floor",
    "Third Floor",
    "Fourth Floor",
    "Fifth Floor",
    "Sixth Floor",
    "Seventh Floor",
    "Eighth Floor",
    "Ninth Floor",
    "Tenth Floor",
    "Eleventh Floor",
    "Twelfth Floor",
    "Thirteenth Floor",
    "Fourteenth Floor",
    "Fifteenth Floor",
    "Sixteenth Floor",
    "Seventeenth Floor",
    "Eighteenth Floor",
    "Nineteenth Floor",
    "Penthouse"
    };


    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("Press 'F' to use elevator", 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~The floor is already in the queue", 3500, 4);
    else if(DidPlayerRequestElevator(playerid))
    GameTextForPlayer(playerid, "~r~You already requested the elevator", 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~Elevator called", 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("Press 'F' to use elevator", 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\nPress 'F' to call", 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, "Elevator", string, "Accept", "Cancel");


    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]);