Hallo Giebt es diesen Fahrstuhl auch als Filterscript oder so
Hier ein paar Screens
http://www.imagebanana.com/view/qmsw22e2/samp146.png
http://www.imagebanana.com/view/jlg14aqd/samp147.png
Hallo Giebt es diesen Fahrstuhl auch als Filterscript oder so
Hier ein paar Screens
http://www.imagebanana.com/view/qmsw22e2/samp146.png
http://www.imagebanana.com/view/jlg14aqd/samp147.png
is doch einfach zu machen oO Braucht man doch dafür kein FS
Mit SetPlayerPos und ShowPlayerDIalog arbeiten das kann echt jeder oO
ja ist zwar schön und Gut aber ich Kann nicht mappen mein MTA geht nicht mehr
Man braucht da nix mappen gäh
#define ELEVATOR_SPEED (5.0)
#define DOORS_SPEED (4.0)
#define ELEVATOR_WAIT_TIME (5000)
#define ELEVATOR_OFFSET (0.059523)
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();
static FloorNames[21][] =
{
"Erdgeschoss",
"Erster Stockwerk",
"Zweiter Stockwerk",
"Dritter Stockwerk",
"Vierter Stockwerk",
"Fünfter Stockwerk",
"Sechster Stockwerk",
"Siebter Stockwerk",
"Achter Stockwerk",
"Neunter Stockwerk",
"Zehnter Stockwerk",
"Elfter Stockwerk",
"Zwölfter Stockwerk",
"Dreizehnter Stockwerk",
"Fierzehnter Stockwerk",
"Fünftzehnter Stockwerk",
"Sechszehnter Stockwerk",
"Siebzehnter Stockwerk",
"Achtzehnter Stockwerk",
"Neunzehnter Stockwerk",
"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)
};
forward Float:GetDistanceBetweenPlayers(p1,p2);
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;
#define INVALID_FLOOR (-1)
new ElevatorQueue[21], FloorRequestedBy[21];
new ElevatorBoostTimer;
forward CallElevator(playerid, floorid); // You can use INVALID_PLAYER_ID too.
forward ShowElevatorDialog(playerid);
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);
forward Float:GetDistanceBetweenPlayers(p1,p2);
Function 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("Drücke 'F' um den Fahrstuhl 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;
}
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", 3500, 4);
}
}
}
}
OnGameModeInit ist das
ResetElevatorQueue();
Elevator_Initialize();
Function OnGameModeExit()
{
Elevator_Destroy();
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i))
{
OnPlayerCarUpdate(i);
PlayerUpdate(i);
gPlayerLogged[i] = 0;
DisablePlayerCheckpoint(i);
}
}
for(new i = 0; i < AUTOHAUSER; i++)
{
DestroyPickup(Dtc_Info[i]);
}
for(new i; i < MAX_FLAMES; i++)
{
KillFire(i);
}
return 1;
}
if(dialogid == DIALOG_ID)
{
if(!response)
return 0;
if(FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem))
GameTextForPlayer(playerid, "~r~Du bist bereits an diesem Stockwerk", 3500, 4);
else if(DidPlayerRequestElevator(playerid))
GameTextForPlayer(playerid, "~r~Du hast bereits den Aufzug gerufen", 3500, 4);
else
CallElevator(playerid, listitem);
return 1;
}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("Drücke 'F' um den Fahrstuhl 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\n Drücke 'F' um den Fahrstuhl 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;
}
Function 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;
}
Function 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, "Fahrstuhl", string, "Auswählen", "Zurück");
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]);
very nice kopiert
Ich glaub lesen und klicken kann er selbst
Ich glaub sogar das es schon ein flirterscirpt dafuer gibt zumindest wenn du den samp server rutnergeladen hast nennt sich Ls_Elevator kannst du da auch rausnehmen is noch leichter.
das ist das LS_Elevator Script das direkt bei SAMP dabei ist.
Nur halt umgeschrieben auf Deutsch.
Ich hab zum Beispiel noch ne schöne Fahrstuhlmusik reingemacht xD