Beiträge von Stage6.

    Hallo, Community
    Ich Möchte mir ein PC Zulegen da ich nur ein Laptop Besitze mit dem man nichtt Gut Spielen Kann
    Und ich habe mir einen guten PC Rausgefischt also Glaube ich aber da Müssen die Pros ran


    Hier Der link zum PC :


    http://www.ebay.de/itm/Gaming-…4cfa1ce61e#ht_2458wt_1739



    Ich möchte nur Wissen ob der gut ist Und GTA Und Battlefield 3 drauf Laufen Wüde und GTA V ;PP
    Obwohl es noch keien System Anforderungen gibt.



    MFG Stage

    #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]);

    Hallo, Community
    Ich weiß net ob man Hier Youtube Tutorials Posten darf
    aber ich mache es mal da Es mein Erstes Tutorial ist
    Ich erkläre wie man eine Server Nachricht Erstellt die Nach 15min
    oder Mehr Im Chat Fenster erscheint


    Die Zeit in dem Die Nachricht kommt also Jede 15 min
    kann man Ändern in 20 min oder auch 2min


    Hier das Video
    [video]

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    [/video]



    Hoffe es Gefällt euch seid nicht so streng es ist Mein Erstes Tutorial


    MFG Stage6.