Beiträge von Andreaas

    Kann man definierte Preise nicht in einem Dialog anzeigen lassen?




    ShowPlayerDialog(playerid, DIALOG_GUN_NAH, DIALOG_STYLE_LIST,"Nahkampfwaffen","Stock ($P_STOCK)\nSchlagring ($P_SCHLAG)\nGolfschläger ($P_GOLF)\nSchaufel ($P_SCHAUFEL)\nBaseballschläger ($P_BASE)\nKatana ($P_KATANA)\nMesser ($P_MESSER)","Kaufen","Abbrechen");


    // Gun Shop Preise
    #define P_STOCK 20
    #define P_SCHLAG 50
    #define P_GOLF 100
    #define P_SCHAUFEL 250
    #define P_BASE 500
    #define P_KATANA 1500
    #define P_MESSER 8000


    case 0: // Stock
    {
    if(GetPlayerMoney(playerid) < P_STOCK) return SendClientMessage(playerid,-1, "Du hast nicht genug Geld für einen Stock.");
    GivePlayerWeapon(playerid,15,1);
    GivePlayerMoney(playerid, -P_STOCK);


    Wenn ich was kaufe, klappt schon alles, nur die Anzeige ist kaputt. :huh:

    thx Jeffry: Da hab ich jetzt ein Problem, wenn ich beim Shop "Enter" drücke, drückt es mir 2x hintereinander schnell Enter, sodass ich beim Shop gleich (in meinem Fall) Weste auswähle.
    Wenn ich Enter nur einmal drücke und gedrückt halte kann ich noch auswählen .. wie behebe ich das ?

    Edgar: Kannst du vllt. sagen wie der Code dafür lautet mit Position und Skin ?


    --
    Kann mir da einer helfen ?
    Ich hab einmal einen Pizza Shop und nen anderen Shop die eben 2 andere Funktionen mit Enter haben sollen
    da kommt bei mir immer Error ..



    public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
    {
    if(newkeys & 16) //Enter-Taste
    {
    if(IsPlayerInAnyVehicle(playerid))return 0;
    else if(IsPlayerInPizza(playerid))
    {
    {
    SetPlayerHealth(playerid, 100.0);
    GivePlayerMoney(playerid, -20);
    ApplyAnimation(playerid,"FOOD","EAT_Pizza", 3.0, 0, 0, 0, 0, 0);
    }
    else // error
    {
    GivePlayerHealth(playerid, 20.0);
    GivePlayerMoney(playerid, -20);
    ApplyAnimation(playerid,"FOOD","EAT_Pizza", 3.0, 0, 0, 0, 0, 0);
    }
    }
    else if(IsPlayerInShop(playerid))
    {
    ShowPlayerDialog(playerid, DIALOG_SHOP, DIALOG_STYLE_LIST,"Shop","Weste\nLeben","Weiter","Abbrechen");
    }
    }
    return 1;
    }

    Also man macht die Animation, verliert Geld aber bekommt nie Leben dazu.

    Kann einer schnell helfen ?

    CMD:eat(playerid,params[0])
    {
    new Float:health;
    GetPlayerHealth(playerid,health);
    if(!IsPlayerInPizza(playerid)) return SendClientMessage( playerid, -1, "Du bist in keinem Laden.");
    if(GetPlayerMoney(playerid) < 20) return SendClientMessage(playerid,-1, "Du hast nicht genug Geld dabei.");
    if(health > 100.0) return SendClientMessage(playerid, -1, "Du bist bereits satt.");
    GivePlayerHealth(playerid, 20.0);
    GivePlayerMoney(playerid, -20);
    ApplyAnimation(playerid,"FOOD","EAT_Pizza", 3.0, 0, 0, 0, 0, 0);
    return 1;
    }


    • Wie kann ich vermeiden, dass man sich nicht über 100 HP pushen kann ?
    • Animation wird nicht ausgeführt


    public OnPlayerConnect(playerid)
    public OnPlayerConnect(playerid)
    {
    TextDrawShowForPlayer(playerid, Andreas);
    gHeaderTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gBackgroundTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gCurrentPageTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gNextButtonTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gPrevButtonTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    for(new x=0; x < SELECTION_ITEMS; x++)
    {
    gSelectionItems[playerid][x] = PlayerText:INVALID_TEXT_DRAW;
    }
    gItemAt[playerid] = 0;


    if(!INI_Exist(pName(playerid)))
    {
    ShowPlayerDialog( playerid, DIALOG_REGISTER, DIALOG_STYLE_MSGBOX, "[ ... ]", "Weiter", "");
    else
    ShowPlayerDialog( playerid, DIALOG_LOGIN, DIALOG_STYLE_MSGBOX, "[ ... ]","Anmelden", "");
    return 1;
    }
    if(GetPVarInt(playerid, "Banned") == 1 )
    {
    SendClientMessage(playerid,-1,"[ ... ]");
    Kick(playerid);
    return 1;
    }
    return 0;
    }


    Kriege grad gar nichts hin ... Will dass gebannte Spielernamen gekickt werden, kriege jedoch die Zeilen nicht hin (Zahl 1 wird nach Bann gespeichert)

    Danke für die Schnelle Antwort das geht jetzt außer das ich ein anderes kleines Problem noch habe:
    Wenn ich ins Fahrzeug einsteige kommt der Text mit der Box und verschwindet nach 5s und taucht wieder auf und blinkt dauernd :s



    if(IsPlayerConnected(playerid)) {
    if(IsPlayerInAnyVehicle(playerid)) {
    TextDrawShowForPlayer(playerid, BoxTacho[playerid]);
    TextDrawShowForPlayer(playerid, Tacho[playerid]);
    TextDrawShowForPlayer(playerid, BoxVehInfo[playerid]);
    TextDrawShowForPlayer(playerid, VehInfo[playerid]);
    SetTimerEx("HideVehInfo", 5000, false, "i", playerid);


    forward HideVehInfo(playerid);
    public HideVehInfo(playerid)
    {
    TextDrawHideForPlayer(playerid, BoxVehInfo[playerid]);
    TextDrawHideForPlayer(playerid, VehInfo[playerid]);
    return 1;
    }

    public HideVehInfo(playerid)
    {
    TextDrawDestroy(BoxVehInfo[i]);
    TextDrawDestroy(VehInfo[i]);
    return 1;
    }


    new Text:BoxVehInfo[MAX_PLAYERS];
    new Text:VehInfo[MAX_PLAYERS];


    Why ist i undefiniert ?


    Funktionieren tut es, möchte es nur nach 5s zerstören können.

    Mh, ich hab grad kA wie ich das anstellen soll, da ich das hier eingebaut haben möchte:



    //
    // Admin vehicle spawner using previews. For SA-MP 0.3x and above.
    // - Kye 2012
    //


    #include <a_samp>
    #include "../include/gl_common.inc"


    #define TOTAL_ITEMS 207
    #define SELECTION_ITEMS 21
    #define ITEMS_PER_LINE 7


    #define HEADER_TEXT "Vehicles"
    #define NEXT_TEXT "Next"
    #define PREV_TEXT "Prev"


    #define DIALOG_BASE_X 75.0
    #define DIALOG_BASE_Y 130.0
    #define DIALOG_WIDTH 550.0
    #define DIALOG_HEIGHT 180.0
    #define SPRITE_DIM_X 60.0
    #define SPRITE_DIM_Y 70.0


    new gTotalItems = TOTAL_ITEMS;
    new PlayerText:gCurrentPageTextDrawId[MAX_PLAYERS];
    new PlayerText:gHeaderTextDrawId[MAX_PLAYERS];
    new PlayerText:gBackgroundTextDrawId[MAX_PLAYERS];
    new PlayerText:gNextButtonTextDrawId[MAX_PLAYERS];
    new PlayerText:gPrevButtonTextDrawId[MAX_PLAYERS];
    new PlayerText:gSelectionItems[MAX_PLAYERS][SELECTION_ITEMS];
    new gSelectionItemsTag[MAX_PLAYERS][SELECTION_ITEMS];
    new gItemAt[MAX_PLAYERS];


    new gItemList[TOTAL_ITEMS] = {
    400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,
    431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,450,451,452,453,454,455,456,457,458,459,460,461,
    462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,
    493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,
    524,525,526,527,528,529,530,531,532,533,534,535,536,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,
    555,556,557,558,559,560,561,562,563,564,565,566,567,568,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,
    586,587,588,589,590,591,592,593,594,595,596,597,598,599,600,601,602,603,604,605,606,607,608,609,610,611
    };


    //------------------------------------------------


    GetNumberOfPages()
    {
    if((gTotalItems >= SELECTION_ITEMS) && (gTotalItems % SELECTION_ITEMS) == 0)
    {
    return (gTotalItems / SELECTION_ITEMS);
    }
    else return (gTotalItems / SELECTION_ITEMS) + 1;
    }


    //------------------------------------------------


    PlayerText:CreateCurrentPageTextDraw(playerid, Float:Xpos, Float:Ypos)
    {
    new PlayerText:txtInit;
    txtInit = CreatePlayerTextDraw(playerid, Xpos, Ypos, "0/0");
    PlayerTextDrawUseBox(playerid, txtInit, 0);
    PlayerTextDrawLetterSize(playerid, txtInit, 0.4, 1.1);
    PlayerTextDrawFont(playerid, txtInit, 1);
    PlayerTextDrawSetShadow(playerid, txtInit, 0);
    PlayerTextDrawSetOutline(playerid, txtInit, 1);
    PlayerTextDrawColor(playerid, txtInit, 0xACCBF1FF);
    PlayerTextDrawShow(playerid, txtInit);
    return txtInit;
    }


    //------------------------------------------------
    // Creates a button textdraw and returns the textdraw ID.


    PlayerText:CreatePlayerDialogButton(playerid, Float:Xpos, Float:Ypos, Float:Width, Float:Height, button_text[])
    {
    new PlayerText:txtInit;
    txtInit = CreatePlayerTextDraw(playerid, Xpos, Ypos, button_text);
    PlayerTextDrawUseBox(playerid, txtInit, 1);
    PlayerTextDrawBoxColor(playerid, txtInit, 0x000000FF);
    PlayerTextDrawBackgroundColor(playerid, txtInit, 0x000000FF);
    PlayerTextDrawLetterSize(playerid, txtInit, 0.4, 1.1);
    PlayerTextDrawFont(playerid, txtInit, 1);
    PlayerTextDrawSetShadow(playerid, txtInit, 0); // no shadow
    PlayerTextDrawSetOutline(playerid, txtInit, 0);
    PlayerTextDrawColor(playerid, txtInit, 0x4A5A6BFF);
    PlayerTextDrawSetSelectable(playerid, txtInit, 1);
    PlayerTextDrawAlignment(playerid, txtInit, 2);
    PlayerTextDrawTextSize(playerid, txtInit, Height, Width); // The width and height are reversed for centering.. something the game does <g>
    PlayerTextDrawShow(playerid, txtInit);
    return txtInit;
    }

    //------------------------------------------------


    PlayerText:CreatePlayerHeaderTextDraw(playerid, Float:Xpos, Float:Ypos, header_text[])
    {
    new PlayerText:txtInit;
    txtInit = CreatePlayerTextDraw(playerid, Xpos, Ypos, header_text);
    PlayerTextDrawUseBox(playerid, txtInit, 0);
    PlayerTextDrawLetterSize(playerid, txtInit, 1.25, 3.0);
    PlayerTextDrawFont(playerid, txtInit, 0);
    PlayerTextDrawSetShadow(playerid, txtInit, 0);
    PlayerTextDrawSetOutline(playerid, txtInit, 1);
    PlayerTextDrawColor(playerid, txtInit, 0xACCBF1FF);
    PlayerTextDrawShow(playerid, txtInit);
    return txtInit;
    }


    //------------------------------------------------


    PlayerText:CreatePlayerBackgroundTextDraw(playerid, Float:Xpos, Float:Ypos, Float:Width, Float:Height)
    {
    new PlayerText:txtBackground = CreatePlayerTextDraw(playerid, Xpos, Ypos,
    " ~n~"); // enough space for everyone
    PlayerTextDrawUseBox(playerid, txtBackground, 1);
    PlayerTextDrawBoxColor(playerid, txtBackground, 0x00000099);
    PlayerTextDrawLetterSize(playerid, txtBackground, 5.0, 5.0);
    PlayerTextDrawFont(playerid, txtBackground, 0);
    PlayerTextDrawSetShadow(playerid, txtBackground, 0);
    PlayerTextDrawSetOutline(playerid, txtBackground, 0);
    PlayerTextDrawColor(playerid, txtBackground,0x000000FF);
    PlayerTextDrawTextSize(playerid, txtBackground, Width, Height);
    PlayerTextDrawBackgroundColor(playerid, txtBackground, 0x00000099);
    PlayerTextDrawShow(playerid, txtBackground);
    return txtBackground;
    }


    //------------------------------------------------
    // Creates a model preview sprite


    PlayerText:CreateModelPreviewTextDraw(playerid, modelindex, Float:Xpos, Float:Ypos, Float:width, Float:height)
    {
    new PlayerText:txtPlayerSprite = CreatePlayerTextDraw(playerid, Xpos, Ypos, ""); // it has to be set with SetText later
    PlayerTextDrawFont(playerid, txtPlayerSprite, TEXT_DRAW_FONT_MODEL_PREVIEW);
    PlayerTextDrawColor(playerid, txtPlayerSprite, 0xFFFFFFFF);
    PlayerTextDrawBackgroundColor(playerid, txtPlayerSprite, 0x000000EE);
    PlayerTextDrawTextSize(playerid, txtPlayerSprite, width, height); // Text size is the Width:Height
    PlayerTextDrawSetPreviewModel(playerid, txtPlayerSprite, modelindex);
    PlayerTextDrawSetPreviewRot(playerid,txtPlayerSprite, -16.0, 0.0, -55.0);
    PlayerTextDrawSetSelectable(playerid, txtPlayerSprite, 1);
    PlayerTextDrawShow(playerid,txtPlayerSprite);
    return txtPlayerSprite;
    }


    //------------------------------------------------


    DestroyPlayerModelPreviews(playerid)
    {
    new x=0;
    while(x != SELECTION_ITEMS) {
    if(gSelectionItems[playerid][x] != PlayerText:INVALID_TEXT_DRAW) {
    PlayerTextDrawDestroy(playerid, gSelectionItems[playerid][x]);
    gSelectionItems[playerid][x] = PlayerText:INVALID_TEXT_DRAW;
    }
    x++;
    }
    }


    //------------------------------------------------


    ShowPlayerModelPreviews(playerid)
    {
    new x=0;
    new Float:BaseX = DIALOG_BASE_X;
    new Float:BaseY = DIALOG_BASE_Y - (SPRITE_DIM_Y * 0.33); // down a bit
    new linetracker = 0;

    new itemat = GetPVarInt(playerid, "vspawner_page") * SELECTION_ITEMS;

    // Destroy any previous ones created
    DestroyPlayerModelPreviews(playerid);


    while(x != SELECTION_ITEMS && itemat < gTotalItems) {
    if(linetracker == 0) {
    BaseX = DIALOG_BASE_X + 25.0; // in a bit from the box
    BaseY += SPRITE_DIM_Y + 1.0; // move on the Y for the next line
    }
    gSelectionItems[playerid][x] = CreateModelPreviewTextDraw(playerid, gItemList[itemat], BaseX, BaseY, SPRITE_DIM_X, SPRITE_DIM_Y);
    gSelectionItemsTag[playerid][x] = gItemList[itemat];
    BaseX += SPRITE_DIM_X + 1.0; // move on the X for the next sprite
    linetracker++;
    if(linetracker == ITEMS_PER_LINE) linetracker = 0;
    itemat++;
    x++;
    }
    }


    //------------------------------------------------


    UpdatePageTextDraw(playerid)
    {
    new PageText[64+1];
    format(PageText, 64, "%d/%d", GetPVarInt(playerid,"vspawner_page") + 1, GetNumberOfPages());
    PlayerTextDrawSetString(playerid, gCurrentPageTextDrawId[playerid], PageText);
    }


    //------------------------------------------------


    CreateSelectionMenu(playerid)
    {
    gBackgroundTextDrawId[playerid] = CreatePlayerBackgroundTextDraw(playerid, DIALOG_BASE_X, DIALOG_BASE_Y + 20.0, DIALOG_WIDTH, DIALOG_HEIGHT);
    gHeaderTextDrawId[playerid] = CreatePlayerHeaderTextDraw(playerid, DIALOG_BASE_X, DIALOG_BASE_Y, HEADER_TEXT);
    gCurrentPageTextDrawId[playerid] = CreateCurrentPageTextDraw(playerid, DIALOG_WIDTH - 30.0, DIALOG_BASE_Y + 15.0);
    gNextButtonTextDrawId[playerid] = CreatePlayerDialogButton(playerid, DIALOG_WIDTH - 30.0, DIALOG_BASE_Y+DIALOG_HEIGHT+100.0, 50.0, 16.0, NEXT_TEXT);
    gPrevButtonTextDrawId[playerid] = CreatePlayerDialogButton(playerid, DIALOG_WIDTH - 90.0, DIALOG_BASE_Y+DIALOG_HEIGHT+100.0, 50.0, 16.0, PREV_TEXT);


    ShowPlayerModelPreviews(playerid);
    UpdatePageTextDraw(playerid);
    }


    //------------------------------------------------


    DestroySelectionMenu(playerid)
    {
    DestroyPlayerModelPreviews(playerid);


    PlayerTextDrawDestroy(playerid, gHeaderTextDrawId[playerid]);
    PlayerTextDrawDestroy(playerid, gBackgroundTextDrawId[playerid]);
    PlayerTextDrawDestroy(playerid, gCurrentPageTextDrawId[playerid]);
    PlayerTextDrawDestroy(playerid, gNextButtonTextDrawId[playerid]);
    PlayerTextDrawDestroy(playerid, gPrevButtonTextDrawId[playerid]);


    gHeaderTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gBackgroundTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gCurrentPageTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gNextButtonTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gPrevButtonTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    }


    //------------------------------------------------


    SpawnVehicle_InfrontOfPlayer(playerid, vehiclemodel, color1, color2)
    {
    new Float:x,Float:y,Float:z;
    new Float:facing;
    new Float:distance;


    GetPlayerPos(playerid, x, y, z);
    GetPlayerFacingAngle(playerid, facing);


    new Float:size_x,Float:size_y,Float:size_z;
    GetVehicleModelInfo(vehiclemodel, VEHICLE_MODEL_INFO_SIZE, size_x, size_y, size_z);

    distance = size_x + 0.5;


    x += (distance * floatsin(-facing, degrees));
    y += (distance * floatcos(-facing, degrees));


    facing += 90.0;
    if(facing > 360.0) facing -= 360.0;


    return CreateVehicle(vehiclemodel, x, y, z + (size_z * 0.25), facing, color1, color2, -1);
    }


    //------------------------------------------------


    HandlePlayerItemSelection(playerid, selecteditem)
    {
    // In this case we're spawning a vehicle for them
    SpawnVehicle_InfrontOfPlayer(playerid, gSelectionItemsTag[playerid][selecteditem], -1, -1);
    }


    //------------------------------------------------


    public OnPlayerConnect(playerid)
    {
    // Init all of the textdraw related globals
    gHeaderTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gBackgroundTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gCurrentPageTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gNextButtonTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;
    gPrevButtonTextDrawId[playerid] = PlayerText:INVALID_TEXT_DRAW;

    for(new x=0; x < SELECTION_ITEMS; x++) {
    gSelectionItems[playerid][x] = PlayerText:INVALID_TEXT_DRAW;
    }

    gItemAt[playerid] = 0;

    return 1; // Allow other scripts to keep processing OnPlayerConnect
    }


    //-------------------------------------------
    // Even though only Player* textdraws are used in this script,
    // OnPlayerClickTextDraw is still required to handle ESC


    public OnPlayerClickTextDraw(playerid, Text:clickedid)
    {
    if(GetPVarInt(playerid, "vspawner_active") == 0) return 0;


    // Handle: They cancelled (with ESC)
    if(clickedid == Text:INVALID_TEXT_DRAW) {
    DestroySelectionMenu(playerid);
    SetPVarInt(playerid, "vspawner_active", 0);
    PlayerPlaySound(playerid, 1085, 0.0, 0.0, 0.0);
    return 1;
    }

    return 0;
    }


    //------------------------------------------------


    public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
    {
    if(GetPVarInt(playerid, "vspawner_active") == 0) return 0;


    new curpage = GetPVarInt(playerid, "vspawner_page");

    // Handle: next button
    if(playertextid == gNextButtonTextDrawId[playerid]) {
    if(curpage < (GetNumberOfPages() - 1)) {
    SetPVarInt(playerid, "vspawner_page", curpage + 1);
    ShowPlayerModelPreviews(playerid);
    UpdatePageTextDraw(playerid);
    PlayerPlaySound(playerid, 1083, 0.0, 0.0, 0.0);
    } else {
    PlayerPlaySound(playerid, 1085, 0.0, 0.0, 0.0);
    }
    return 1;
    }

    // Handle: previous button
    if(playertextid == gPrevButtonTextDrawId[playerid]) {
    if(curpage > 0) {
    SetPVarInt(playerid, "vspawner_page", curpage - 1);
    ShowPlayerModelPreviews(playerid);
    UpdatePageTextDraw(playerid);
    PlayerPlaySound(playerid, 1084, 0.0, 0.0, 0.0);
    } else {
    PlayerPlaySound(playerid, 1085, 0.0, 0.0, 0.0);
    }
    return 1;
    }

    // Search in the array of textdraws used for the items
    new x=0;
    while(x != SELECTION_ITEMS) {
    if(playertextid == gSelectionItems[playerid][x]) {
    HandlePlayerItemSelection(playerid, x);
    PlayerPlaySound(playerid, 1083, 0.0, 0.0, 0.0);
    DestroySelectionMenu(playerid);
    CancelSelectTextDraw(playerid);
    SetPVarInt(playerid, "vspawner_active", 0);
    return 1;
    }
    x++;
    }

    return 0;
    }


    //------------------------------------------------


    public OnPlayerCommandText(playerid, cmdtext[])
    {
    new cmd[256+1];
    new idx;


    if(!IsPlayerAdmin(playerid)) return 0;

    cmd = strtok(cmdtext, idx);


    if(strcmp("/vspawner", cmd, true) == 0)
    {
    // If there was a previously created selection menu, destroy it
    DestroySelectionMenu(playerid);

    SetPVarInt(playerid, "vspawner_active", 1);
    //SetPVarInt(playerid, "vspawner_page", 0); // will reset the page back to the first

    CreateSelectionMenu(playerid);
    SelectTextDraw(playerid, 0xACCBF1FF);
    return 1;
    }

    return 0;
    }
    //------------------------------------------------


    ( V spawner von SA:MP )


    Könntest du mir da weiter helfen?

    Moin ,.. Ich habe eig. nichts verändert, aber als ich meinen Server starten wollte kam die Meldung

    Code
    [19:01:17] Script[gamemodes/Andreas.amx]: Run time error 17: "Invalid/unsupported P-code file format"
    [19:01:17] Failed to load 'gamemodes/Andreas.amx' script.
    [19:01:17] Number of vehicle models: 0


    Als ich die .pwn datei compilen wollte, ging der Compiler nicht mehr
    Ich habe 517 "{" und "}"

    Jo Danke geht nun mit der Box. :D
    ---


    Hab das ein Befehl erstellt, und mehrmals umgeschrieben und kann nicht verstehen warum immer beim färben ingame eine Farbe immer schwarz wird und bleibt ..




    CMD:vipvcolor(playerid, params[])
    {
    if(GetPVarInt(playerid,"VIP Level")<1) return SendClientMessage(playerid,-1,"Du musst ein "COL_PURPLE"V.I.P. Member {FFFFFF}Level "COL_PURPLE"1 {FFFFFF}sein, um diese Funktion nutzen zu können.");
    if(!IsPlayerInAnyVehicle(playerid)) return SendClientMessage( playerid, -1, ""COL_RED"Fehler:{FFFFFF} Du befindest dich in keinem Fahrzeug.");


    new color[2];
    if(sscanf(params,"dD",color[0],color[1]))
    {
    return SendClientMessage(playerid, -1, ""COL_LIGHTBLUE"Verwendung: {FFFFFF}/vipvcolor <Farbe 1> <Farbe 2>");
    }
    new
    string[128];
    format(string, sizeof(string), "Fahrzeug umgefärbt. (( ID %d und %d ))",color[0],color[1]);
    SendClientMessage(playerid, -1, string);
    ChangeVehicleColor(GetPlayerVehicleID(playerid),color[0],color[1]);
    return 1;
    }


    d.h. wenn ich 2 Farben angebe, wird eine geändert , jedoch bleibt die andere immer schwarz