Das geht alles mann muss nur wissen wie. Telefonire morgen nochmal mit den Programmirer
Beiträge von Falke1895
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Servus, die community ls-fantasy.de bekommt an wochende dedicaten server. PS: Selbst entwicklungs versuch.
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Ich habe zeit lang eine Schwalbe Gefahren. Supper Fahrzeug du ziehst die Roller die meist tuning haben die 60-70 Fahren eben ab Und das hat nicht jeder
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Du kopierst dein wanted system Baust etwas um zack hast STvo Punkte system
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Du brauchst entwerder Rootserver wo du das drauf machst. Dazu eine Vitualizirung zb: kvm oder OpenVZ
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achso huperla habe das übersehen^^
//Edit
if(newkeys & KEY_CROUCH)
{
if(IsPlayerInAnyVehicle(playerid))
{new BlauLicht = CreateObject(19419,0.0,0.0,0.0,0.0,0.0,0.0,100.0);
AttachObjectToVehicle(BlauLicht, medic4, 0,0, 0.83,0,0,0);
}
} -
Servus versuche es so:
if (strcmp("/blaulicht", cmdtext, true) == 0)
{
new BlauLicht = CreateObject(19419,0.0,0.0,0.0,0.0,0.0,0.0,100.0);
AttachObjectToVehicle(BlauLicht, medic4, 0,0, 0.83,0,0,0);
return1;
} -
Wiso sollte es buggen? :o
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Ah ok habe schon gedacht. Emm ja will auf script umbauen.
Folgendes:
Zitat// Skins
// Shopids: 1: Binco 2: Suburban 3: Prolabs 4: ZIP 5:Didiersachs
// 1 = Männlich, 2 = WeiblichAddSkin(7,1,450,1,1);
new skin[999][skininfo];
stock AddSkin(skinid, nshopid, nkosten, ntyp, ngesch)
{
skin[skinid][shopid] = nshopid;
skin[skinid][kosten] = nkosten;
skin[skinid][typ] = ntyp;
skin[skinid][gesch] = ngesch;
}// Script Fusion by MiniYoda
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Servus, ich habe frage und zwar die neue Sa-mp Funktion. Mit Skin auswähle etc. Wo wird der skin gesetzt?
//
// Admin player skin changer using previews. For SA-MP 0.3x and above.
// - Kye 2012
//#include <a_samp>
#include "../include/gl_common.inc"#define TOTAL_ITEMS 300
#define SELECTION_ITEMS 21
#define ITEMS_PER_LINE 7#define HEADER_TEXT "Skins"
#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 70.0new 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] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,
50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,
97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,
132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,
167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,
202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,
237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,
272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299
};//------------------------------------------------
public OnFilterScriptInit()
{
print("\n--Admin Player Skin Changer Loaded\n");
return 1;
}//------------------------------------------------
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, 0x4A5A6BBB);
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, 0x4A5A6BBB);
PlayerTextDrawShow(playerid, txtBackground);
return txtBackground;
}//------------------------------------------------
// Creates a model preview spritePlayerText: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, 0x88888899);
PlayerTextDrawTextSize(playerid, txtPlayerSprite, width, height); // Text size is the Width:Height
PlayerTextDrawSetPreviewModel(playerid, txtPlayerSprite, modelindex);
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, "skinc_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,"skinc_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;
}//------------------------------------------------
HandlePlayerItemSelection(playerid, selecteditem)
{
// In this case we change the player's skin
if(gSelectionItemsTag[playerid][selecteditem] >= 0 && gSelectionItemsTag[playerid][selecteditem] < 300) {
SetPlayerSkin(playerid, gSelectionItemsTag[playerid][selecteditem]);
return;
}
}//------------------------------------------------
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 ESCpublic OnPlayerClickTextDraw(playerid, Text:clickedid)
{
if(GetPVarInt(playerid, "skinc_active") == 0) return 0;// Handle: They cancelled (with ESC)
if(clickedid == Text:INVALID_TEXT_DRAW) {
DestroySelectionMenu(playerid);
SetPVarInt(playerid, "skinc_active", 0);
PlayerPlaySound(playerid, 1085, 0.0, 0.0, 0.0);
return 1;
}
return 0;
}//------------------------------------------------
public OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid)
{
if(GetPVarInt(playerid, "skinc_active") == 0) return 0;new curpage = GetPVarInt(playerid, "skinc_page");
// Handle: next button
if(playertextid == gNextButtonTextDrawId[playerid]) {
if(curpage < (GetNumberOfPages() - 1)) {
SetPVarInt(playerid, "skinc_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, "skinc_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, "skinc_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("/skinchange", cmd, true) == 0)
{
// If there was a previously created selection menu, destroy it
DestroySelectionMenu(playerid);
SetPVarInt(playerid, "skinc_active", 1);
//SetPVarInt(playerid, "skinc_page", 0); // will reset the page back to the first
CreateSelectionMenu(playerid);
SelectTextDraw(playerid, 0xACCBF1FF);
return 1;
}
return 0;
}
//------------------------------------------------Quelle: sa-mp.com kye
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Servus, ich habe frage an euch gibts script/ Loading für Mta map editor oder garnicht?
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Hier Sind Meine 2 Jungs:
http://www.imagebanana.com/vie…kepacknanoukundcaruso.jpg
Der 1 heißt nanouk ( Husky )
Der 2 Heißt Caruso Cracker Jack ( Alt Deutscher schäferhund )
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Melina du bist in 2 Projekt admin? Na dann viel spass wenn der stress los geht^^
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Wie gut könntest systeme bauen?
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Füge folgendes ganz unten ein:
stock SendClientMessageToAllAtRadius(playerid,Float:radi,string[],col1,col2,col3,col4,col5){
new Float:posx, Float:posy, Float:posz;
new Float:oldposx, Float:oldposy, Float:oldposz;
new Float:tempposx, Float:tempposy, Float:tempposz;
GetPlayerPos(playerid, oldposx, oldposy, oldposz);
ForAllPlayers(i){
GetPlayerPos(i, posx, posy, posz);
tempposx = (oldposx -posx);
tempposy = (oldposy -posy);
tempposz = (oldposz -posz);
if (((tempposx < radi/16) && (tempposx > -radi/16)) && ((tempposy < radi/16) && (tempposy > -radi/16)) && ((tempposz < radi/16) && (tempposz > -radi/16)))
SendClientMessage(i, col1, string);
else if (((tempposx < radi/8) && (tempposx > -radi/8)) && ((tempposy < radi/8) && (tempposy > -radi/8)) && ((tempposz < radi/8) && (tempposz > -radi/8)))
SendClientMessage(i, col2, string);
else if (((tempposx < radi/4) && (tempposx > -radi/4)) && ((tempposy < radi/4) && (tempposy > -radi/4)) && ((tempposz < radi/4) && (tempposz > -radi/4)))
SendClientMessage(i, col3, string);
else if (((tempposx < radi/2) && (tempposx > -radi/2)) && ((tempposy < radi/2) && (tempposy > -radi/2)) && ((tempposz < radi/2) && (tempposz > -radi/2)))
SendClientMessage(i, col4, string);
else if (((tempposx < radi) && (tempposx > -radi)) && ((tempposy < radi) && (tempposy > -radi)) && ((tempposz < radi) && (tempposz > -radi)))
SendClientMessage(i, col5, string);
}return 1;
} -
mhmm
ZitatC:\Users\Falke\Desktop\NoNameRP.pwn(7060) : warning 219: local variable "string" shadows a variable at a preceding level
C:\Users\Falke\Desktop\NoNameRP.pwn(7065) : error 020: invalid symbol name ""
C:\Users\Falke\Desktop\NoNameRP.pwn(7065) : warning 215: expression has no effect
C:\Users\Falke\Desktop\NoNameRP.pwn(7065) : warning 215: expression has no effect
C:\Users\Falke\Desktop\NoNameRP.pwn(7065) : error 001: expected token: ";", but found ")"
C:\Users\Falke\Desktop\NoNameRP.pwn(7065) : error 029: invalid expression, assumed zero
C:\Users\Falke\Desktop\NoNameRP.pwn(7065) : fatal error 107: too many error messages on one lineCompilation aborted.Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase
4 Errors.
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Servus, ich bin dabei mich mit den neuen sachen zubefassen.
Nun habe ich hilfe menü erstellt.
Folges gibt er mir aus:
ZitatC:\Users\Falke\Desktop\NoNameRP.pwn(7059) : error 075: input line too long (after substitutions)
C:\Users\Falke\Desktop\NoNameRP.pwn(7060) : error 037: invalid string (possibly non-terminated string)
C:\Users\Falke\Desktop\NoNameRP.pwn(7060) : error 017: undefined symbol "FF0000"
C:\Users\Falke\Desktop\NoNameRP.pwn(7060) : error 017: undefined symbol "Um"
C:\Users\Falke\Desktop\Fusion.pwn(7060) : fatal error 107: too many error messages on one lineCompilation aborted.Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase
5 Errors.
Code: ShowPlayerDialog(playerid, DIALOG_H1, DIALOG_STYLE_LIST, "{FFFFFF}Generelle Hilfe", "/report {FF0000}(Um Admin Hilfe Anzufodern)\n/spawn {FF0000}(Spawn Menu)\n/jtime {FF0000}(Jail Time Herausfinden)\n/perso [Spielerid] {FF0000}(Personalausweis vorzeigen)\n/scheine id {FF0000}(Die Fuehrerscheine vorzeigen)\n/gibgeld [spielerid] [betrag] {FF0000}(Spieler Geldbetrag übergeben)\n/piss {FF0000}(Um zu Pinkeln.)\n/ani {FF0000}(Animation ausfuehren)\n/togcnn {FF0000}(Um News zu Aktiviren/Deaktiviren)", "Zurück", "Beenden"); -
Du baust dir ein Befehl zb : /bikeleihen dann setz du eine abfrage ob er ein bike hat oder nicht. Wenn Ja bekommt er kein weiter bike Um unnötige spam zu vermeiden. Wenn Nein erstellt er ein bike an seine position und wird draufgesetzt. Beim Disconnect sollte das bike natürlich auch gelöscht werden.