Die neuste Version ist 2.8.2
>> Klick mich <<
Beiträge von Lukaz
-
-
stock VehicleTuning(playerid, slot)
{
if(IsValidVehicle(PrivateVehicle[playerid][slot][vehID]))
{
GetVehicleParamsEx(PrivateVehicle[playerid][slot][vehID], engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(PrivateVehicle[playerid][slot][vehID], VEHICLE_PARAMS_OFF, lights, alarm, doors, bonnet, boot, objective);if(Vehicle[PrivateVehicle[playerid][slot][vehID]][vehMotor])KillTimer(Vehicle[PrivateVehicle[playerid][slot][vehID]][VehicleTimer]);
Vehicle[PrivateVehicle[playerid][slot][vehID]][vehMotor] = false;
Vehicle[PrivateVehicle[playerid][slot][vehID]][vehLicht] = false;
Vehicle[PrivateVehicle[playerid][slot][vehID]][vehHaube] = false;
Vehicle[PrivateVehicle[playerid][slot][vehID]][vehKRaum] = false;new playerName[MAX_PLAYER_NAME+1], nPlate[32], cutName[24+1];
GetPlayerName(playerid, playerName, sizeof(playerName));
strmid(cutName, playerName, 0, 1, sizeof(cutName));
format(nPlate, sizeof(nPlate), "{B22222}SA %s %d", cutName, PrivateVehicle[playerid][slot][vehID]);SetVehicleNumberPlate(PrivateVehicle[playerid][slot][vehID], nPlate);
LinkVehicleToInterior(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehInterior]);
SetVehicleVirtualWorld(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehWorld]);if(PrivateVehicle[playerid][slot][vehPaintjob] >= 0)ChangeVehiclePaintjob(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehPaintjob]);
if(PrivateVehicle[playerid][slot][vehColor1] >= 0 || PrivateVehicle[playerid][slot][vehColor2] >= 0) ChangeVehicleColor(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehColor1], PrivateVehicle[playerid][slot][vehColor2]);
if(PrivateVehicle[playerid][slot][vehSpoiler] >= 1000){ AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehSpoiler]); }
if(PrivateVehicle[playerid][slot][vehHood] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehHood]); }
if(PrivateVehicle[playerid][slot][vehRoof] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehRoof]); }
if(PrivateVehicle[playerid][slot][vehSideskirt] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehSideskirt]); }
if(PrivateVehicle[playerid][slot][vehLamps] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehLamps]); }
if(PrivateVehicle[playerid][slot][vehNitro] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehNitro]); }
if(PrivateVehicle[playerid][slot][vehExhaust] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehExhaust]); }
if(PrivateVehicle[playerid][slot][vehWheels] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehWheels]); }
if(PrivateVehicle[playerid][slot][vehStereo] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehStereo]); }
if(PrivateVehicle[playerid][slot][vehHydraulics] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehHydraulics]); }
if(PrivateVehicle[playerid][slot][vehFrontBumper] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehFrontBumper]); }
if(PrivateVehicle[playerid][slot][vehRearBumper] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehRearBumper]); }
if(PrivateVehicle[playerid][slot][vehVentRight] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehVentRight]); }
if(PrivateVehicle[playerid][slot][vehVentLeft] >= 1000) { AddVehicleComponent(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehVentLeft]); }switch(PrivateVehicle[playerid][slot][vehNeonID])
{
case 1: {PrivateVehicle[playerid][slot][vehNeon1] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); PrivateVehicle[playerid][slot][vehNeon2] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon1], PrivateVehicle[playerid][slot][vehID], -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon2], PrivateVehicle[playerid][slot][vehID], 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Blau
case 2: {PrivateVehicle[playerid][slot][vehNeon1] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); PrivateVehicle[playerid][slot][vehNeon2] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon1], PrivateVehicle[playerid][slot][vehID], -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon2], PrivateVehicle[playerid][slot][vehID], 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Grün
case 3: {PrivateVehicle[playerid][slot][vehNeon1] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); PrivateVehicle[playerid][slot][vehNeon2] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon1], PrivateVehicle[playerid][slot][vehID], -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon2], PrivateVehicle[playerid][slot][vehID], 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Weiß
case 4: {PrivateVehicle[playerid][slot][vehNeon1] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); PrivateVehicle[playerid][slot][vehNeon2] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon1], PrivateVehicle[playerid][slot][vehID], -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon2], PrivateVehicle[playerid][slot][vehID], 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Pink
case 5: {PrivateVehicle[playerid][slot][vehNeon1] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); PrivateVehicle[playerid][slot][vehNeon2] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon1], PrivateVehicle[playerid][slot][vehID], -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon2], PrivateVehicle[playerid][slot][vehID], 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Gelb
case 6: {PrivateVehicle[playerid][slot][vehNeon1] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); PrivateVehicle[playerid][slot][vehNeon2] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon1], PrivateVehicle[playerid][slot][vehID], -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(PrivateVehicle[playerid][slot][vehNeon2], PrivateVehicle[playerid][slot][vehID], 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Rot
}
SetVehiclePos(PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehPosX], PrivateVehicle[playerid][slot][vehPosY], PrivateVehicle[playerid][slot][vehPosZ]);
SetTimerEx("SetVehicleZAngle", 5000, 0, "dd", PrivateVehicle[playerid][slot][vehID], PrivateVehicle[playerid][slot][vehPosA]);
}
return 1;
}//Edit fail
-
Die AttachDynamicObjectToVehicle waren noch mitten im Switch, das sollte der Grund für die Fehler sein.
stock fVehicleTuning(fV)
{
new nPlate[32];if(IsValidVehicle(fVehicle[fV][vehID]))
{
GetVehicleParamsEx(fVehicle[fV][vehID], engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(fVehicle[fV][vehID], VEHICLE_PARAMS_OFF, lights, alarm, doors, bonnet, boot, objective);if(Vehicle[fVehicle[fV][vehID]][vehMotor])KillTimer(Vehicle[fVehicle[fV][vehID]][VehicleTimer]);
Vehicle[fVehicle[fV][vehID]][vehMotor] = false;
Vehicle[fVehicle[fV][vehID]][vehLicht] = false;
Vehicle[fVehicle[fV][vehID]][vehHaube] = false;
Vehicle[fVehicle[fV][vehID]][vehKRaum] = false;format(nPlate, sizeof(nPlate), "{B22222}%s %d", GetFraktionNumberPlate(fVehicle[fV][vehFraktion]), fVehicle[fV][vehID]);
SetVehicleNumberPlate(fVehicle[fV][vehID], nPlate);LinkVehicleToInterior(fVehicle[fV][vehID], fVehicle[fV][vehInterior]);
SetVehicleVirtualWorld(fVehicle[fV][vehID], fVehicle[fV][vehWorld]);if(fVehicle[fV][vehPaintjob] >= 0)ChangeVehiclePaintjob(fVehicle[fV][vehID], fVehicle[fV][vehPaintjob]);
if(fVehicle[fV][vehColor1] >= 0 || fVehicle[fV][vehColor2] >= 0)ChangeVehicleColor(fVehicle[fV][vehID], fVehicle[fV][vehColor1], fVehicle[fV][vehColor2]);
if(fVehicle[fV][vehSpoiler] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehSpoiler]);
if(fVehicle[fV][vehHood] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehHood]);
if(fVehicle[fV][vehRoof] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehRoof]);
if(fVehicle[fV][vehSideskirt] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehSideskirt]);
if(fVehicle[fV][vehLamps] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehLamps]);
if(fVehicle[fV][vehNitro] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehNitro]);
if(fVehicle[fV][vehExhaust] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehExhaust]);
if(fVehicle[fV][vehWheels] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehWheels]);
if(fVehicle[fV][vehStereo] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehStereo]);
if(fVehicle[fV][vehHydraulics] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehHydraulics]);
if(fVehicle[fV][vehFrontBumper] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehFrontBumper]);
if(fVehicle[fV][vehRearBumper] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehRearBumper]);
if(fVehicle[fV][vehVentRight] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehVentRight]);
if(fVehicle[fV][vehVentLeft] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehVentLeft]);switch(fVehicle[fV][vehNeonID])
{
case 1: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon1], fV, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon2], fV, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Blau
case 2: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon1], fV, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon2], fV, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Grün
case 3: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon1], fV, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon2], fV, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Weiß
case 4: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon1], fV, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon2], fV, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Pink
case 5: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon1], fV, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon2], fV, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Gelb
case 6: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon1], fV, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon2], fV, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Rot
}
if(fVehicle[fV][vehSiren] == 1)
{
if(fVehicle[fV][vehFraktion] == 3)
{
if(GetVehicleModel(fVehicle[fV][vehID]) == 560)
{
fVehicle[fV][vehSiren1] = CreateDynamicObject(11701, 0, 0, 0, 0, 0, 0, 0);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren1], fVehicle[fV][vehID], 0.000000, 0.000000, 0.829999, 0.000000, 0.000000, 0.000000);
}
}
else if(fVehicle[fV][vehFraktion] == 6)
{
if(GetVehicleModel(fVehicle[fV][vehID]) == 560)
{
fVehicle[fV][vehSiren1] = CreateDynamicObject(11701, 0, 0, 0, 0, 0, 0, 0);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren1], fVehicle[fV][vehID], 0.000000, 0.000000, 0.829999, 0.000000, 0.000000, 0.000000);
}
}
else if(fVehicle[fV][vehFraktion] == 1)
{
if(GetVehicleModel(fVehicle[fV][vehID]) == 560)
{
fVehicle[fV][vehSiren1] = CreateDynamicObject(19620, 0, 0, 0, 0, 0, 0, 0);
fVehicle[fV][vehSiren2] = CreateDynamicObject(19797, 0, 0, 0, 0, 0, 0, 0);
fVehicle[fV][vehSiren3] = CreateDynamicObject(19797, 0, 0, 0, 0, 0, 0, 0);
fVehicle[fV][vehSiren4] = CreateDynamicObject(19797, 0, 0, 0, 0, 0, 0, 0);
fVehicle[fV][vehSiren5] = CreateDynamicObject(19797, 0, 0, 0, 0, 0, 0, 0);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren1], fVehicle[fV][vehID], -0.00160, 0.05440, 0.83080, 0.00000, 0.00000, 0.00000);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren2], fVehicle[fV][vehID], 0.73560, 2.59780, -0.13790, 0.00000, 0.00000, 178.00000);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren3], fVehicle[fV][vehID], 0.73560, 2.59780, -0.24890, 0.00000, 0.00000, 178.00000);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren4], fVehicle[fV][vehID], -0.72440, 2.59780, -0.13990, 4.00000, 0.00000, 185.00000);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren5], fVehicle[fV][vehID], -0.72440, 2.59780, -0.25090, 4.00000, 0.00000, 185.00000);
}
}
}
SetVehiclePos(fVehicle[fV][vehID], fVehicle[fV][vehPosX], fVehicle[fV][vehPosY], fVehicle[fV][vehPosZ]);
SetTimerEx("SetVehicleZAngle", 5000, 0, "dd", fVehicle[fV][vehID], fVehicle[fV][vehPosA]);
}
return 1;
} -
bei dir ist die Fahrzeug ID Variable nicht vehicleid sondern fV.
stock fVehicleTuning(fV)
{
new nPlate[32];if(IsValidVehicle(fVehicle[fV][vehID]))
{
GetVehicleParamsEx(fVehicle[fV][vehID], engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(fVehicle[fV][vehID], VEHICLE_PARAMS_OFF, lights, alarm, doors, bonnet, boot, objective);if(Vehicle[fVehicle[fV][vehID]][vehMotor])KillTimer(Vehicle[fVehicle[fV][vehID]][VehicleTimer]);
Vehicle[fVehicle[fV][vehID]][vehMotor] = false;
Vehicle[fVehicle[fV][vehID]][vehLicht] = false;
Vehicle[fVehicle[fV][vehID]][vehHaube] = false;
Vehicle[fVehicle[fV][vehID]][vehKRaum] = false;
format(nPlate, sizeof(nPlate), "{B22222}%s %d", GetFraktionNumberPlate(fVehicle[fV][vehFraktion]), fVehicle[fV][vehID]);
SetVehicleNumberPlate(fVehicle[fV][vehID], nPlate);
LinkVehicleToInterior(fVehicle[fV][vehID], fVehicle[fV][vehInterior]);
SetVehicleVirtualWorld(fVehicle[fV][vehID], fVehicle[fV][vehWorld]);
if(fVehicle[fV][vehPaintjob] >= 0)ChangeVehiclePaintjob(fVehicle[fV][vehID], fVehicle[fV][vehPaintjob]);
if(fVehicle[fV][vehColor1] >= 0 || fVehicle[fV][vehColor2] >= 0)ChangeVehicleColor(fVehicle[fV][vehID], fVehicle[fV][vehColor1], fVehicle[fV][vehColor2]);
if(fVehicle[fV][vehSpoiler] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehSpoiler]);
if(fVehicle[fV][vehHood] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehHood]);
if(fVehicle[fV][vehRoof] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehRoof]);
if(fVehicle[fV][vehSideskirt] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehSideskirt]);
if(fVehicle[fV][vehLamps] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehLamps]);
if(fVehicle[fV][vehNitro] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehNitro]);
if(fVehicle[fV][vehExhaust] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehExhaust]);
if(fVehicle[fV][vehWheels] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehWheels]);
if(fVehicle[fV][vehStereo] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehStereo]);
if(fVehicle[fV][vehHydraulics] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehHydraulics]);
if(fVehicle[fV][vehFrontBumper] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehFrontBumper]);
if(fVehicle[fV][vehRearBumper] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehRearBumper]);
if(fVehicle[fV][vehVentRight] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehVentRight]);
if(fVehicle[fV][vehVentLeft] >= 1000)AddVehicleComponent(fVehicle[fV][vehID], fVehicle[fV][vehVentLeft]);switch(fVehicle[fV][vehNeonID])
{
case 1: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0);} //Rot
case 2: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0);} //Blau
case 3: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0);} //Grün
case 4: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0);} //Gelb
case 5: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0);} //Pink
case 6: {fVehicle[fV][vehNeon1] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); fVehicle[fV][vehNeon2] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0);} //Weiß
AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon1], fV, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0);
AttachDynamicObjectToVehicle(fVehicle[fV][vehNeon2], fV, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);
}
if(fVehicle[fV][vehSiren] == 1)
{
if(fVehicle[fV][vehFraktion] == 3)
{
if(GetVehicleModel(fVehicle[fV][vehID]) == 560)
{
fVehicle[fV][vehSiren1] = CreateDynamicObject(11701, 0, 0, 0, 0, 0, 0, 0);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren1], fVehicle[fV][vehID], 0.000000, 0.000000, 0.829999, 0.000000, 0.000000, 0.000000);
}
}
else if(fVehicle[fV][vehFraktion] == 6)
{
if(GetVehicleModel(fVehicle[fV][vehID]) == 560)
{
fVehicle[fV][vehSiren1] = CreateDynamicObject(11701, 0, 0, 0, 0, 0, 0, 0);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren1], fVehicle[fV][vehID], 0.000000, 0.000000, 0.829999, 0.000000, 0.000000, 0.000000);
}
}
else if(fVehicle[fV][vehFraktion] == 1)
{
if(GetVehicleModel(fVehicle[fV][vehID]) == 560)
{
fVehicle[fV][vehSiren1] = CreateDynamicObject(19620, 0, 0, 0, 0, 0, 0, 0);
fVehicle[fV][vehSiren2] = CreateDynamicObject(19797, 0, 0, 0, 0, 0, 0, 0);
fVehicle[fV][vehSiren3] = CreateDynamicObject(19797, 0, 0, 0, 0, 0, 0, 0);
fVehicle[fV][vehSiren4] = CreateDynamicObject(19797, 0, 0, 0, 0, 0, 0, 0);
fVehicle[fV][vehSiren5] = CreateDynamicObject(19797, 0, 0, 0, 0, 0, 0, 0);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren1], fVehicle[fV][vehID], -0.00160, 0.05440, 0.83080, 0.00000, 0.00000, 0.00000);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren2], fVehicle[fV][vehID], 0.73560, 2.59780, -0.13790, 0.00000, 0.00000, 178.00000);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren3], fVehicle[fV][vehID], 0.73560, 2.59780, -0.24890, 0.00000, 0.00000, 178.00000);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren4], fVehicle[fV][vehID], -0.72440, 2.59780, -0.13990, 4.00000, 0.00000, 185.00000);
AttachDynamicObjectToVehicle(fVehicle[fV][vehSiren5], fVehicle[fV][vehID], -0.72440, 2.59780, -0.25090, 4.00000, 0.00000, 185.00000);
}
}
}
SetVehiclePos(fVehicle[fV][vehID], fVehicle[fV][vehPosX], fVehicle[fV][vehPosY], fVehicle[fV][vehPosZ]);
SetTimerEx("SetVehicleZAngle", 5000, 0, "dd", fVehicle[fV][vehID], fVehicle[fV][vehPosA]);
}
return 1;
} -
Nein ich meine wo du die Neonröhren erstellen lässt und am Auto anbringst.
Diese Funktion also der Ganze Befehl wenn du es beim Motorstart hast oder die Funktion wenn du es mit dem Fahrzeug laden lässt also das ganze wo du die Errors hast.
//Neon anbringen (Optional beim Motorstart)
switch(fVehicle[vehicleid][vehNeonID])
{
case 1: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Rot
case 2: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Blau
case 3: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Grün
case 4: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Gelb
case 5: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Pink
case 6: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Weiß
} -
Einfach abfragen ob es die Waffen ID 23 wenn ja return 1;
if(weaponid == 23)return 1;
if(slot != -1 && gettime() > Spieler[playerid][pAcPause][AC_WEAPON_PAUSE])
{
if(Spieler[playerid][pAdmin] < 1)
{
new antiweapammo = Spieler[playerid][pAnticheatWeapAmmo][slot],antiweap = Spieler[playerid][pAnticheatWeap][slot];if((weaponid != 0 && weaponid != 46 || weaponid != 46 && weaponid != 0) && Spieler[playerid][pSpawned] == 1)
{
if(antiweap != weaponid && weaponammo > 0)
{
if(weaponid == 23)return 1;
format(string, sizeof(string), "%s wurde vom Server gebannt, Grund: Waffenhack", GetName(playerid));
SendClientMessageToAll(COLOR_RED, string);
SendClientMessage(playerid, COLOR_RED, "* Du wurdest soeben gebannt. Bitte erstelle einen Entbannantrag im Forum, wenn dieser Bann zu Unrecht war!");Spieler[playerid][pBanned] = 1;
Spieler[playerid][pBanned] = 1;
format(Spieler[playerid][pBanReason], 64, "Waffenhack");
format(Spieler[playerid][pBanAdmin], MAX_PLAYER_NAME, "Server");
KickEx(playerid);
}
}
if(antiweapammo > weaponammo && antiweapammo > 0 && weaponammo > 0)
{
Spieler[playerid][pAnticheatWeapAmmo][slot] = weaponammo;
}
}
}
return 1;
} -
Also so sollte es gehen wo lässt du das Neon erstellen beim Fahrzeug erstellen oder beim Motorstart, je nach dem Zeig mal den Befehl oder die Funktion.
//Neon anbringen (Optional beim Motorstart)
switch(fVehicle[vehicleid][vehNeonID])
{
case 1: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Rot
case 2: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Blau
case 3: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Grün
case 4: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Gelb
case 5: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Pink
case 6: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Weiß
}//Wenn das Fahrzeug neu Spawnt
public OnVehicleSpawn(vehicleid)
{
if(IsValidDynamicObject(fVehicle[vehicleid][vehNeon1])) {DestroyDynamicObject(fVehicle[vehicleid][vehNeon1]);}
if(IsValidDynamicObject(fVehicle[vehicleid][vehNeon2])) {DestroyDynamicObject(fVehicle[vehicleid][vehNeon2]);}
return 1;
}//Das Fahrzeug löschen
stock DestroyVehicleEx(vehicleid)
{
if(IsValidDynamicObject(fVehicle[vehicleid][vehNeon1])) {DestroyDynamicObject(fVehicle[vehicleid][vehNeon1]);}
if(IsValidDynamicObject(fVehicle[vehicleid][vehNeon2])) {DestroyDynamicObject(fVehicle[vehicleid][vehNeon2]);}DestroyVehicle(vehicleid);
return 1;
} -
Wenn du es direkt im Switch willst mach es so.
switch(fVehicle[vehicleid][vehNeonID])
{
case 1: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Rot
case 2: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Blau
case 3: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Grün
case 4: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Gelb
case 5: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Pink
case 6: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0); AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);} //Weiß
} -
Ich habe einfach mal mein Script deinen Variablen angepasst, ich empfehle dir das Neon beim Motorstart anzubringen.
//Neon anbringen (Optional beim Motorstart)
switch(fVehicle[vehicleid][vehNeonID])
{
case 1: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18647, 0, 0, 0, 0, 0, 0);} //Rot
case 2: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18648, 0, 0, 0, 0, 0, 0);} //Blau
case 3: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18649, 0, 0, 0, 0, 0, 0);} //Grün
case 4: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18650, 0, 0, 0, 0, 0, 0);} //Gelb
case 5: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18651, 0, 0, 0, 0, 0, 0);} //Pink
case 6: {fVehicle[vehicleid][vehNeon1] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0); fVehicle[vehicleid][vehNeon2] = CreateDynamicObject(18652, 0, 0, 0, 0, 0, 0);} //Weiß
}
AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon1], vehicleid, -0.8, 0.0, -0.50, 0.0, 0.0, 0.0);
AttachDynamicObjectToVehicle(fVehicle[vehicleid][vehNeon2], vehicleid, 0.8, 0.0, -0.50, 0.0, 0.0, 0.0);//Wenn das Fahrzeug neu Spawnt
public OnVehicleSpawn(vehicleid)
{
if(IsValidDynamicObject(fVehicle[vehicleid][vehNeon1])) {DestroyDynamicObject(fVehicle[vehicleid][vehNeon1]);}
if(IsValidDynamicObject(fVehicle[vehicleid][vehNeon2])) {DestroyDynamicObject(fVehicle[vehicleid][vehNeon2]);}
return 1;
}//Das Fahrzeug löschen
stock DestroyVehicleEx(vehicleid)
{
if(IsValidDynamicObject(fVehicle[vehicleid][vehNeon1])) {DestroyDynamicObject(fVehicle[vehicleid][vehNeon1]);}
if(IsValidDynamicObject(fVehicle[vehicleid][vehNeon2])) {DestroyDynamicObject(fVehicle[vehicleid][vehNeon2]);}DestroyVehicle(vehicleid);
return 1;
} -
Werden unter dem Auto die Neonröhren komplett nicht erstellt oder werden sie erstellt aber sie leuchten nicht?
-
steht sonst nichts im log und auf welchen Betriebssystem läuft dein Server?
-
Download das neuste Streamer Plugin ersetz den Include und die .dll oder .so und Compile dein Script neu
Streamer Link >> klick mich <<
-
Ich habe den String noch nicht gesetzt jetzt sollte es gehen.
Beispiel:
format(string, sizeof(string),"%s\n%s %s\tOffline\t%02d.%02d.%02d - %02d:%02d:%02d", GetAdminName(cache_get_field_content_int(i, "Admin")), name, pDay, pMonth, pYear, pHour, pMinute, pSecond);
zu
format(string, sizeof(string),"%s\n%s %s\tOffline\t%02d.%02d.%02d - %02d:%02d:%02d", string, GetAdminName(cache_get_field_content_int(i, "Admin")), name, pDay, pMonth, pYear, pHour, pMinute, pSecond);
#define isnull(%1) \
((!(%1[0])) || (((%1[0]) == '\1') && (!(%1[1]))))forward GetAdmins(playerid);
public GetAdmins(playerid)
{
new String[1024], BenutzerName[MAX_PLAYER_NAME], Jahr, Monat, Tag, Stunde, Minute, Sekunde;mysql_query(MySQL, "SELECT * FROM `Accounts` WHERE Admin > '0' AND Admin < '6' ORDER BY `Admin` DESC", true);
for(new i=0;i<cache_num_rows();i++)
{
cache_get_field_content(i, "Name", BenutzerName, myCon, MAX_PLAYER_NAME);
TimestampToDate(cache_get_field_content_int(i, "LastLogin"), Jahr, Monat, Tag, Stunde, Minute, Sekunde, 1, 0);if(isnull(String))
{
if(cache_get_field_content_int(i, "playerOnline") == 0)
{
format(String, sizeof(String),"Team-Mitglied\tStatus\tLetzte Aktivität\n\%s %s\tOffline\t%02d.%02d.%02d - %02d:%02d:%02d", GetAdminName(cache_get_field_content_int(i, "Admin")), BenutzerName, Tag, Monat, Jahr, Stunde, Minute, Sekunde);
}
else if(cache_get_field_content_int(i, "playerOnline") == 1)
{
format(String, sizeof(String),"Team-Mitglied\tStatus\tLetzte Aktivität\n\%s %s\tOnline\t-", GetAdminName(cache_get_field_content_int(i, "Admin")), BenutzerName);
}
}
else
{
if(cache_get_field_content_int(i, "playerOnline") == 0)
{
format(String, sizeof(String),"%s\n\%s %s\tOffline\t%02d.%02d.%02d - %02d:%02d:%02d", String, GetAdminName(cache_get_field_content_int(i, "Admin")), BenutzerName, Tag, Monat, Jahr, Stunde, Minute, Sekunde);
}
else if(cache_get_field_content_int(i, "playerOnline") == 1)
{
format(String, sizeof(String),"%s\n\%s %s\tOnline\t-", String, GetAdminName(cache_get_field_content_int(i, "Admin")), BenutzerName);
}
}
}
ShowPlayerDialog(playerid, DIALOG_ADMINS, DIALOG_STYLE_TABLIST_HEADERS, "Team-Mitglieder", String, "Schließen", "");
return 1;
}//Edit jetzt geht es, und mit der Methode sollte es auch ohne Public gehen.
-
Ich habe das ganze nicht getestet aber so sollte es gehen ob der Spieler ein Admin ist könntest du im MySQL query auch abfragen
//Definier das oben im Script damit kannst du abfragen ob ein String leer ist
#define isnull(%1) \
((!(%1[0])) || (((%1[0]) == '\1') && (!(%1[1]))))forward GetAdmins(playerid);
public GetAdmins(playerid)
{
new String[512], header[128], adminrang, name[MAX_PLAYER_NAME], online, OnlineString[32], pYear, pMonth, pDay, pHour, pMinute, pSecond, lastlogin;adminrang = cache_get_field_content_int(i, "Admin");
lastlogin = cache_get_field_content_int(i, "LastLogin");
cache_get_field_content(i, "Name", name, myCon, MAX_PLAYER_NAME);for(new i=0;i<cache_num_rows();i++)
{
if(adminrang > 0 && adminrang < 6)
{
TimestampToDate(lastlogin, pYear, pMonth, pDay, pHour, pMinute, pSecond, 1, 0);
online = cache_get_field_content_int(i, "playerOnline");if(isnull(String))
{
if(online == 0)
{
format(string, sizeof(string),""COLOR_HEX_WHITE"Team-Mitglied\tStatus\tLetzte Aktivität\n%s %s\tOffline\t%02d.%02d.%02d - %02d:%02d:%02d", GetAdminName(adminrang), name, pDay, pMonth, pYear, pHour, pMinute, pSecond);
}
else if(online == 1)
{
format(string, sizeof(string),""COLOR_HEX_WHITE"Team-Mitglied\tStatus\tLetzte Aktivität\n%s %s\tOnline\t-", GetAdminName(adminrang), name);
}
}
else
{
if(online == 0)
{
format(String, sizeof(String),"%s\n%s %s\tOffline\t%02d.%02d.%02d - %02d:%02d:%02d", GetAdminName(adminrang), name, pDay, pMonth, pYear, pHour, pMinute, pSecond);
}
else if(online == 1)
{
format(String, sizeof(String),"%s\n%s %s\tOnline\t-", String, GetAdminName(adminrang), name);
}
}
}
}
ShowPlayerDialog(playerid, DIALOG_ADMINS, DIALOG_STYLE_TABLIST_HEADERS, "Team-Mitglieder", string, "Schließen", "");
return 1;
} -
Du musst nicht 2 Strings erstellen einer reicht, die Variable ob der Spieler gebannt ist solltest du zur Sicherheit vor den Kick Timer setzen.
Den ban kannst du unter OnPlayerConnect oder in deiner Benutzer Lade Funktion Abfragen, wichtig ist das du die Daten Speicherst per MySQL oder Ini.
ocmd:ban(playerid, params[])
{
new pID, Grund[64], String[128];
if(!IsPlayerGM(playerid,2))return 1;
if(sscanf(params, "us[64]", pID, Grund))return SendClientMessage(playerid, FARBE_ROT, "INFO: /ban [Playerid] [Grund]");
if(!IsPlayerConnected(pID))return SendClientMessage(playerid, FARBE_ROT, "Diese Spieler ist nicht online.");
if(pID == playerid)return SendClientMessage(playerid, FARBE_ROT, "Du kannst dich nicht selber Bannen!");format(String, sizeof(String),"Du wurdest von %s vom Server gebannt.Grund: %s.", getPlayerName(playerid), Grund);
SendClientMessage(pID, FARBE_ROT, String);format(String, sizeof(String),"Sollte dieser Ban unberechtigt sein, stelle bitte einen Antrag auf Entbannung im Forum!");
SendClientMessage(pID, FARBE_ROT, String);SetPVarInt(pID, "Gebannt", 1);
sInfo[playerid][Gebannt] = pID;SetTimerEx("KickTimer", 500, false, "i", pID);
return 1;
}public KickTimer(playerid)
{
Kick(pID);
return 1;
}sry wenn ich die Variable "sInfo[playerid][Gebannt]" falsch zugeordnet habe ich weis nicht genau wofür diese steht.
-
Das kannst du unter OnPlayerEnterCheckpoint lassen
-
Du kannst es auch so machen, die Variable playerid wird in deinen SekundenTimer erst garnicht genutzt.
die Schleife machst du am besten mit MAX_PLAYERS und einer abfrage ob der Spieler Connected ist anstatt GetPlayerPoolSize dann sollte es gehen.
forward SekundenTimer();public SekundenTimer()
{
for(new i = 0; i<MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i))
{
if(Busfahrer[i][BusZeit] != 0)
{
if(IsPlayerInRangeOfPoint(i,5.0,BusfahrRouteA[Busfahrer[i][BusStand]][br_x],BusfahrRouteA[Busfahrer[i][BusStand]][br_y],BusfahrRouteA[Busfahrer[i][BusStand]][br_z]))
{
format(string,sizeof(string),"Nachste Haltestelle in %d Sek.",Busfahrer[i][BusZeit]);
GameTextForPlayer(i, string, 1000, 3);
Busfahrer[i][BusZeit] --;if(Busfahrer[i][BusZeit] == 0)
{
DisablePlayerCheckpoint(i);
Busfahrer[i][BusStand] ++;
}
if(Busfahrer[i][BusRoute] == 1)
{
SetPlayerCheckpoint(i,BusfahrRouteA[Busfahrer[i][BusStand]][br_x],BusfahrRouteA[Busfahrer[i][BusStand]][br_y],BusfahrRouteA[Busfahrer[i][BusStand]][br_z],2.5);
}
}
}
}
}
}if(Busfahrer[playerid][IsBusfahring] == 1)
{
if(IsPlayerInAnyVehicle(playerid) && Busfahrer[playerid][BusID] == GetPlayerVehicleID(playerid))
{
if(Busfahrer[playerid][BusRoute] == 1)
{
if(Busfahrer[playerid][BusStand] == sizeof(BusfahrRouteA)-1)
{
SendClientMessage(playerid,COLOR_GREEN,"Bustour beendet.");
DisablePlayerCheckpoint(playerid);
SendClientMessage(playerid,COLOR_BUSBLUE,"Du erhälst an deinem PayDay +2900$");
PlayerInfo[playerid][pJobMoney]+=2900;
Busfahrer[playerid][BusID] = 0;
Busfahrer[playerid][IsBusfahring] = 0;
Busfahrer[playerid][BusStand] = 0;
Busfahrer[playerid][BusRoute] = 0;
Busfahrer[playerid][BusZeit] = 0;
SaveUserStats(playerid);
new string[128];
format(string,sizeof(string),"%s hat die Linie 100 erfolgreich beendet",getPlayerName(playerid));
SaveToLog("Buserfolgreichlog", string);
}
else
{
Busfahrer[playerid][BusZeit] = 10;
}
}
}
} -
1.) Erstell eine neue Variable "BusTimer"
2.) Entfern den Timer "SetTimer("SekundenTimer", 1000, 1);"
3.) Entferne die Schleife aus dem Public und lass den Timer beenden
public SekundenTimer(playerid)
{
if(Busfahrer[playerid][BusZeit] != 0)
{
if(IsPlayerInRangeOfPoint(playerid,5.0,BusfahrRouteA[Busfahrer[playerid][BusStand]][br_x],BusfahrRouteA[Busfahrer[playerid][BusStand]][br_y],BusfahrRouteA[Busfahrer[playerid][BusStand]][br_z]))
{
format(string,sizeof(string),"Nachste Haltestelle in %d Sek.",Busfahrer[playerid][BusZeit]);
GameTextForPlayer(playerid, string, 1000, 3);
Busfahrer[playerid][BusZeit] --;if(Busfahrer[playerid][BusZeit] == 0)
{
DisablePlayerCheckpoint(i);
Busfahrer[playerid][BusStand] ++;if(Busfahrer[playerid][BusRoute] == 1)
{
SetPlayerCheckpoint(playerid,BusfahrRouteA[Busfahrer[playerid][BusStand]][br_x],BusfahrRouteA[Busfahrer[playerid][BusStand]][br_y],BusfahrRouteA[Busfahrer[playerid][BusStand]][br_z],2.5);
KillTimer(Busfahrer[playerid][BusTimer]);
}
}
}
}
}4.) Wenn der Spieler den Checkpoint erreicht startest du den Timer per SetTimerEx
new string[128]if(Busfahrer[playerid][IsBusfahring] == 1)
{
if(IsPlayerInAnyVehicle(playerid) && Busfahrer[playerid][BusID] == GetPlayerVehicleID(playerid))
{
if(Busfahrer[playerid][BusRoute] == 1)
{
if(Busfahrer[playerid][BusStand] == sizeof(BusfahrRouteA)-1)
{
SendClientMessage(playerid,COLOR_GREEN,"Bustour beendet.");
DisablePlayerCheckpoint(playerid);
SendClientMessage(playerid,COLOR_BUSBLUE,"Du erhälst an deinem PayDay +2900$");
PlayerInfo[playerid][pJobMoney]+=2900;
Busfahrer[playerid][BusID] = 0;
Busfahrer[playerid][IsBusfahring] = 0;
Busfahrer[playerid][BusStand] = 0;
Busfahrer[playerid][BusRoute] = 0;
Busfahrer[playerid][BusZeit] = 0;
SaveUserStats(playerid);format(string,sizeof(string),"%s hat die Linie 100 erfolgreich beendet",getPlayerName(playerid));
SaveToLog("Buserfolgreichlog", string);
}
else
{
if(Busfahrer[playerid][BusZeit] <= 0)
{
Busfahrer[playerid][BusTimer] = SetTimerEx("SekundenTimer", 1000, true, "i", playerid);
}
Busfahrer[playerid][BusZeit] = 10;
}
}
}
} -
So wird nur abgefragt ob das Fahrzeug erstellt ist ob jemand drin ist und ob es abgeschleppt ist.
//Respawnallcars
command(respawnallcars, playerid, params[])
{
#pragma unused params
new string[128];
if(SpielerInfo[playerid][pAdminlevel] < 3)return SendClientMessage(playerid,COLOR_RED,"Du bist kein Administrator oder dein Administratorenlevel ist zu niedrig!");
if(GetPVarInt(playerid, "Adminduty") < 1)return SendClientMessage(playerid, COLOR_RED, "Du musst erst als Admin im Einsatz sein, um diesen Befehl nutzen zu können.");
for(new i=0;i<MAX_VEHICLES;i++)
{
if(IsValidVehicle(i))
{
if(!IsVehicleEmpty(i))
{
if(Abgeschlepptt[i] == 0)
{
SetVehicleToRespawn(i);
}
}
}
}
format(string, sizeof(string), "* %s %s[%d] hat alle unbenutzen Fahrzeuge respawned.", GetPlayerAdminRank(playerid),GetName(playerid),playerid);
SendClientMessageToAllEx(COLOR_LIGHTRED, string);
return 1;
} -
ist es wirklich wichtig das die Job Fahrzeuge 1 - 11 und 201 - 215 nicht respawnt werden und wird die Variable "spawncar_job" auch überall richtig gesetzt?