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Posted

Nick: Awe.

Problem? întâlnit?: Deci ..  casa e normala la inceput , si dupa cand o cumpar e dublicata intr-un fel..

Erori / warnings: (Nu gasesc ce sa va arat dar am mai jos niste poze)

Lini/script:  Nu stiu ce sa va arat

Ai incercat sa rezolvi singur ?:da..dar nu reusesc

1396305464-1.png - [Normala]

[img width=500 height=375]http://www.imgz.ro/i/1396305492-2.png - [Dublicata]

1384322598-50326[1].png

14 answers to this question

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  • Administrator
Posted

Exista o comanda si cand dai buy, chiar daca e F sau /buy. Acolo e problema ca pick-ul tau vechi nu se actualizeaza, si se creeaza altul nou.

  • Administrator
Posted

Si ce trebuie sa-i fac?

Sa il updatezi sau sa il stergi, da-ne comanda cand dai F s-o cumperi ...

Posted

			}
			for(new i = 0; i < MAX_HOUSES; i++)
			{
			    CheatTimer[playerid] = 3;
			    //if(CPTimer[playerid] > 0) return 1;
			    if(PlayerToPoint(1.5, playerid, HouseInfo[i][hPosX], HouseInfo[i][hPosY], HouseInfo[i][hPosZ]))
			    {
			        if(HouseInfo[i][hOwned] == 0)
			        {
			            //new string[256];
			            if(GetPlayerCash(playerid) >= HouseInfo[i][hValue])
			            {
			        		format(string, sizeof(string), "{F6F6F6}Vrei sa cumperi aceasta casa pentru {00BC00}$%d{F6F6F6}?", HouseInfo[i][hValue]);
							ShowPlayerDialog(playerid, 300, DIALOG_STYLE_MSGBOX, "{00BC00}Meniul {F6F6F6}Casei", string, "Cumpara", "Pleaca");
		                	HouseRequested[playerid] = i;
		                	//CPTimer[playerid] = 3;
		                }
					}
					else
					{
					    if(strmatch(HouseInfo[i][hOwner], pName(playerid)) || PlayerInfo[playerid][pPhousekey] == i)
					    {
					        SetPlayerInterior(playerid, HouseInfo[i][hInt]);
					        SetPlayerPos(playerid, HouseInfo[i][hPosX1], HouseInfo[i][hPosY1], HouseInfo[i][hPosZ1]);
					        SetPlayerVirtualWorld(playerid, i);
					        EnteredHouse[playerid] = i;
					        //CPTimer[playerid] = 3;
					        return 1;
					    }
					    if(HouseInfo[i][hLock] == 0)
				        {
				    		SetPlayerInterior(playerid, HouseInfo[i][hInt]);
				    		SetPlayerPos(playerid, HouseInfo[i][hPosX1], HouseInfo[i][hPosY1], HouseInfo[i][hPosZ1]);
					    	SetPlayerVirtualWorld(playerid, i);
					    	EnteredHouse[playerid] = i;
				    	}
				    	else if(HouseInfo[i][hLock] != 0 && HouseInfo[i][hPrice] != 0)
						{
						    HouseRequested[playerid] = i;
						    ShowPlayerDialog(playerid, 314, DIALOG_STYLE_LIST, "{00BC00}Meniul {F6F6F6}Casei", "{00BC00}1. {F6F6F6}Cumpara casa\n{00BC00}2. {F6F6F6}Intra prin efractie", "Alege", "Iesi");
		    				House[playerid] = i; //return ShowPlayerDialog(playerid, 313, DIALOG_STYLE_MSGBOX, "{F6F6F6}Incuietoarea este slabita..", "{F6F6F6}Ai fortat usa dar n-ai putut sa intri.\n{F6F6F6}Sunt sanse sa poti intra in casa prin efractie. Vrei sa intri?", "Intra", "Pleaca");
						}
						else if(HouseInfo[i][hLock] != 0 && HouseInfo[i][hPrice] == 0)
						{
						    House[playerid] = i; return ShowPlayerDialog(playerid, 313, DIALOG_STYLE_MSGBOX, "{F6F6F6}Poti intra prin efractie..", "{F6F6F6}Ai incercat clanta usii si ai observat ca se poate distruge usor.\n{F6F6F6}Sunt sanse sa poti intra prin efractie. Esti sigur ca vrei sa faci asta?", "Da", "Nu");
						}
					}
				}
			}
   			for(new i = 0; i < MAX_HOUSES; i++)
			{
			    CheatTimer[playerid] = 3;
				if(PlayerToPoint(3.0, playerid, HouseInfo[i][hPosX1], HouseInfo[i][hPosY1], HouseInfo[i][hPosZ1]))
   				{
   				    if(GetPlayerVirtualWorld(playerid) != 0)
   				    {
   				        EnteredHouse[playerid] = 0;
			   			if(HouseInfo[i][hUpgradeLock] != 13) SetPlayerInterior(playerid, 0); else SetPlayerInterior(playerid, 1);
                        if(PlayerToPoint(3.0, playerid, 2282.9983, -1139.7643, 1050.8984)) { SetPlayerInterior(playerid, 1); SetPlayerPos(playerid, HouseInfo[GetPlayerVirtualWorld(playerid)][hPosX], HouseInfo[GetPlayerVirtualWorld(playerid)][hPosY], HouseInfo[GetPlayerVirtualWorld(playerid)][hPosZ]); SetPlayerVirtualWorld(playerid, 1); return 1; }
						SetPlayerPos(playerid, HouseInfo[GetPlayerVirtualWorld(playerid)][hPosX], HouseInfo[GetPlayerVirtualWorld(playerid)][hPosY], HouseInfo[GetPlayerVirtualWorld(playerid)][hPosZ]);
					   	if(HouseInfo[i][hUpgradeLock] != 13) SetPlayerVirtualWorld(playerid, 0); else SetPlayerVirtualWorld(playerid, HouseInfo[i][hForSale]);
						return 1;
					}
				} 

1384322598-50326[1].png

  • Administrator
Posted

			}
for(new i = 0; i < MAX_HOUSES; i++)
{
    CheatTimer[playerid] = 3;
    //if(CPTimer[playerid] > 0) return 1;
    if(PlayerToPoint(1.5, playerid, HouseInfo[i][hPosX], HouseInfo[i][hPosY], HouseInfo[i][hPosZ]))
    {
        if(HouseInfo[i][hOwned] == 0)
        {
            //new string[256];
            if(GetPlayerCash(playerid) >= HouseInfo[i][hValue])
            {
        format(string, sizeof(string), "{F6F6F6}Vrei sa cumperi aceasta casa pentru {00BC00}$%d{F6F6F6}?", HouseInfo[i][hValue]);
ShowPlayerDialog(playerid, 300, DIALOG_STYLE_MSGBOX, "{00BC00}Meniul {F6F6F6}Casei", string, "Cumpara", "Pleaca");
                HouseRequested[playerid] = i;
                //CPTimer[playerid] = 3;
                }
}
else
{
    if(strmatch(HouseInfo[i][hOwner], pName(playerid)) || PlayerInfo[playerid][pPhousekey] == i)
    {
        SetPlayerInterior(playerid, HouseInfo[i][hInt]);
        SetPlayerPos(playerid, HouseInfo[i][hPosX1], HouseInfo[i][hPosY1], HouseInfo[i][hPosZ1]);
        SetPlayerVirtualWorld(playerid, i);
        EnteredHouse[playerid] = i;
        //CPTimer[playerid] = 3;
        return 1;
    }
    if(HouseInfo[i][hLock] == 0)
        {
    SetPlayerInterior(playerid, HouseInfo[i][hInt]);
    SetPlayerPos(playerid, HouseInfo[i][hPosX1], HouseInfo[i][hPosY1], HouseInfo[i][hPosZ1]);
    SetPlayerVirtualWorld(playerid, i);
    EnteredHouse[playerid] = i;
    }
    else if(HouseInfo[i][hLock] != 0 && HouseInfo[i][hPrice] != 0)
{
    HouseRequested[playerid] = i;
    ShowPlayerDialog(playerid, 314, DIALOG_STYLE_LIST, "{00BC00}Meniul {F6F6F6}Casei", "{00BC00}1. {F6F6F6}Cumpara casa\n{00BC00}2. {F6F6F6}Intra prin efractie", "Alege", "Iesi");
    House[playerid] = i; //return ShowPlayerDialog(playerid, 313, DIALOG_STYLE_MSGBOX, "{F6F6F6}Incuietoarea este slabita..", "{F6F6F6}Ai fortat usa dar n-ai putut sa intri.\n{F6F6F6}Sunt sanse sa poti intra in casa prin efractie. Vrei sa intri?", "Intra", "Pleaca");
}
else if(HouseInfo[i][hLock] != 0 && HouseInfo[i][hPrice] == 0)
{
    House[playerid] = i; return ShowPlayerDialog(playerid, 313, DIALOG_STYLE_MSGBOX, "{F6F6F6}Poti intra prin efractie..", "{F6F6F6}Ai incercat clanta usii si ai observat ca se poate distruge usor.\n{F6F6F6}Sunt sanse sa poti intra prin efractie. Esti sigur ca vrei sa faci asta?", "Da", "Nu");
}
}
}
}
  for(new i = 0; i < MAX_HOUSES; i++)
{
    CheatTimer[playerid] = 3;
if(PlayerToPoint(3.0, playerid, HouseInfo[i][hPosX1], HouseInfo[i][hPosY1], HouseInfo[i][hPosZ1]))
  {
      if(GetPlayerVirtualWorld(playerid) != 0)
      {
          EnteredHouse[playerid] = 0;
  if(HouseInfo[i][hUpgradeLock] != 13) SetPlayerInterior(playerid, 0); else SetPlayerInterior(playerid, 1);
                        if(PlayerToPoint(3.0, playerid, 2282.9983, -1139.7643, 1050.8984)) { SetPlayerInterior(playerid, 1); SetPlayerPos(playerid, HouseInfo[GetPlayerVirtualWorld(playerid)][hPosX], HouseInfo[GetPlayerVirtualWorld(playerid)][hPosY], HouseInfo[GetPlayerVirtualWorld(playerid)][hPosZ]); SetPlayerVirtualWorld(playerid, 1); return 1; }
SetPlayerPos(playerid, HouseInfo[GetPlayerVirtualWorld(playerid)][hPosX], HouseInfo[GetPlayerVirtualWorld(playerid)][hPosY], HouseInfo[GetPlayerVirtualWorld(playerid)][hPosZ]);
  if(HouseInfo[i][hUpgradeLock] != 13) SetPlayerVirtualWorld(playerid, 0); else SetPlayerVirtualWorld(playerid, HouseInfo[i][hForSale]);
return 1;
}
}

Acum da-ne si functia care creeaza noul text 3d. Cauta "De vanzare" in gamemode-ul tau.

Posted

	if(HouseInfo[Total_House_Created][hWorld] == 0) HouseIcon[Total_House_Created] = CreateDynamicMapIcon(HouseInfo[Total_House_Created][hPosX], HouseInfo[Total_House_Created][hPosY], HouseInfo[Total_House_Created][hPosZ], 31, -1, 0, 0, -1, 50.0);
		HousePickup[Total_House_Created] = CreatePickup(1273, 1, HouseInfo[Total_House_Created][hPosX], HouseInfo[Total_House_Created][hPosY], HouseInfo[Total_House_Created][hPosZ], HouseInfo[Total_House_Created][hWorld]);
        HousePickup1[Total_House_Created] = CreatePickup(1273, 1, HouseInfo[Total_House_Created][hPosX1], HouseInfo[Total_House_Created][hPosY1], HouseInfo[Total_House_Created][hPosZ1], Total_House_Created);
		if(HouseInfo[Total_House_Created][hUpgradeLock] != 13) format(string, sizeof(string), "{00BC00}De vanzare!\nNume: {F6F6F6}-\n{00BC00}Detinator: {F6F6F6}-\n{00BC00}Pret: {F6F6F6}$%s\n{00BC00}Nivel: {F6F6F6}%d\n{00BC00}ID-ul proprietatii: {F6F6F6}%d", FormatNumber(HouseInfo[Total_House_Created][hValue]), HouseInfo[Total_House_Created][hLevel], Total_House_Created);
  		else format(string, sizeof(string), "{00BC00}De inchiriat!\nNume: {F6F6F6}-\n{00BC00}Detinator: {F6F6F6}-\n{00BC00}Pret: {F6F6F6}$%s\n{00BC00}Nivel: {F6F6F6}%d\n{00BC00}ID-ul proprietatii: {F6F6F6}%d", FormatNumber(HouseInfo[Total_House_Created][hValue]), HouseInfo[Total_House_Created][hLevel], Total_House_Created);
  		HouseLabel[Total_House_Created] = Create3DTextLabel(string, 0xFFFFFFFF, HouseInfo[Total_House_Created][hPosX], HouseInfo[Total_House_Created][hPosY], HouseInfo[Total_House_Created][hPosZ]+0.2, 20.0, HouseInfo[Total_House_Created][hWorld]); 
Am gasit 2-a
	if(strmatch("Unbought", HouseInfo[houseid][hOwner]))
		{
			if(HouseInfo[houseid][hUpgradeLock] != 13) { format(string, sizeof(string), "{00BC00}De Vanzare!\n{00BC00}Detinator: {F6F6F6}-\n{00BC00}Pret: {F6F6F6}$%d\n{00BC00}Nivel: {F6F6F6}%d\n{00BC00}ID casa: {F6F6F6}%d", HouseInfo[houseid][hValue], HouseInfo[houseid][hLevel], houseid); HouseInfo[houseid][hOwned] = 0; }
			else { format(string, sizeof(string), "{00BC00}De inchiriat!\n{00BC00}Detinator: {F6F6F6}-\n{00BC00}Pret: {F6F6F6}$%d\n{00BC00}Nivel: {F6F6F6}%d\n{00BC00}ID casa: {F6F6F6}%d", HouseInfo[houseid][hValue], HouseInfo[houseid][hLevel], houseid); HouseInfo[houseid][hOwned] = 0; }

1384322598-50326[1].png

  • Administrator
Posted

	if(HouseInfo[Total_House_Created][hWorld] == 0) HouseIcon[Total_House_Created] = CreateDynamicMapIcon(HouseInfo[Total_House_Created][hPosX], HouseInfo[Total_House_Created][hPosY], HouseInfo[Total_House_Created][hPosZ], 31, -1, 0, 0, -1, 50.0);
HousePickup[Total_House_Created] = CreatePickup(1273, 1, HouseInfo[Total_House_Created][hPosX], HouseInfo[Total_House_Created][hPosY], HouseInfo[Total_House_Created][hPosZ], HouseInfo[Total_House_Created][hWorld]);
        HousePickup1[Total_House_Created] = CreatePickup(1273, 1, HouseInfo[Total_House_Created][hPosX1], HouseInfo[Total_House_Created][hPosY1], HouseInfo[Total_House_Created][hPosZ1], Total_House_Created);
if(HouseInfo[Total_House_Created][hUpgradeLock] != 13) format(string, sizeof(string), "{00BC00}De vanzare!\nNume: {F6F6F6}-\n{00BC00}Detinator: {F6F6F6}-\n{00BC00}Pret: {F6F6F6}$%s\n{00BC00}Nivel: {F6F6F6}%d\n{00BC00}ID-ul proprietatii: {F6F6F6}%d", FormatNumber(HouseInfo[Total_House_Created][hValue]), HouseInfo[Total_House_Created][hLevel], Total_House_Created);
  else format(string, sizeof(string), "{00BC00}De inchiriat!\nNume: {F6F6F6}-\n{00BC00}Detinator: {F6F6F6}-\n{00BC00}Pret: {F6F6F6}$%s\n{00BC00}Nivel: {F6F6F6}%d\n{00BC00}ID-ul proprietatii: {F6F6F6}%d", FormatNumber(HouseInfo[Total_House_Created][hValue]), HouseInfo[Total_House_Created][hLevel], Total_House_Created);
  HouseLabel[Total_House_Created] = Create3DTextLabel(string, 0xFFFFFFFF, HouseInfo[Total_House_Created][hPosX], HouseInfo[Total_House_Created][hPosY], HouseInfo[Total_House_Created][hPosZ]+0.2, 20.0, HouseInfo[Total_House_Created][hWorld]);
Am gasit 2-a

if(strmatch("Unbought", HouseInfo[houseid][hOwner]))
{
if(HouseInfo[houseid][hUpgradeLock] != 13) { format(string, sizeof(string), "{00BC00}De Vanzare!\n{00BC00}Detinator: {F6F6F6}-\n{00BC00}Pret: {F6F6F6}$%d\n{00BC00}Nivel: {F6F6F6}%d\n{00BC00}ID casa: {F6F6F6}%d", HouseInfo[houseid][hValue], HouseInfo[houseid][hLevel], houseid); HouseInfo[houseid][hOwned] = 0; }
else { format(string, sizeof(string), "{00BC00}De inchiriat!\n{00BC00}Detinator: {F6F6F6}-\n{00BC00}Pret: {F6F6F6}$%d\n{00BC00}Nivel: {F6F6F6}%d\n{00BC00}ID casa: {F6F6F6}%d", HouseInfo[houseid][hValue], HouseInfo[houseid][hLevel], houseid); HouseInfo[houseid][hOwned] = 0; }

Deci, trebuie sa-i faci update.

Cand le incarci din baza de date, trebuie sa-i puna un ID, ceva HouseLabel, sau cum e acolo, nu?

Posted

incearca sa o anulezi pe a 2-a, pare mai completa prima.

Create3DTextLabel(string, 0xFFFFFFFF, HouseInfo[Total_House_Created][hPosX], HouseInfo[Total_House_Created][hPosY], HouseInfo[Total_House_Created][hPosZ]+0.2, 20.0, HouseInfo[Total_House_Created][hWorld]);  iti creaza tie textul.

Iar cand dai Buy prin tasta F sau ce mai faci tu acolo, inainte de noul text 3D sa pui DeletePlayer3DTextLabel(HouseLabel[Total_House_Created]);

Adica sa-l stearga pe cel vechi si sa-l adauge pe cel nou.

  • Administrator
Posted

incearca sa o anulezi pe a 2-a, pare mai completa prima.

Create3DTextLabel(string, 0xFFFFFFFF, HouseInfo[Total_House_Created][hPosX], HouseInfo[Total_House_Created][hPosY], HouseInfo[Total_House_Created][hPosZ]+0.2, 20.0, HouseInfo[Total_House_Created][hWorld]);  iti creaza tie textul.

Iar cand dai Buy prin tasta F sau ce mai faci tu acolo, inainte de noul text 3D sa pui DeletePlayer3DTextLabel(HouseLabel[Total_House_Created]);

Adica sa-l stearga pe cel vechi si sa-l adauge pe cel nou.

Asta o sa ii stearga label-ul la casa cu ID-ul "Total_House_Created", care poate fi 32,10,100 etc..

  • Administrator
Posted

Deci pana la urma ce pot face?

Sa-mi raspunzi la intrebare ...

Deci, trebuie sa-i faci update.

Cand le incarci din baza de date, trebuie sa-i puna un ID, ceva HouseLabel, sau cum e acolo, nu?

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