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Salut cand folosesc /find sau /wanted pe cineva care este in biz, cand iese din biz ramane bloc cp ul in fata biz ului si nu se modifica.

        case DIALOG_WANTED: {
            if(!response) return 1;            
            new id = SelectedPlayers[playerid][listitem];
            if(PlayerInfo[id][pWantedLevel] == 0) return SCM(playerid, COLOR_LGREEN, "Eroare: Acel player nu mai are wanted!");
            ShowMDC(playerid, id);
            UsedFind[playerid] = 1;
            new Float:X,Float:Y,Float:Z;
            GetPlayerPos(id, X,Y,Z);
            SetPlayerCheckpointEx(playerid, X,Y,Z, 3.5);
            targetfind[playerid] = id;
            CP[playerid] = 53;
            format(string, sizeof(string), "* Punctul rosu a fost setat pe %s (%d) care se afla in zona %s.",GetName(id),id,GetPlayerZone(id));
            SendClientMessage(playerid,COLOR_YELLOW,string);                    
        }    

YCMD:find(playerid, params[], help) {
    if(JobWorking[playerid] == 1) return 1;
    if(CP[playerid] != 0 || targetfind[playerid] != -1) return ShowPlayerDialog(playerid, DIALOG_CHECKPOINT, DIALOG_STYLE_MSGBOX, "Checkpoint", "Ai deja un checkpoint activ.\nDoresti sa-l anulezi? Daca da, apasa pe 'Ok'.", "Ok", "Exit");
    new id,giveplayer[30],string[100];
    if(PlayerInfo[playerid][pJob] != 6 && PlayerInfo[playerid][pMember] != 11 && !IsACop(playerid)) return SendClientMessage(playerid, COLOR_GREY, "Nu ai jobul 'Detective'.");
    if(sscanf(params, "u",id)) return SendClientMessage(playerid, COLOR_GREY, "USAGE: {FFFFFF}/find [name/playerid]");
    if(!IsPlayerConnected(id) || id == INVALID_PLAYER_ID) return SendClientMessage(playerid, COLOR_GREY, "The specified player ID is either not connected or has not authenticated.");
    if(Spectate[id] != 255) return SCM(playerid, COLOR_GREY, "Acel player este ocupat!");
    if(id == playerid) return SCM(playerid, COLOR_GREY, "Nu poti folosi aceasta comanda asupra ta!");
    if(togfind[id] == 1) return SendClientMessage(playerid,COLOR_GREY, "Acel player nu poate fi urmarit!");
    if(GetPVarInt(id, "Undercover") == 1) return SCM(playerid, COLOR_GREY, "Acel player este ocupat!");
    if(BizRobbed[playerid] != 0) return 1;
    if(togfind[id] == 1 && OnDuty[playerid] == 0 && PlayerHit[playerid] == -1) return SCM(playerid, COLOR_LGREEN, "Eroare: Acel player nu poate fi urmarit!"); 
    UsedFind[playerid] = 1;
    GetPlayerName(id, giveplayer, sizeof(giveplayer));
    new Float:X,Float:Y,Float:Z;
    GetPlayerPos(id, X,Y,Z);
    SetPlayerCheckpointEx(playerid, X,Y,Z, 3.5);
    targetfind[playerid] = id;
    CP[playerid] = 53;
    format(string, sizeof(string), "* Punctul rosu a fost setat pe %s (%d) care se afla in zona %s.",giveplayer,id,GetPlayerZone(id));
    SendClientMessage(playerid,COLOR_YELLOW,string);
    for(new m; m < 2; m++) {
        if(PlayerInfo[playerid][pDailyMission][m] == 12) CheckMission(playerid, m);
        if(PlayerInfo[playerid][pDailyMission][m] == 11) CheckMission(playerid, m);
    }            
     return 1; 
 }

3 answers to this question

Recommended Posts

  • 0
Posted (edited)

arata pe unde mai apare UsedFind.

postează cod. 

dacă folosești SetPlayerPosEx(false, posX, posY, posZ) etc, te rog să îl postezi aici prima oară.

 

ca idee, 

postează și ExitFunction(playerid)

 

Edited by [emy]
  • 0
Posted
22 minutes ago, [emy] said:

arata pe unde mai apare UsedFind.

postează cod. 

dacă folosești SetPlayerPosEx(false, posX, posY, posZ) etc, te rog să îl postezi aici prima oară.

 

ca idee, 


postează și ExitFunction(playerid)

 

function ExitFunction(playerid) {
    new i;
    if(InHouse[playerid] != -1) {
        i = InHouse[playerid];
        if(PlayerInfo[playerid][pSleeping] == 1) 
            return true;    
        
        if(!PlayerToPoint(2, playerid,HouseInfo[i][hExitx], HouseInfo[i][hExity], HouseInfo[i][hExitz]))
            return true;

        SetPlayerPosEx(false, playerid,HouseInfo[i][hEntrancex],HouseInfo[i][hEntrancey],HouseInfo[i][hEntrancez]);
        SetPlayerFreeze(playerid, 3);
        SetPlayerInterior(playerid,0);
        SetPlayerVirtualWorld(playerid, 0);
        PlayRadio[playerid] = 0;
        StopAudioStreamForPlayer(playerid);
        return true;
    }
    if(InBussines[playerid] != -1) {
        i = InBussines[playerid];
        if(!PlayerToPoint(2, playerid,BizzInfo[i][bExitX], BizzInfo[i][bExitY], BizzInfo[i][bExitZ]))
            return true;

        SetPlayerInterior(playerid, 0);
        SetPlayerPosEx(false, playerid,BizzInfo[i][bEntranceX],BizzInfo[i][bEntranceY],BizzInfo[i][bEntranceZ]);
        SetPlayerFreeze(playerid, 3);
        PlayerInfo[playerid][pLocal] = 255;
        PlayRadio[playerid] = 0;
        StopAudioStreamForPlayer(playerid);
        SetPlayerVirtualWorld(playerid, PlayerInfo[playerid][pTutorial] < 10 ? playerid + 10 : 0);
        return true;
    }
    if(InHQ[playerid] != -1) {
        i = InHQ[playerid];
        if(!PlayerToPoint(2, playerid, DynamicFactions[i][fcX], DynamicFactions[i][fcY], DynamicFactions[i][fcZ]))
            return true;

        SetPlayerPosEx(false, playerid, DynamicFactions[i][extX], DynamicFactions[i][extY], DynamicFactions[i][extZ]);
        SetPlayerInterior(playerid, 0);
        SetPlayerVirtualWorld(playerid, 0);
        return true;
    }
    if(InClanHQ[playerid] != -1) {
        if(!PlayerToPoint(2, playerid, ClanHQInfo[i][cEnterX], ClanHQInfo[i][cEnterY], ClanHQInfo[i][cEnterZ]))
            return true;

        SetPlayerInterior(playerid, 0);
        SetPlayerFreeze(playerid, 3);
        SetPlayerPosEx(false, playerid, ClanHQInfo[i][cPosX], ClanHQInfo[i][cPosY], ClanHQInfo[i][cPosZ]);
        SetPlayerVirtualWorld(playerid, 0);
    }
    return true;
}

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