Ryder_RO
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Everything posted by Ryder_RO
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16 obiecte ) man lasate de maps... cn ar pune un santier in grove nici nu is au locu 0/5 Lasate de mape , sau fa unele de doamne ajuta.
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u faci mijto de noi sau ce? CreateObject(, , , , 0.0000, 0.0000, 0.0000);
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cum scap de warning 202: number of arguments does not match definition warning 202: number of arguments does not match definition Linile SetTimer("SchimbaNumele", 6000); SetTimer("SchimbaNumele2", 6001); Help!
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simplu si usor 3/5
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0/5 astai se numeste mapa?
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Foarte bun tutorial Heker.. Bravo 10/10 EDIT : am facut totul ca in TUT dar botul nu apare in masina :cry:
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Dc ai facut 2Xposts? ai putea primi 10 % warn ! pt ce ai creeat tu 5/5 (e simplu dar merge , pt incepatori )
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Pt DEMO iti dau nota 4/5
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Liniilea undes ? De unde sa stim daca nu vedem liniile ? Guardian adu globu magic sa vad care e prb:))
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pune unde ai #pragma adauga si #pragma tabsize 0 Al 300-lea POST :grin:!!!! Sper sa mai fie si altele !
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4/5 frumusel , dar puteai sa inconjori cu un gard
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public OnGameModeInit() { taxi = CreatePickup(1239, 1813.8134,-1889.7490,13.4141); return 1; } pui inlocu la cealanta daca am inteles eu bine , u vroiai sa schimbam X Y Z cu celelante ?
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arata si tu FS Scriptul sal vedem si noi sau daca nu stuntman adu globu sa ne uitam la el in pc:))
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e bun pt inceput 4/5
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te duci pe ConvertFSS si le convertezi in Streamed Object sau Create Dynamic Object cum vrei tu si le pui in FS
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incearca cu FS lu FarSe Click aici
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inbunatatit de stuntman 4.5/5 facut de tine 3/5
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ai pus unde ai DEFINE #define menu1 255
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u trb doar sa schimbi ce ai pus inainte la ondialogresponse cu ce tiam dat mai sus Sus in script #define menu1 25 la OnPlayerEnterCheckpoint pui asta ShowPlayerDialog(playerid, menu1, DIALOG_STYLE_LIST, "What is it that you want?", "Sprunk ($1)\nBeer ($2)\nWine ($3)", "Purchase", "Cancel"); OnDialogResponse if(dialogid==menu1) { if(response)// They pressed the first button. { switch(dialogid)// If you only have one dialog, then this isn't required, but it's neater for when you implement more dialogs. { case 1:// Our dialog! { switch(listitem)// Checking which listitem was selected { case 0:// The first item listed { if(GetPlayerMoney(playerid) < 1) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -1); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_SPRUNK); } case 1: // The second item listed { if(GetPlayerMoney(playerid) < 2) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -2); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_BEER); } case 2: // The third item listed { if(GetPlayerMoney(playerid) < 3) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -3); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_WINE); } } } } } return 1; } Hai ca deja facem OFFTopic
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1).#pragma tabsize 0 (cum a zis si stuntman 2).pune asta la ondialogresponse (schimbo cu care ai puso inainte) if(dialogid==menu1) { if(response)// They pressed the first button. { switch(dialogid)// If you only have one dialog, then this isn't required, but it's neater for when you implement more dialogs. { case 1:// Our dialog! { switch(listitem)// Checking which listitem was selected { case 0:// The first item listed { if(GetPlayerMoney(playerid) < 1) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -1); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_SPRUNK); } case 1: // The second item listed { if(GetPlayerMoney(playerid) < 2) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -2); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_BEER); } case 2: // The third item listed { if(GetPlayerMoney(playerid) < 3) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -3); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_WINE); } } } } } return 1; }
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Sus in script #define menu1 25 la OnPlayerEnterCheckpoint pui asta ShowPlayerDialog(playerid, menu1, DIALOG_STYLE_LIST, "What is it that you want?", "Sprunk ($1)\nBeer ($2)\nWine ($3)", "Purchase", "Cancel"); la OnDialogResponse ... pui if(dialogid==menu1) { if(response)// They pressed the first button. { switch(dialogid)// If you only have one dialog, then this isn't required, but it's neater for when you implement more dialogs. { case 1:// Our dialog! { switch(listitem)// Checking which listitem was selected { case 0:// The first item listed { if(GetPlayerMoney(playerid) < 1) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -1); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_SPRUNK); } case 1: // The second item listed { if(GetPlayerMoney(playerid) < 2) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -2); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_BEER); } case 2: // The third item listed { if(GetPlayerMoney(playerid) < 3) return SendClientMessage(playerid, 0xFFFFFF, "You don't have enough cash."); GivePlayerMoney(playerid, -3); SetPlayerSpecialAction(playerid, SPECIAL_ACTION_DRINK_WINE); } } } } } return 1; } daca nici acu nu intelegi