command(ar, playerid, params[]) { new ID; new pname[24]; new opname[24]; GetPlayerName(playerid, pname, 24); new string[200]; if(gTeam[playerid] ==Team_Civi || gTeam[playerid] == Team_Rape || gTeam[playerid] == Team_Terror || gTeam[playerid] == Team_Steal || gTeam[playerid] == Team_PrvtMed) { return SendClientMessage(playerid, COLOR_ERROR, "You are not a Law Enforcement officer."); } if(IsPlayerInAnyVehicle(playerid)) { return SendClientMessage(playerid, COLOR_ERROR, "You cannot be in a vehicle to use this command."); } if(sscanf(params, "u", ID)) { return SendClientMessage(playerid, COLOR_ERROR, "Usage: /ar (ID)"); } if(!IsPlayerConnected(ID)) { return SendClientMessage(playerid, COLOR_ERROR, "Invalid ID."); } GetPlayerName(ID, opname, 24); if(ID == playerid) { return SendClientMessage(playerid, COLOR_ERROR, "You cannot arrest yourself."); } if(IsPlayerInAnyVehicle(ID)) { return SendClientMessage(playerid, COLOR_ERROR, "You cannot arrest a player inside a vehicle."); } if(GetPVarInt(ID, "Jailed") == 1) { return SendClientMessage(playerid, COLOR_ERROR, "You cannot arrest a jailed person."); } if(GetPVarInt(ID, "Cuffed") ==0) { return SendClientMessage(playerid, COLOR_ERROR, "You must cuff the player before arresting."); } if(GetDistanceBetweenPlayers(playerid, ID) > 3) { return SendClientMessage(playerid, COLOR_ERROR, "That player is too far away to arrest."); } if(GetPlayerWantedLevel(ID) <= 1) { return SendClientMessage(playerid, COLOR_ERROR, "The player must have a warrant before you arrest."); } new pwl = GetPlayerWantedLevel(ID); if(pwl == 3) { format(string, sizeof(string), "Police Officer %s(%d) has arrested wanted suspect %s(%d)", pname, playerid, opname, ID); SendClientMessageToAll(COLOR_BLUE, string); format(string, sizeof(string), "[POLICE RADIO] Suspect %s(%d) has been sent to jail", opname, ID); SendCopMessage(string); GivePlayerMoney(playerid, 3000); IncreaseScore(playerid, 1); SetPVarInt(ID, "JailTime", 45); SetPlayerInterior(ID, 10); new rnd = random(sizeof(PrisonSpawn)); SetPlayerPos(ID, PrisonSpawn[rnd][0], PrisonSpawn[rnd][1], PrisonSpawn[rnd][2]); SendClientMessage(playerid, COLOR_GREY, "**LOS SANTOS PRISON**"); SendClientMessage(playerid, COLOR_LIGHTBLUE, "[PRISON] You have been sent to prison. You will be released soon."); TogglePlayerControllable(ID, 1); SetPlayerWantedLevel(ID, 0); return 1; } if(pwl == 4) { format(string, sizeof(string), "Police Officer %s(%d) has arrested wanted suspect %s(%d)", pname, playerid, opname, ID); SendClientMessageToAll(COLOR_BLUE, string); format(string, sizeof(string), "[POLICE RADIO] Suspect %s(%d) has been sent to jail", opname, ID); SendCopMessage(string); GivePlayerMoney(playerid, 4000); IncreaseScore(playerid, 1); SetPVarInt(ID, "JailTime", 70); SetPlayerInterior(ID, 10); new rnd = random(sizeof(PrisonSpawn)); SetPlayerPos(ID, PrisonSpawn[rnd][0], PrisonSpawn[rnd][1], PrisonSpawn[rnd][2]); SendClientMessage(playerid, COLOR_GREY, "**LOS SANTOS PRISON**"); SendClientMessage(playerid, COLOR_LIGHTBLUE, "[PRISON] You have been sent to prison. You will be released soon."); TogglePlayerControllable(ID, 1); SetPlayerWantedLevel(ID, 0); return 1; } if(pwl == 5) { format(string, sizeof(string), "Police Officer %s(%d) has arrested most wanted suspect %s(%d)", pname, playerid, opname, ID); SendClientMessageToAll(COLOR_BLUE, string); format(string, sizeof(string), "[POLICE RADIO] Suspect %s(%d) has been sent to jail", opname, ID); SendCopMessage(string); GivePlayerMoney(playerid, 10000); IncreaseScore(playerid, 2); SetPVarInt(ID, "JailTime", 80); SetPlayerInterior(ID, 10); new rnd = random(sizeof(PrisonSpawn)); SetPlayerPos(ID, PrisonSpawn[rnd][0], PrisonSpawn[rnd][1], PrisonSpawn[rnd][2]); SendClientMessage(playerid, COLOR_GREY, "**LOS SANTOS PRISON**"); SendClientMessage(playerid, COLOR_LIGHTBLUE, "[PRISON] You have been sent to prison. You will be released soon."); TogglePlayerControllable(ID, 1); SetPlayerWantedLevel(ID, 0); return 1; } if(pwl == 6) { format(string, sizeof(string), "Police Officer %s(%d) has arrested most wanted suspect %s(%d)", pname, playerid, opname, ID); SendClientMessageToAll(COLOR_BLUE, string); format(string, sizeof(string), "[POLICE RADIO] Suspect %s(%d) has been sent to jail", opname, ID); SendCopMessage(string); GivePlayerMoney(playerid, 10000); IncreaseScore(playerid, 2); SetPVarInt(ID, "JailTime", 100); SetPlayerInterior(ID, 10); new rnd = random(sizeof(PrisonSpawn)); SetPlayerPos(ID, PrisonSpawn[rnd][0], PrisonSpawn[rnd][1], PrisonSpawn[rnd][2]); SendClientMessage(playerid, COLOR_GREY, "**LOS SANTOS PRISON**"); SendClientMessage(playerid, COLOR_LIGHTBLUE, "[PRISON] You have been sent to prison. You will be released soon."); TogglePlayerControllable(ID, 1); SetPlayerWantedLevel(ID, 0); return 1; } return 1; }
if ((strcmp("/ar", cmd, true) == 0) || (strcmp(cmd, "/arrest", true) == 0))
{
new tmp[256];
tmp = strtok(cmdtext, idx);
new playername[MAX_PLAYER_NAME];
GetPlayerName(playerid, playername, MAX_PLAYER_NAME);
giveplayerid = strval(tmp);
if(!strlen(tmp)) {
SendClientMessage(playerid,0xFF0000AA, "USAGE: /Ar [Playerid] / [Player Name]");
return 1;
}
if(!IsPlayerConnected(giveplayerid))
{
SendClientMessage(playerid,0xFF0000AA,"ERROR: Invaild ID!");
return 1;
}
if(GetPlayerWantedLevel(playerid) >= 4)
{
format(string, sizeof(string), "You Have Been Arrested by Officer %s[%d]!",playername,playerid);
SendClientMessage(giveplayerid,0x33CCFFAA,string);
format(string, sizeof(string), "~r~BUSTED!");
GameTextForPlayer(giveplayerid,string,3000,5);
format(string, sizeof(string), "You Arrested %s[%d], You Get $2500!",playername,giveplayerid);
SendClientMessage(playerid,0x33CCFFAA,string);
format(string, sizeof(string), "Suspect %s[%d] Has Been Arrested By Officer %s[%d].",playername,giveplayerid,playername,playerid);
SendClientMessageToAll(0x33CCFFAA,string);
format(string, sizeof(string), "~b~WELL DONE!");
GameTextForPlayer(playerid,string,3000,5);
GivePlayerMoney(playerid,2500);
SetPlayerScore(playerid,1);
SetPlayerSpecialAction(giveplayerid,SPECIAL_ACTION_HANDSUP);
ResetPlayerWeapons(giveplayerid);
}
return 1;
}
return 0;
}
18 mins and your bumping?
OMG eddy i thought you learned from the other night. use a timer to show the Gametext after n(seconds) |