Can you help me how to make some series of textdraws to get top 5 wanted players?
pawn Code:
{
new
playerWL[MAX_PLAYERS][Crime],
index
;
for(new i; i != MAX_PLAYERS; ++i) {
if(IsPlayerConnected(i) && !IsPlayerNPC(i)) {
playerWL[index][player_WantedLevel] = GetPlayerWantedLevel(i);
playerWL[index++][player_ID] = i;
}
}
GetPlayerHighestWantedLevel(playerWL, 0, index);
new player_Name[20], string[24+MAX_PLAYER_NAME+1], player_Level[256];
for(new i; i < 5; ++i) {
if(i < index) {
GetPlayerName(playerWL[i][player_ID], player_Name, sizeof(player_Name));
format(string, sizeof(string), "~w~%s", player_Name);
format(player_Level, sizeof(player_Level), "%d", playerWL[i][player_WantedLevel]);
}
else
format(string, sizeof(string), "~r~N/A", player_Name);
}
TextDrawSetString(Textdraw38, player_Level);
TextDrawShowForPlayer(playerid, Textdraw38);
TextDrawSetString(Textdraw7, player_Name);
TextDrawShowForPlayer(playerid, Textdraw7);
TextDrawSetSelectable(Textdraw7, true);
}
Its just showing in one textdraw, not in all. Even though I have created all TDs below it.
Provide here the whole code with the textdraw's, and the function you're using to get the wantedlevel.
Here are the Textdraws and there are two codes for getting Wanted level you can chose anyone I was testing it:
pawn Code:
TextDrawShowForPlayer(playerid, Textdraw0);
TextDrawShowForPlayer(playerid, Textdraw1);
TextDrawShowForPlayer(playerid, Textdraw4);
{
new
playerWL[MAX_PLAYERS][Crime],
index
;
for(new i; i != MAX_PLAYERS; ++i) {
if(IsPlayerConnected(i) && !IsPlayerNPC(i)) {
playerWL[index][player_WantedLevel] = GetPlayerWantedLevel(i);
playerWL[index++][player_ID] = i;
}
}
GetPlayerHighestWantedLevel(playerWL, 0, index);
new player_Name[20], string[24+MAX_PLAYER_NAME+1], player_Level[256];
for(new i; i < 5; ++i) {
if(i < index) {
GetPlayerName(playerWL[i][player_ID], player_Name, sizeof(player_Name));
format(string, sizeof(string), "~w~%s", player_Name);
format(player_Level, sizeof(player_Level), "%d", playerWL[i][player_WantedLevel]);
}
else
format(string, sizeof(string), "~r~N/A", player_Name);
}
TextDrawSetString(Textdraw38, player_Level);
TextDrawShowForPlayer(playerid, Textdraw38);
TextDrawSetString(Textdraw7, player_Name);
TextDrawShowForPlayer(playerid, Textdraw7);
TextDrawSetSelectable(Textdraw7, true);
}
{
/*new count = 1, name[24], string[200];
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i))
GetPlayerWantedLevel(i);
if(GetPlayerWantedLevel(i) >= 5)
{
GetPlayerName(i, name, sizeof(name));
format(string, sizeof(string), "%s%s", string, name);
count ++;
}
}
if(count != 3)
{
TextDrawSetString(Textdraw22, string);
}
else TextDrawSetString(Textdraw22, "N/A");*/
TextDrawShowForPlayer(playerid, Textdraw22);
TextDrawSetSelectable(Textdraw22, true);
}
TextDrawShowForPlayer(playerid, Textdraw23);
TextDrawSetSelectable(Textdraw23, true);
TextDrawShowForPlayer(playerid, Textdraw24);
TextDrawSetSelectable(Textdraw24, true);
TextDrawShowForPlayer(playerid, Textdraw25);
TextDrawSetSelectable(Textdraw25, true);
TextDrawShowForPlayer(playerid, Textdraw26);
TextDrawSetSelectable(Textdraw26, true);
TextDrawShowForPlayer(playerid, Textdraw27);
TextDrawSetSelectable(Textdraw27, true);
TextDrawShowForPlayer(playerid, Textdraw28);
TextDrawSetSelectable(Textdraw28, true);
TextDrawShowForPlayer(playerid, Textdraw29);
TextDrawSetSelectable(Textdraw29, true);
TextDrawShowForPlayer(playerid, Textdraw30);
TextDrawSetSelectable(Textdraw30, true);
TextDrawShowForPlayer(playerid, Textdraw31);
TextDrawSetSelectable(Textdraw31, true);
TextDrawShowForPlayer(playerid, Textdraw32);
TextDrawSetSelectable(Textdraw32, true);
TextDrawShowForPlayer(playerid, Textdraw33);
TextDrawSetSelectable(Textdraw33, true);
TextDrawShowForPlayer(playerid, Textdraw34);
TextDrawSetSelectable(Textdraw34, true);
TextDrawShowForPlayer(playerid, Textdraw35);
TextDrawShowForPlayer(playerid, Textdraw36);
TextDrawShowForPlayer(playerid, Textdraw37);
TextDrawShowForPlayer(playerid, Textdraw39);
TextDrawShowForPlayer(playerid, Textdraw40);
TextDrawShowForPlayer(playerid, Textdraw41);
TextDrawShowForPlayer(playerid, Textdraw42);
TextDrawShowForPlayer(playerid, Textdraw43);
TextDrawShowForPlayer(playerid, Textdraw44);
TextDrawShowForPlayer(playerid, Textdraw45);
TextDrawShowForPlayer(playerid, Textdraw46);
TextDrawShowForPlayer(playerid, Textdraw47);
TextDrawShowForPlayer(playerid, Textdraw48);
TextDrawShowForPlayer(playerid, Textdraw49);
TextDrawShowForPlayer(playerid, Textdraw50);
TextDrawShowForPlayer(playerid, Textdraw51);
TextDrawShowForPlayer(playerid, Textdraw61);
TextDrawShowForPlayer(playerid, Textdraw62);