CMD:drag(playerid, params[])
{
if(IsACop(playerid))
{
new string[128], giveplayerid;
if(sscanf(params, "u", giveplayerid)) return SendClientMessageEx(playerid, COLOR_GREY, "USAGE: /drag [playerid]");
if(IsPlayerConnected(giveplayerid))
{
if(GetPVarInt(giveplayerid, "PlayerCuffed") == 2)
{
if(IsPlayerInAnyVehicle(playerid)) return SendClientMessageEx(playerid, COLOR_WHITE, " You must be out of the vehicle to use this command.");
if(GetPVarInt(giveplayerid, "BeingDragged") == 1)
{
SendClientMessageEx(playerid, COLOR_WHITE, " That player is already being dragged. ");
return 1;
}
new Float:dX, Float:dY, Float:dZ;
GetPlayerPos(giveplayerid, dX, dY, dZ);
if(!IsPlayerInRangeOfPoint(playerid, 5.0, dX, dY, dZ))
{
SendClientMessageEx(playerid, COLOR_GRAD2, " That suspect is not near you.");
return 1;
}
format(string, sizeof(string), "* %s has is now dragging you.", GetPlayerNameEx(playerid));
SendClientMessageEx(giveplayerid, COLOR_WHITE, string);
format(string, sizeof(string), "* You are now dragging %s, you may move them now.", GetPlayerNameEx(giveplayerid));
SendClientMessageEx(playerid, COLOR_WHITE, string);
format(string, sizeof(string), "* %s grabs ahold of %s and begins to move them.", GetPlayerNameEx(playerid), GetPlayerNameEx(giveplayerid));
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
SendClientMessageEx(playerid, COLOR_WHITE, "You are now dragging the suspect, press the '{AA3333}FIRE{FFFFFF}' button to stop.");
SetPVarInt(giveplayerid, "BeingDragged", 1);
SetPVarInt(playerid, "DraggingPlayer", giveplayerid);
}
else
{
SendClientMessageEx(playerid, COLOR_WHITE, " The specified player is not cuffed !");
}
}
}
else
{
SendClientMessageEx(playerid, COLOR_GREY, " You are not a LEO ! ");
return 1;
}
return 1;
}
CMD:drag(playerid, params[])
{
if(IsACop(playerid))
{
new string[128], giveplayerid;
if(sscanf(params, "u", giveplayerid)) return SendClientMessage(playerid, COLOR_GREY, "USAGE: /drag [playerid]");
if(IsPlayerConnected(giveplayerid))
{
if(GetPVarInt(giveplayerid, "PlayerCuffed") == 2)
{
if(IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, COLOR_WHITE, " You must be out of the vehicle to use this command.");
if(GetPVarInt(giveplayerid, "BeingDragged") == 1) return SendClientMessage(playerid, COLOR_WHITE, " That player is already being dragged. ");
new Float:dX, Float:dY, Float:dZ;
GetPlayerPos(giveplayerid, dX, dY, dZ);
if(!IsPlayerInRangeOfPoint(playerid, 5.0, dX, dY, dZ)) return SendClientMessage(playerid, COLOR_GRAD2, " That suspect is not near you.");
format(string, sizeof(string), "* %s has is now dragging you.", GetPlayerNameEx(playerid));
SendClientMessage(giveplayerid, COLOR_WHITE, string);
format(string, sizeof(string), "* You are now dragging %s, you may move them now.", GetPlayerNameEx(giveplayerid));
SendClientMessage(playerid, COLOR_WHITE, string);
format(string, sizeof(string), "* %s grabs ahold of %s and begins to move them.", GetPlayerNameEx(playerid), GetPlayerNameEx(giveplayerid));
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
SendClientMessage(playerid, COLOR_WHITE, "You are now dragging the suspect, press the '{AA3333}FIRE{FFFFFF}' button to stop.");
SetPVarInt(giveplayerid, "BeingDragged", 1);
SetPVarInt(playerid, "DraggingPlayer", giveplayerid);
return 1;
}
else return SendClientMessage(playerid, COLOR_WHITE, " The specified player is not cuffed !");
} else return SendClientMessage(playerid, COLOR_WHITE, " The specified player is not connected !");
}
else return SendClientMessage(playerid, COLOR_GREY, " You are not a LEO ! ");
}
1. Please use intendation and [.pawn] tag (without dot)
2. SendClientMessageEx is not a native function. Did you define it somewhere? 3. Try: pawn Код:
|
Cool, but not working is a wide term. Any compilation errors, or simply no response after typing /drag?
|
Of course it won't work. You have to create a timer, which will loop through all players with BeingDragged equal 1 (I suggest creating separate global array, to avoid looping through ALL players, not only the dragged ones). Then, check if player dragged is in range of drag - if he isn't teleport him a little closer.
|
#define DRAG_RANGE 5
//Global variable
forward ExecuteDrag();
//in ongamemodeinit
SetTimer("ExecuteDrag", 1000, true); //It will run once a second
//Outside any callbacks
public ExecuteDrag() {
for(new playerid = 0; playerid < MAX_PLAYERS; playerid++) {
if(1 != GetPVarInt(playerid, "BeingDragged")) continue;
else {
new draggerid = GetPVarInt(playerid, "DraggingPlayer"), Float:dpos[3], Float:ppos[3];
GetPlayerPos(draggerid, dpos[0], dpos[1], dpos[2]);
GetPlayerPos(playerid, ppos[0], ppos[1], ppos[2]);
new Float:diff[3], Float:tmp, Float:newpos[3];
for(new i = 0; i < 3; i++) {
tmp = dpos[i] - ppos[i];
diff[i] = ((tmp < 0) ? (-tmp) : (tmp));
if(diff[i] > DRAG_RANGE) {
newpos[i] = (dpos[i] + (DRAG_RANGE - 3));
}
}
}
}
return 1;
}