Teleport Maker [YINI] Save/Load [0.3x] -
JaKe Elite - 13.03.2013
Teleport Maker [YINI] Save/Load [0.3x]
Updated: March 13, 2013
Introduction
Remember my previous script?
Called, Teleport Maker. But it doesn't load the saved teleport right? It just saves the code.
This time it saves and loads the created teleport.
It just take me sometimes, to finish this script. Credits to Gagi for the GetClossetTele function. From his Gagi's Dynamic House System. Credits to ****** for Y_COMMANDS, Y_INI and SSCANF2, Incognito for Streamer. And for Me for scripting the rest.
How it works?
To start creating teleports.
do /createtele. "USAGE: /createtele [id] [name]"
After that. Then go to position where will be teleported when player the teleport checkpoint. If you're ready to finish it. do /finishtele. If you don't want to create teleport's anymore or cancel it. Just do /canceltele.
Another Example:
[ame]http://www.youtube.com/watch?v=Ns0xaVrqXAY[/ame]
Commands
/createtele - ID (Will be the id of Teleport) Name (Name of the Teleport) After you use this command. You need to go to position where player will be teleported when he or she enters the teleport checkpoint >>> Next Step.
/finishtele - Interior (Will be the interior of the player when teleported) World (Will be the world of the player when teleported). It will now save the created teleport and refresh the system. Now you've created your own checkpoint.
Congratz!!
/canceltele - If you want to cancel creating teleports then use this command.
/gototele - ID (The id of the teleport checkpoint) Example i've teleport checkpoint ID 0 named "Chickza" if i want to goto to the teleport checkpoint, i will do /gototele 0. Then i will be teleported to Chickza checkpoint.
/deletemode - Enables/Disables Enable Mode. It makes you able to remove the teleports from /removetele.
/removetele - Removes the closset teleport (2.0 distance). /deletemode first!
Bugs
There is one found bug.
If you /createtele 2 times. While you're still creating teleport. The system will create another checkpoint. The var which is used to store details before saving in /finishtele will be messed up. Causing the first checkpoint to be stuck and will not response to /canceltele, Even you try /removetele. It won't work. The only way is to reboot the server.
Downloadlink
Pastebin (v1.0)
Solidfiles (v1.0)
Credits
Romel, ******, Gagi.
Re: Teleport Maker [YINI] Save/Load [0.3x] -
Gaurav_Rawat - 13.03.2013
Nice bro ! Good work
Re: Teleport Maker [YINI] Save/Load [0.3x] -
JaKe Elite - 13.03.2013
Thank you.
Re: Teleport Maker [YINI] Save/Load [0.3x] -
qkac1234 - 27.07.2013
It's awesomeeee!
Re: Teleport Maker [YINI] Save/Load [0.3x] -
rehan007 - 12.08.2013
Nice 1
Re: Teleport Maker [YINI] Save/Load [0.3x] -
Pottus - 12.08.2013
I like that you used to the streamer to look up which CP the player is on but I noticed on small problem with it that you forgot to put a break; once a CP is found to stop looking also one more issue is SetCameraBehindPlayer(playerid); should be the last action not the first action!
What would also be cool is to add the ability to add customized events by adding a function name and macro like this.
pawn Код:
CallRemoteFunction(TeleData[id][FuncName], "ii", playerid, checkpointid);
#define OnTeleport:%1(%2,%3) \
forward %1(%2,%3); \
public %1(%2,%3)
Now you can put something like
pawn Код:
OnTeleport:EnterBar(playerid, checkpointid) {}
That would be called when a player enters checkpoint EnterBar