dcmd_cuff(playerid,params[])
{
new string[128];
new ID;
if(sscanf(params, "u", ID))
{
SendClientMessage(playerid,COLOR_ERROR,"USAGE: /cuff (Player Name/ID)");
return 1;
}
if(IsSpawned[playerid] != 1)
{
SendClientMessage(playerid,COLOR_ERROR,"You must be alive and spawned in order to be able to use this command.");
return 1;
}
if(gTeam[playerid] != COP && gTeam[playerid] != SWAT && gTeam[playerid] != FBI && gTeam[playerid] != ARMY)
{
SendClientMessage(playerid,COLOR_ERROR,"Only law enforcement can place cuffs on suspects.");
return 1;
}
if(!IsPlayerConnected(ID))
{
format(string,sizeof(string),"The player ID (%d) is not connected to the server. You cannot cuff them",ID);
SendClientMessage(playerid,COLOR_ERROR,string);
return 1;
}
if(GetDistanceBetweenPlayers(playerid,ID) > 4)
{
format(string,sizeof(string),"%s(%d) is too far away. You cannot reach him to place cuffs on him.",PlayerName(ID),ID);
SendClientMessage(playerid,COLOR_ERROR,string);
return 1;
}
if(gTeam[ID] == COP || gTeam[ID] == SWAT || gTeam[ID] == FBI || gTeam[ID] == ARMY)
{
SendClientMessage(playerid,COLOR_ERROR,"You cannot place other Law Enforcement officer in cuffs. You might lose your job for that ..");
return 1;
}
if(IsCuffed[ID] == 1)
{
format(string,sizeof(string),"%s(%d) is already cuffed. You don't want to waste a second pair of cuffs on them.",PlayerName(ID),ID);
SendClientMessage(playerid,COLOR_ERROR,string);
return 1;
}
if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER || GetPlayerState(playerid) == PLAYER_STATE_PASSENGER)
{
SendClientMessage(playerid,COLOR_ERROR,"You cannot place a suspect in cuffs while in a vehicle. Exit the vehicle first.");
return 1;
}
if(GetPlayerState(ID) == PLAYER_STATE_DRIVER || GetPlayerState(ID) == PLAYER_STATE_PASSENGER)
{
SendClientMessage(playerid,COLOR_ERROR,"You cannot place a suspect in cuffs while they are in a vehicle. Get them to exit the vehicle first.");
return 1;
}
if(playerid == ID)
{
SendClientMessage(playerid,COLOR_ERROR,"You cannot put cuffs on yourself, it wouldn't be a good idea with rapists around.");
return 1;
}
if(IsSpawned[ID] != 1)
{
format(string,sizeof(string),"%s(%d) is not spawned. You cannot place cuffs on dead people ..",PlayerName(ID),ID);
SendClientMessage(playerid,COLOR_ERROR,string);
return 1;
}
if(GetDistanceBetweenPlayers(playerid,ID) <= 4)
{
SendClientMessage(playerid,COLOR_WHITE,"[[_Suspect Cuffed_]]");
format(string,sizeof(string),"You have placed cuffs on %s(%d)! They can no longer move.",PlayerName(ID),ID);
SendClientMessage(playerid,COLOR_LIGHTBLUE,string);
SendClientMessage(ID,COLOR_LIGHTBLUE,"[[_Placed in handcuffs_]]");
format(string,sizeof(string),"Law enforcement officer %s(%d) has placed you in handcuffs!",PlayerName(playerid),playerid);
SendClientMessage(ID,COLOR_LIGHTBLUE,string);
TogglePlayerControllable(ID,0);
ApplyAnimation(ID, "ped", "cower", 3.0, 1, 0, 0, 0, 0); // Taking Cover
IsCuffed[ID] =1;
return 1;
}
return 1;
}
//Same shit about distances, or if player isn't cuffed, etc..
if(IsCuffed[ID] == 0)
{
format(string, sizeof(string), "%s ain't cuffed nigga.", PlayerName(ID));
SendClientMessage(playerid, -1, string);
}
//Then let's uncuff him, with you CMD, you will put the following:
IsCuffed[ID] = 0; // Not cuffed
TogglePlayerControllable(ID,1); //Controllable
ClearAnimations(ID); //Removing the animation off the player
if(IsCuffed[playerid] == 0) return SendClientMessage(playerid, -1, "You are not even cuffed!");
IsCuffed[playerid] = 0; // Not cuffed
TogglePlayerControllable(playerid,1); //Controllable
ClearAnimations(playerid); //Removing the animation off the player
SendClientMessage(playerid, -1, "You have broken out of your cuffs!");
new CuffTimer[MAX_PLAYERS];
new CuffBreakFailed[MAX_PLAYERS];
//OnGameModeInIt
SetTimer("PlayerOneSecondVariables",1000,1);
forward PlayerOneSecondVariables();
public PlayerOneSecondVariables()
{
for(new i=0; i<MAX_PLAYERS; i++)
{
if(CuffTimer[i] >= 1)
{
CuffTimer[i] --;
}
if(CuffTimer[i] == 0)
{
new frand =random(10);
if(frand < 6)
{
SendClientMessage(i, -1,"You've succefully broken your cuffs!");
IsCuffed[i] =0;
ClearAnimations(i);
}
if(frand > 5)
{
SendClienrMessage(i, -1,"You've failed to break your cuffs!");
CuffBreakFailed[i] =30;
}
}
if(CuffBreakFailed[i] >= 1)
{
CuffBreakFailed[i] --;
}
}
return 1;
}
dcmd_breakcuff(playerid,params[])
{
#pragma unused params
new string[128];
new ID;
if(IsSpawned[playerid] != 1)
{
SendClientMessage(playerid,COLOR_ERROR,"You must be alive and spawned in order to be able to use this command.");
return 1;
}
if(IsCuffed[playerid] == 0)
{
SendClientMessage(playerid, COLOR_RED, "You're not currently cuffed.");
return 1;
}
if(CuffBreakFailed[i] > 1)
{
SendClientMessage(playerid, COLOR_RED, "You've recently tried but failed, please wait.");
return 1;
}
CuffTimer[playerid] =10;
SendClientMessage(playerid, -1,"You are breaking cuffs, please wait 10 seconds.");
return 1;
}
dcmd_breakcuff(playerid,params[]) { new string[128]; new ID; if(sscanf(params, "u", ID)) { return 1; } if(IsSpawned[playerid] != 1) { SendClientMessage(playerid,COLOR_ERROR,"You must be alive and spawned in order to be able to use this command."); return 1; } if(IsKidnapped[playerid] == 1) { SendClientMessage(playerid,COLOR_ERROR,"You are kidnapped. You cannot use this command."); return 1; } if(IsFrozen[playerid] == 1) { SendClientMessage(playerid,COLOR_ERROR,"You have been frozen by a Server Administrator. You cannot use this command."); return 1; } if(IsCuffed[ID] == 0) { format(string, sizeof(string), "%s ain't cuffed nigga.", PlayerName(ID)); SendClientMessage(playerid, -1, string); } //Then let's uncuff him, with you CMD, you will put the following: IsCuffed[ID] = 0; // Not cuffed TogglePlayerControllable(ID,1); //Controllable ClearAnimations(ID); //Removing the animation off the player format(string,sizeof(string),"%s(%d) is already cuffed. You don't want to waste a second pair of cuffs on them.",PlayerName(ID),ID); SendClientMessage(playerid,COLOR_ERROR,string); return 1; } if(AttemptedToCuffRecently[playerid] >= 1) { SendClientMessage(playerid,COLOR_ERROR,"Please Wait Before Breaking cuffs Again"); return 1; } new crand = random(100); if(crand <= 30) { SendClientMessage(playerid,COLOR_ERROR,"Fail HAHAHAHAHA"); AttemptedToCuffRecently[playerid] =25; return 1; } if(GetDistanceBetweenPlayers(playerid,ID) <= 4 && crand > 30) { SendClientMessage(playerid,COLOR_DEADCONNECT,"[[_Suspect Cuffed_]]"); format(string,sizeof(string),"Cuff Broked!.",PlayerName(ID),ID); SendClientMessage(playerid,COLOR_LIGHTBLUE,string); SendClientMessage(ID,COLOR_DEADCONNECT,"[[_Placed in handcuffs_]]") SendClientMessage(ID,COLOR_LIGHTBLUE,string); TogglePlayerControllable(ID,0); LoopingAnim(ID, "ped", "cower", 3.0, 1, 0, 0, 0, 0); // Taking Cover IsCuffed[ID] =1; CuffTime[ID] =30; return 1; } return 1; }
dcmd_puncuff(playerid,params[]) { new string[128]; new ID; if(sscanf(params, "u", ID)) { SendClientMessage(playerid,COLOR_ERROR,"USAGE: /puncuff (Player Name/ID)"); return 1; } if(IsSpawned[playerid] != 1) { SendClientMessage(playerid,COLOR_ERROR,"You must be alive and spawned in order to be able to use this command."); return 1; } if(IsFrozen[playerid] == 1) { SendClientMessage(playerid,COLOR_ERROR,"You have been frozen by a Server Administrator. You cannot use this command."); return 1; } if(IsKidnapped[playerid] == 1) { SendClientMessage(playerid,COLOR_ERROR,"You are kidnapped. You cannot use this command."); return 1; } if(InAdminMode[ID] == 1) { SendClientMessage(playerid,COLOR_ERROR,"You cannot use this command on this player because they are in Administrator mode."); return 1; } if(!IsPlayerConnected(ID)) { format(string,sizeof(string),"The player ID (%d) is not connected to the server. You cannot uncuff them",ID); SendClientMessage(playerid,COLOR_ERROR,string); return 1; } if(GetDistanceBetweenPlayers(playerid,ID) > 4) { format(string,sizeof(string),"%s(%d) is too far away. You cannot reach him to remove cuffs from him.",PlayerName(ID),ID); SendClientMessage(playerid,COLOR_ERROR,string); return 1; } if(IsCuffed[ID] == 0) { format(string,sizeof(string),"%s(%d) is not cuffed. You cannot uncuff them.",PlayerName(ID),ID); SendClientMessage(playerid,COLOR_ERROR,string); return 1; } if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER || GetPlayerState(playerid) == PLAYER_STATE_PASSENGER) { SendClientMessage(playerid,COLOR_ERROR,"You cannot remove a suspect's cuffs while in a vehicle. Exit the vehicle first."); return 1; } if(GetPlayerState(ID) == PLAYER_STATE_DRIVER || GetPlayerState(ID) == PLAYER_STATE_PASSENGER) { SendClientMessage(playerid,COLOR_ERROR,"You cannot remove a suspect's cuffs while they are in a vehicle. Get them to exit the vehicle first."); return 1; } if(playerid == ID) { SendClientMessage(playerid,COLOR_ERROR,"You cannot remove cuffs from yourself."); return 1; } if(IsSpawned[ID] != 1) { format(string,sizeof(string),"%s(%d) is not spawned. You cannot remove cuffs from dead people ..",PlayerName(ID),ID); SendClientMessage(playerid,COLOR_ERROR,string); return 1; } if(IsFrozen[ID] == 1) { format(string,sizeof(string),"%s(%d) is frozen by a Server Administrator. You cannot remove cuffs from them.",PlayerName(ID),ID); SendClientMessage(playerid,COLOR_ERROR,string); return 1; } if(GetDistanceBetweenPlayers(playerid,ID) <= 4) { format(string,sizeof(string),"You have removed %s(%d)'s cuffs. They can now move again.",PlayerName(ID),ID); SendClientMessage(playerid,COLOR_ERROR,string); format(string,sizeof(string),"%s(%d) has removed your cuffs! You can now move again!",PlayerName(playerid),playerid); SendClientMessage(ID,COLOR_ERROR,string); TogglePlayerControllable(ID,1); IsCuffed[ID] =0; StopLoopingAnim(ID); CuffTime[ID] =0; return 1; } return 1; }
it is realistic, you're requesting something long.. okay,
pawn Код:
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if(frand < 6) { SendClientMessage(i, -1,"You've succefully broken your cuffs!"); IsCuffed[i] =0; ClearAnimations(i); continue; } if(frand > 5) { SendClienrMessage(i, -1,"You've failed to break your cuffs!"); CuffBreakFailed[i] =30; continue; }