I using crashdetect plugin on my server, and some player drives car I got this:
I using PPC_Trucking gamemode. Speedometer_Update is timer, here's code:
pawn Код:
// This function gets called by a timer which runs every 500ms to display and update the speedometer
public Speedometer_Update(playerid)
{
// Setup local variables
new vehicleid, Float:speed_x, Float:speed_y, Float:speed_z, Float:final_speed, speed_string[512], final_speed_int, Float:vehiclehealth;
new FuelString[64], FuelStatus[64];
new Msg[256], Name[24];
// Get the ID of the player's vehicle
vehicleid = GetPlayerVehicleID(playerid);
//******************************************************************************************************************************
// Anti-hack stuff
//******************************************************************************************************************************
AntiHack(playerid);
//******************************************************************************************************************************
// End of anti-hack stuff
//******************************************************************************************************************************
// Check and toggle spectate-mode when needed (when target player entered or exited his vehicle)
if (GetPlayerState(playerid) == PLAYER_STATE_SPECTATING)
{
// Get the target player's ID and name
new OtherPlayer = APlayerData[playerid][SpectateID];
GetPlayerName(OtherPlayer, Name, sizeof(Name));
// Use the same worldid and interiorid as the OtherPlayer
SetPlayerVirtualWorld(playerid, GetPlayerVirtualWorld(OtherPlayer));
SetPlayerInterior(playerid, GetPlayerInterior(OtherPlayer));
// Check if the player is spectating a player
if (APlayerData[playerid][SpectateType] == ADMIN_SPEC_TYPE_PLAYER)
{
// Check if the target player has entered a vehicle
if (GetPlayerVehicleSeat(OtherPlayer) != -1)
{
// Change spectate mode to vehicle
PlayerSpectateVehicle(playerid, GetPlayerVehicleID(OtherPlayer));
APlayerData[playerid][SpectateID] = OtherPlayer;
APlayerData[playerid][SpectateVehicle] = GetPlayerVehicleID(OtherPlayer);
APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_VEHICLE;
format(Msg, 256, "{00FF00}Igrac {FFFF00}%s{00FF00} je usao u vozilo. Mijenjam nacin nadziranja igraca.", Name);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
}
else // The player is spectating a vehicle
{
// Check if the target player has exited a vehicle
if (GetPlayerVehicleSeat(OtherPlayer) == -1)
{
// Change spectate mode to player
PlayerSpectatePlayer(playerid, OtherPlayer);
SetPlayerInterior(playerid, GetPlayerInterior(OtherPlayer));
APlayerData[playerid][SpectateID] = OtherPlayer;
APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_PLAYER;
format(Msg, 256, "{00FF00}Igrac {FFFF00}%s{00FF00} je izasao iz vozila. Mijenjam nacin nadziranja igraca.", Name);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
}
}
// When the player got a wanted level and a police player warned him to stop, a timer is started and a variable is set to "true"
// Check if this variable has been set
if (APlayerData[playerid][PoliceWarnedMe] == true)
{
// Check if the player has no wanted level anymore (after finishing a overloaded mission, player got fined, ...)
if (APlayerData[playerid][KolikoTrazen] == 0)
{
APlayerData[playerid][PoliceCanJailMe] = false; // Clear the variable
APlayerData[playerid][PoliceWarnedMe] = false; // Clear the variable
APlayerData[playerid][Value_PoliceCanJailMe] = 0; // Clear the remaining time for the timer
KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]); // Kill the timer
}
}
// If the player is inside a vehicle
if(vehicleid != 0)
{
// Get the vehicles velocity
GetVehicleVelocity(vehicleid, speed_x, speed_y, speed_z);
// Calculate the speed (in kph)
final_speed = floatsqroot(((speed_x * speed_x) + (speed_y * speed_y)) + (speed_z * speed_z)) * 158.179;
// Convert the float value to an int value
final_speed_int = floatround(final_speed, floatround_round);
// Also save the speed for the player
APlayerData[playerid][PlayerSpeed] = final_speed_int;
// Setup the string to display for the player and display it
if(final_speed_int < 20){
format(speed_string, 512, TXT_SpeedometerSpeed1, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina1]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina2]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina3]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina4]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina5]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina6]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 20){
format(speed_string, 512, TXT_SpeedometerSpeed1, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina1]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina2]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina3]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina4]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina5]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina6]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 40){
format(speed_string, 512, TXT_SpeedometerSpeed1, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina2]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina3]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina4]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina5]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina6]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 60){
format(speed_string, 512, TXT_SpeedometerSpeed2, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina3]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina4]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina5]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina6]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 80){
format(speed_string, 512, TXT_SpeedometerSpeed2, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina4]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina5]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina6]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 100){
format(speed_string, 512, TXT_SpeedometerSpeed2, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina5]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina6]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 120){
format(speed_string, 512, TXT_SpeedometerSpeed3, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina6]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 140){
format(speed_string, 512, TXT_SpeedometerSpeed3, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 160){
format(speed_string, 512, TXT_SpeedometerSpeed3, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
if(final_speed_int > 180){
format(speed_string, 512, TXT_SpeedometerSpeed3, final_speed_int);
TextDrawShowForPlayer(playerid, PlayerData[playerid][Brzina9]);
}
// if(final_speed_int > 60){
// format(speed_string, 512, TXT_SpeedometerSpeed2, final_speed_int);
//}
//if(final_speed_int > 120){
// format(speed_string, 512, TXT_SpeedometerSpeed3, final_speed_int);
//}
TextDrawSetString(PlayerData[playerid][SpeedometerText], speed_string);
// Add the speed to the stats (this will be the meters driven in total)
APlayerData[playerid][StatsMetersDriven] = APlayerData[playerid][StatsMetersDriven] + (final_speed / 7.2);
// Also display the vehicle's health through the player-health bar
GetVehicleHealth(vehicleid, vehiclehealth);
new Linija[128], VoziloTD[128];
format(Linija, sizeof(Linija), "Zdravlje: ~r~%i", floatround(vehiclehealth) / 10);
TextDrawSetString(PlayerData[playerid][vHealth], Linija);
if(GetPVarInt(playerid, "tempomat_status") == 0){
TextDrawSetString(PlayerData[playerid][TDTempomat], "Tempomat: iskljucen");
}
else if(GetPVarInt(playerid, "tempomat_status") == 1){
TextDrawSetString(PlayerData[playerid][TDTempomat], "Tempomat: ukljucen");
}
format(VoziloTD, 128, "Vozilo: %s", VehicleNames2[GetVehicleModel(GetPlayerVehicleID(playerid))-400]);
TextDrawSetString(PlayerData[playerid][Vozilo], VoziloTD);
// Check if the speed is above 10kph and the fuel of the vehicle isn't empty yet
if ((final_speed_int > 10) && (AVehicleData[vehicleid][Fuel] > 0))
AVehicleData[vehicleid][Fuel] = AVehicleData[vehicleid][Fuel] - 1; // Decrease the fuel for this vehicle every time the timer is run
// Construct the fuelgauge
if ((AVehicleData[vehicleid][Fuel] > 0) && (AVehicleData[vehicleid][Fuel] < 100000))
format(FuelStatus, 64, "~g~%s~r~%s", "I", "........."); // Fuel is between 0% and 10% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 1)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 2)))
format(FuelStatus, 64, "~g~%s~r~%s", "II", "........"); // Fuel is between 10% and 64% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 2)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 3)))
format(FuelStatus, 64, "~g~%s~r~%s", "III", "......."); // Fuel is between 64% and 30% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 3)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 4)))
format(FuelStatus, 64, "~g~%s~r~%s", "IIII", "......"); // Fuel is between 30% and 40% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 4)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 5)))
format(FuelStatus, 64, "~g~%s~r~%s", "IIIII", "....."); // Fuel is between 40% and 50% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 5)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 6)))
format(FuelStatus, 64, "~g~%s~r~%s", "IIIIII", "...."); // Fuel is between 50% and 60% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 6)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 7)))
format(FuelStatus, 64, "~g~%s~r~%s", "IIIIIII", "..."); // Fuel is between 60% and 70% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 7)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 8)))
format(FuelStatus, 64, "~g~%s~r~%s", "IIIIIIII", ".."); // Fuel is between 70% and 80% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 8)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 9)))
format(FuelStatus, 64, "~g~%s~r~%s", "IIIIIIIII", "."); // Fuel is between 80% and 90% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 9)) && (AVehicleData[vehicleid][Fuel] <= MaxFuel))
format(FuelStatus, 64, "~g~%s", "IIIIIIIIII"); // Fuel is between 90% and 100% full (all bars are green)
if (AVehicleData[vehicleid][Fuel] == 0)
format(FuelStatus, 64, "~r~%s", "Nema Goriva"); // Fuel is empty (all bars are red)
// Format the final fuel-gauge readout
format(FuelString, 64, TXT_SpeedometerFuel, FuelStatus);
// Display the fuel-gauge
TextDrawSetString(PlayerData[playerid][FuelGauge], FuelString);
// Check if the vehicle is out of fuel
if (AVehicleData[vehicleid][Fuel] == 0)
{
// Stop the engine and turn off the lights
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective);
}
// Check if the player is not in any plane or helicopter (those cannot be caught by speedcamera's)
if (IsVehicleAirVehicle(vehicleid) == 0)
if (APlayerData[playerid][PlayerClass] != ClassPolice) // Check if the player isn't speeding (cops won't get caught)
if (APlayerData[playerid][PlayerClass] != ClassMilitary)
CheckPlayerSpeeding(playerid);
}
else
{
// If the player is not inside a vehicle, display an empty string (looks like the speedometer is gone)
TextDrawSetString(PlayerData[playerid][SpeedometerText], " ");
TextDrawSetString(PlayerData[playerid][FuelGauge], " ");
TextDrawSetString(PlayerData[playerid][vHealth], " ");
TextDrawSetString(PlayerData[playerid][Vozilo], " ");
TextDrawSetString(PlayerData[playerid][TDTempomat], " ");
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina1]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina2]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina3]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina4]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina5]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina6]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina7]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina8]);
TextDrawHideForPlayer(playerid, PlayerData[playerid][Brzina9]);
// Set the speed of the player to 0
APlayerData[playerid][PlayerSpeed] = 0;
}
}
Can anyone resolve this? Coz after some time players can't see speedometer and other TextDraws.
Debug it. An example would be:
Do you show the name of the vehicle? If so, you need to check if the modelid is between 400 and 611. Else it will crash your server.
Fixed, but still Warning... :/