/*
//FUNCTION:
native DestroyGangsterLogo(playerid); //to destroy TextDraw.
native ShowGangsterLogo(playerid); //to show TextDraw.
native HideGangsterLogo(playerid); //to hide TextDraw.
native CreateGangsterLogo(playerid); //to create TextDraw.
native SetGangsterLogo(playerid,type); //to define the type of logo Gangster.
//TYPE:
Grove
Ballas
Aztecas
Vagos
Boys
Rifa
Triads
Bikers
Russian
Italian
*/
// ----- TESTING -----
#include <a_samp>
#include <zcmd>
#include <sscanf2>
#include <LogoGangster>
#define FUNCTION:%0(%1) forward%0(%1); public%0(%1)
FUNCTION: OnFilterScriptInit() {
print("\n**************************************");
print(" Easy logo Gangster ");
print(" Date: 29/08/2013 ");
print(" Author: OTACON ");
print(" --* Loaded with Success!!. *-- ");
print("***************************************\n");
SendRconCommand("hostname Easy logo Gangster");
SendRconCommand("gamemodetext By OTACON");
return true;
}
FUNCTION: OnFilterScriptExit() {
print("\n**************************************");
print(" Easy logo Gangster ");
print(" Date: 29/08/2013 ");
print(" Author: OTACON ");
print(" --* Downloaded with Success!!. *-- ");
print("***************************************\n");
SendRconCommand("hostname Easy logo Gangster");
SendRconCommand("gamemodetext By OTACON");
return true;
}
FUNCTION: OnPlayerConnect(playerid) {
CreateGangsterLogo(playerid);
return true;
}
FUNCTION: OnPlayerDisconnect(playerid, reason) {
HideGangsterLogo(playerid);
DestroyGangsterLogo(playerid);
return true;
}
COMMAND:test(playerid, params[]) {
if(sscanf(params, "d", params[0])) return true;
SetGangsterLogo(playerid,params[0]);
HideGangsterLogo(playerid);
ShowGangsterLogo(playerid);
return true;
}
// ----- TESTING -----
#define FUNCTION:%0(%1) forward%0(%1); public%0(%1)
warning 231: state specification on forward declaration is ignored
SendRconCommand("hostname Easy logo Gangster");
SendRconCommand("gamemodetext By OTACON");
It's seems to be nice. But can you explain me how you create the pictures in-game?
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