SA-MP Forums Archive
Textdraw Problems - Printable Version

+- SA-MP Forums Archive (https://sampforum.blast.hk)
+-- Forum: SA-MP Scripting and Plugins (https://sampforum.blast.hk/forumdisplay.php?fid=8)
+--- Forum: Scripting Help (https://sampforum.blast.hk/forumdisplay.php?fid=12)
+--- Thread: Textdraw Problems (/showthread.php?tid=475272)



Textdraw Problems - Tuntun - 12.11.2013

Code:
switch (APlayerData[playerid][PlayerClass])
	{
		case ClassTruckDriver: // Truck-driver class
		{
			TextDrawDestroy(Textdraw2);
			format(missiontext, sizeof(missiontext), Trucker_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassTruckDriver); // Set the playercolor (chatcolor for the player and color on the map)
		}
		case ClassBusDriver: // Bus-driver class
		{
			TextDrawDestroy(Textdraw2);
			format(missiontext, sizeof(missiontext), BusDriver_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map)
		}
		case ClassPilot: // Pilot class
		{
 			TextDrawShowForPlayer(playerid, Textdraw2);
			format(missiontext, sizeof(missiontext), Pilot_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassPilot); // Set the playercolor (chatcolor for the player and color on the map)
		}
		case ClassPolice: // Police class
		{
		    TextDrawDestroy(Textdraw2);
			format(missiontext, sizeof(missiontext), Police_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassPolice); // Set the playercolor (chatcolor for the player and color on the map)
			// Start the PlayerCheckTimer to scan for wanted players (be sure the timer has been destroyed first)
			KillTimer(APlayerData[playerid][PlayerCheckTimer]);
			APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Police_CheckWantedPlayers", 1000, true, "i", playerid);
			// Check if the police player can get weapons
			if (PoliceGetsWeapons == true)
			{
			    // Give up to 12 weapons to the player
				for (new i; i < 12; i++)
				    GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
			}
		}
		case ClassMafia: // Mafia class
		{
		    TextDrawDestroy(Textdraw2);
			format(missiontext, sizeof(missiontext), Mafia_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassMafia); // Set the playercolor (chatcolor for the player and color on the map)
			// Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first)
			KillTimer(APlayerData[playerid][PlayerCheckTimer]);
			APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Mafia_CheckMafiaLoads", 1000, true, "i", playerid);
		}
		case ClassCourier: // Courier class
		{
		    TextDrawDestroy(Textdraw2);
			format(missiontext, sizeof(missiontext), Courier_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassCourier); // Set the playercolor (chatcolor for the player and color on the map)
		}
		case ClassAssistance: // Assistance class
		{
		    TextDrawDestroy(Textdraw2);
			format(missiontext, sizeof(missiontext), Assistance_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map)
			// Start the PlayerCheckTimer to scan for players who need assistance (be sure the timer has been destroyed first)
			KillTimer(APlayerData[playerid][PlayerCheckTimer]);
			APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Assistance_CheckPlayers", 1000, true, "i", playerid);
		}
		case ClassRoadWorker: // Roadworker class
		{
		    TextDrawDestroy(Textdraw2);
			format(missiontext, sizeof(missiontext), RoadWorker_NoJobText); // Preset the missiontext
			SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)
		}
	}

	// Set the missiontext
	TextDrawSetString(APlayerData[playerid][MissionText], missiontext);
	// Show the missiontext for this player
	TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);

	// If the player spawns and his jailtime hasn't passed yet, put him back in jail
	if (APlayerData[playerid][PlayerJailed] != 0)
	    Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);

	return 1;
}
I want something like when we are changing the class from request class with this aorrow: > , <
when we find pilot class than this textdraw will show. and if we don't select/change the class from pilot than it will hide/destroy textdraw.