maar ik heb 1 probleem, gebruikers kunnen niet zien wat de kilometers zijn dat je mag rijden
heeft iemand een scriptje ofzo dat ie automatisch uitrekent hoeveel kilometer bij de paal is ingesteld en dan weer geeft
Zonder code kunnen we helaas niet zo veel. Als het een filterscript is van het forum, geef dan even een link, als het je eigen werk is, post dan de code waar de camera's aangemaakt worden (het laden, met de CreateObject code).
pawn Code:
// Forward the function needed to update the speedometer (used by a timer)
forward Speedometer_Update(playerid);
forward RefuelVehicle(playerid);
// This function sets up the speedometer for the given player
Speedometer_Setup(playerid)
{
// Setup the speedometer for the player
APlayerData[playerid][SpeedometerText] = TextDrawCreate(500.0, 395.0, " ");
APlayerData[playerid][FuelGauge] = TextDrawCreate(500.0, 410.0, " ");
// Enable the TextDraw for this player
TextDrawShowForPlayer(playerid, APlayerData[playerid][SpeedometerText]);
TextDrawShowForPlayer(playerid, APlayerData[playerid][FuelGauge]);
// Start the speedometer timer
APlayerData[playerid][SpeedometerTimer] = SetTimerEx("Speedometer_Update", 500, true, "i", playerid);
return 1;
}
// This function cleans up the speedometer for the given player
Speedometer_Cleanup(playerid)
{
// Destroy the speedometer textdraw
TextDrawDestroy(APlayerData[playerid][SpeedometerText]);
TextDrawDestroy(APlayerData[playerid][FuelGauge]);
// Kill the speedometer timer
KillTimer(APlayerData[playerid][SpeedometerTimer]);
// Set player speed to 0
APlayerData[playerid][PlayerSpeed] = 0;
return 1;
}
// 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[50], final_speed_int, Float:vehiclehealth;
new FuelString[50], FuelStatus[20];
new Msg[128], 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, 128, "{00FF00}Player {FFFF00}%s{00FF00} has entered a vehicle, changing spectate mode to match", 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, 128, "{00FF00}Player {FFFF00}%s{00FF00} has exited a vehicle, changing spectate mode to match", 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 (GetPlayerWantedLevel(playerid) == 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
format(speed_string, 50, TXT_SpeedometerSpeed, final_speed_int);
TextDrawSetString(APlayerData[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);
SetPlayerHealth(playerid, vehiclehealth / 10.0);
// 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, 20, "~g~%s~r~%s", "I", "IIIIIIIII"); // Fuel is between 0% and 10% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 1)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 2)))
format(FuelStatus, 20, "~g~%s~r~%s", "II", "IIIIIIII"); // Fuel is between 10% and 20% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 2)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 3)))
format(FuelStatus, 20, "~g~%s~r~%s", "III", "IIIIIII"); // Fuel is between 20% and 30% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 3)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 4)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIII", "IIIIII"); // Fuel is between 30% and 40% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 4)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 5)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIII", "IIIII"); // Fuel is between 40% and 50% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 5)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 6)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIII", "IIII"); // Fuel is between 50% and 60% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 6)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 7)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIII", "III"); // Fuel is between 60% and 70% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 7)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 8)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIIII", "II"); // Fuel is between 70% and 80% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 8)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 9)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIIIII", "I"); // Fuel is between 80% and 90% full
if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 9)) && (AVehicleData[vehicleid][Fuel] <= MaxFuel))
format(FuelStatus, 20, "~g~%s", "IIIIIIIIII"); // Fuel is between 90% and 100% full (all bars are green)
if (AVehicleData[vehicleid][Fuel] == 0)
format(FuelStatus, 20, "~r~%s", "IIIIIIIIII"); // Fuel is empty (all bars are red)
// Format the final fuel-gauge readout
format(FuelString, 50, TXT_SpeedometerFuel, FuelStatus);
// Display the fuel-gauge
TextDrawSetString(APlayerData[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)
CheckPlayerSpeeding(playerid);
}
else
{
// If the player is not inside a vehicle, display an empty string (looks like the speedometer is gone)
TextDrawSetString(APlayerData[playerid][SpeedometerText], " ");
TextDrawSetString(APlayerData[playerid][FuelGauge], " ");
// Set the speed of the player to 0
APlayerData[playerid][PlayerSpeed] = 0;
}
}
// This timer-function is called when a player picks up a refuelpickup
public RefuelVehicle(playerid)
{
new RefuelMsg[128];
// Get the vehicle-id of the player's vehicle
new vID = GetPlayerVehicleID(playerid);
// Calculate the amount of fuel that needs to be refuelled
new Amount = MaxFuel - AVehicleData[vID][Fuel];
// Calculate the price to refuel
new RefuelPrice = (Amount * RefuelMaxPrice) / MaxFuel;
// Check if the player has enough cash
if (APlayerData[playerid][PlayerMoney] >= RefuelPrice)
{
// Refuel the vehicle
AVehicleData[vID][Fuel] = MaxFuel;
// Withdraw the money from the player
RewardPlayer(playerid, -RefuelPrice, 0);
// Let the player know he refuelled his vehicle
format(RefuelMsg, 128, TXT_RefuelledVehicle, RefuelPrice);
SendClientMessage(playerid, 0xFFFFFFFF, RefuelMsg);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotRefuelVehicle);
// Allow the player to move again
TogglePlayerControllable(playerid, 1);
return 1;
}
// This function checks if the player is speeding near a speedcamera
CheckPlayerSpeeding(playerid)
{
// Setup local variables
new Name[24], Msg[128];
// Check if the player hasn't been caught speeding recently
if (APlayerData[playerid][PlayerCaughtSpeeding] == 0)
{
// Loop through all speedcameras
for (new CamID; CamID < MAX_CAMERAS; CamID++)
{
// Check if this camera has been created
if (ACameras[CamID][CamSpeed] != 0)
{
// Check if the player is the driver of the vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Check if the player's speed is greater than the speed allowed by this camera (no need to process a distance-check if not speeding)
if (APlayerData[playerid][PlayerSpeed] > ACameras[CamID][CamSpeed])
{
// Check if the player is near the camera
if (IsPlayerInRangeOfPoint(playerid, 50.0, ACameras[CamID][CamX], ACameras[CamID][CamY], ACameras[CamID][CamZ]))
{
// Prevent the player being caught multiple times by the same speed-camera
APlayerData[playerid][PlayerCaughtSpeeding] = 20;
// Increase the wanted-level of this player by 1 star
SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid) + 1);
// Let the player know he's been caught speeding
SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerCaughtSpeeding);
// Get the name of the player
GetPlayerName(playerid, Name, sizeof(Name));
// Also inform all police players that this player is caught speeding
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} is caught speeding, pursue and fine him", Name);
Police_SendMessage(Msg);
}
}
}
}
}
}
else // If the player has been caught before, reduce the value until it's 0 again, then he can be caught again
APlayerData[playerid][PlayerCaughtSpeeding]--;
}
// This function processes anti-hack stuff
stock AntiHack(playerid)
{
// Setup local variables
new Float:Armour;
// Skip checking for hacks used by the player if he was reported by the Anti-Hack system already
if (APlayerData[playerid][AutoReportTime] > 0)
{
// Reduce the time so the player can be reported again soon if he doesn't stop using hacks
APlayerData[playerid][AutoReportTime]--;
// Exit the function, this skips the hack-checks until the AutoReportTime has reached 0
// Otherwise the player is reported every half a second until he stops using hacks
return 1;
}
// Check if a filterscript gave some money (or took it) to the player
if (GetPVarInt(playerid, "PVarMoney") != 0)
{
// Add the money to the players account
APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] + GetPVarInt(playerid, "PVarMoney");
// Clear the PVar
SetPVarInt(playerid, "PVarMoney", 0);
}
if (GetPVarInt(playerid, "PVarScore") != 0)
{
// Add the money to the players account
APlayerData[playerid][PlayerScore] = APlayerData[playerid][PlayerScore] + GetPVarInt(playerid, "PVarScore");
// Clear the PVar
SetPVarInt(playerid, "PVarScore", 0);
}
// Reset the player's money and set it to the stored value in the player's account (do the same for scorepoints)
ResetPlayerMoney(playerid);
GivePlayerMoney(playerid, APlayerData[playerid][PlayerMoney]);
SetPlayerScore(playerid, APlayerData[playerid][PlayerScore]);
// Limit the cash that the player can have
if (APlayerData[playerid][PlayerMoney] > 999000000)
APlayerData[playerid][PlayerMoney] = 999000000;
// Limit the cash that the player can have below 0
if (APlayerData[playerid][PlayerMoney] < -1000000)
APlayerData[playerid][PlayerMoney] = -1000000;
// Port anyone out of the area who is not an admin and inside the area 69
Player_PortOutAdminZone(playerid, 106.0, 1805.0, -50.0, 285.0, 1940.0, 40.0, 15.0, 1732.0, 25.0);
// Weapon hacks are also neutralized here, except for police players (if they are allowed to have weapons)
if ((PoliceGetsWeapons == true) && (APlayerData[playerid][PlayerClass] == ClassPolice))
{
// Do nothing
}
else // Extended check to allow parachute
{
if (GetPlayerWeapon(playerid) != 46) // Check if the current weapons isn't a parachute (ID: 46)
ResetPlayerWeapons(playerid); // If it's not, remove weapon
}
// Check if the player got any armour (= health-hack)
GetPlayerArmour(playerid, Armour);
// Send an automated report to the admins so they're informed about it and can take action
if (Armour > 1.0)
SendReportToAdmins(playerid, "Health-hack", true);
// Check if the speed is higher than 300 (kick player if it is)
// Send an automated report to the admins so they're informed about it and can take action
if (APlayerData[playerid][PlayerSpeed] > 300)
SendReportToAdmins(playerid, "Speed-hack", true);
// Check if the player is not allowed to have a jetpack (admins lvl 3 and higher can use /fly, so they will be excluded)
if (APlayerData[playerid][PlayerLevel] < 3)
{
// Check if the player is using a jetpack
// Send an automated report to the admins so they're informed about iar t and can take action
if (GetPlayerSpecialAction(playerid) == 2)
SendReportToAdmins(playerid, "Jetpack-hack", true);
}
// Detect airbreak hack
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Check if the player is nearly standing still
if (APlayerData[playerid][PlayerSpeed] < 10)
{
// Check if the player switched interior-id's
if (GetPlayerInterior(playerid) != APlayerData[playerid][PreviousInt])
{
// Check if the new interior is the normal world or any mod-shop
switch (GetPlayerInterior(playerid))
{
case 0, 1, 2, 3: // Check interiors 0, 1, 2 and 3 (normal world and all mod-shops)
{
// Store the player's current location and interior-id for the next iteration
GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]);
APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid);
// Exit the function
return 1;
}
}
}
// Check if the player is still near the same place he was half a second ago
if (IsPlayerInRangeOfPoint(playerid, 7.5, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]))
{
}
else // Send an automated report to the admins so they're informed about it and can take action
SendReportToAdmins(playerid, "Airbreak-hack", true);
}
}
// Store the player's current location and interior-id for the next iteration
GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]);
APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid);
return 1;
}
ik weet niet of dit van die de informatie is of je auto bijna stuk gaat of van de speedcameras
Bij het aanmaken kan je de variabele ACameras[camid][Camspeed] gebruiken om de snelheid te lezen. Alleen nog ff in een label of textdraw zetten