// Hitman HQ
if(IsPlayerInRangeOfPoint(playerid, 2.0, 1938.545898, 165.629531, 37.281250))
{
if(PlayerInfo[playerid][pFaction] == 4 || PlayerInfo[playerid][pLeader] == 4)
{
SetPlayerVirtualWorld(playerid, 666420);
PlayerInfo[playerid][pVW] = 666420;
SetPlayerInterior(playerid, 42);
PlayerInfo[playerid][pInt] = 42;
SetPlayerPos(playerid, 1277.019165, -758.428771, 5080.750000);
SetPlayerFacingAngle(playerid, 358.16);
SetCameraBehindPlayer(playerid);
TogglePlayerControllable(playerid, 0);
for(new o = 0; o < 6; o++)
{
TextDrawShowForPlayer(playerid, ObjectsLoadingTD[o]);
}
SetPVarInt(playerid, "LoadingObjects", 1);
SetTimerEx("SafeLoadObjects", 3000, 0, "d", playerid);
SendClientMessage(playerid, COLOR_WHITE, "You can /order weaponry in the armory room.");
}
}
// Hitman HQ
if(IsPlayerInRangeOfPoint(playerid, 2.0, 1277.019165, -758.428771, 5080.750000) && (GetPlayerVirtualWorld(playerid) == 666420))
{
if(PlayerInfo[playerid][pFaction] == 4 || PlayerInfo[playerid][pLeader] == 4)
{
SetPlayerVirtualWorld(playerid, 0);
PlayerInfo[playerid][pVW] = 0;
SetPlayerInterior(playerid, 0);
PlayerInfo[playerid][pInt] = 0;
SetPlayerPos(playerid, 1938.545898, 165.629531, 37.281250);
SetPlayerFacingAngle(playerid, 338.54);
SetCameraBehindPlayer(playerid);
}
}
CMD:enter(playerid, params[])
{
// Hitman HQ
if(IsPlayerInRangeOfPoint(playerid, 2.0, 1938.545898, 165.629531, 37.281250))
{
if(PlayerInfo[playerid][pFaction] == 4 || PlayerInfo[playerid][pLeader] == 4)
{
SetPlayerVirtualWorld(playerid, 666420);
PlayerInfo[playerid][pVW] = 666420;
SetPlayerInterior(playerid, 42);
PlayerInfo[playerid][pInt] = 42;
SetPlayerPos(playerid, 1277.019165, -758.428771, 5080.750000);
SetPlayerFacingAngle(playerid, 358.16);
SetCameraBehindPlayer(playerid);
TogglePlayerControllable(playerid, 0);
for(new o = 0; o < 6; o++)
{
TextDrawShowForPlayer(playerid, ObjectsLoadingTD[o]);
}
SetPVarInt(playerid, "LoadingObjects", 1);
SetTimerEx("SafeLoadObjects", 3000, 0, "d", playerid);
SendClientMessage(playerid, COLOR_WHITE, "You can /order weaponry in the armory room.");
}
else SendClientMessage(playerid, COLOR_WHITE, "You need to be a hitman to use this door."); // Sending a message telling the player that they are not in the right faction
}
else SendClientMessage(playerid, COLOR_WHITE, "You are not near a door you can enter."); // Sending a message telling the player that they are not near a enterable property/door
return 1;
}
CMD:exit(playerid, params[])
{
if(IsPlayerInRangeOfPoint(playerid, 2.0, 1277.019165, -758.428771, 5080.750000) && (GetPlayerVirtualWorld(playerid) == 666420))
{
if(PlayerInfo[playerid][pFaction] == 4 || PlayerInfo[playerid][pLeader] == 4)
{
SetPlayerVirtualWorld(playerid, 0);
PlayerInfo[playerid][pVW] = 0;
SetPlayerInterior(playerid, 0);
PlayerInfo[playerid][pInt] = 0;
SetPlayerPos(playerid, 1938.545898, 165.629531, 37.281250);
SetPlayerFacingAngle(playerid, 338.54);
SetCameraBehindPlayer(playerid);
}
else SendClientMessage(playerid, COLOR_WHITE, "You need to be a hitman to use this door."); // Sending a message telling the player that they are not in the right faction
}
else SendClientMessage(playerid, COLOR_WHITE, "You are not near a door you can exit."); // Sending a message telling the player that they are not near a exitable property/door
return 1;
}
|
Try this, i believe he meant if the player is not near the correct coordinates defined by the 'IsPlayerInRangeOfPoint' function it will send them a message saying that the player is not near a entrance/exit
Код:
CMD:enter(playerid, params[])
{
// Hitman HQ
if(IsPlayerInRangeOfPoint(playerid, 2.0, 1938.545898, 165.629531, 37.281250))
{
if(PlayerInfo[playerid][pFaction] == 4 || PlayerInfo[playerid][pLeader] == 4)
{
SetPlayerVirtualWorld(playerid, 666420);
PlayerInfo[playerid][pVW] = 666420;
SetPlayerInterior(playerid, 42);
PlayerInfo[playerid][pInt] = 42;
SetPlayerPos(playerid, 1277.019165, -758.428771, 5080.750000);
SetPlayerFacingAngle(playerid, 358.16);
SetCameraBehindPlayer(playerid);
TogglePlayerControllable(playerid, 0);
for(new o = 0; o < 6; o++)
{
TextDrawShowForPlayer(playerid, ObjectsLoadingTD[o]);
}
SetPVarInt(playerid, "LoadingObjects", 1);
SetTimerEx("SafeLoadObjects", 3000, 0, "d", playerid);
SendClientMessage(playerid, COLOR_WHITE, "You can /order weaponry in the armory room.");
}
else SendClientMessage(playerid, COLOR_WHITE, "You need to be a hitman to use this door."); // Sending a message telling the player that they are not in the right faction
}
else SendClientMessage(playerid, COLOR_WHITE, "You are not near a door you can enter."); // Sending a message telling the player that they are not near a enterable property/door
return 1;
}
CMD:exit(playerid, params[])
{
if(IsPlayerInRangeOfPoint(playerid, 2.0, 1277.019165, -758.428771, 5080.750000) && (GetPlayerVirtualWorld(playerid) == 666420))
{
if(PlayerInfo[playerid][pFaction] == 4 || PlayerInfo[playerid][pLeader] == 4)
{
SetPlayerVirtualWorld(playerid, 0);
PlayerInfo[playerid][pVW] = 0;
SetPlayerInterior(playerid, 0);
PlayerInfo[playerid][pInt] = 0;
SetPlayerPos(playerid, 1938.545898, 165.629531, 37.281250);
SetPlayerFacingAngle(playerid, 338.54);
SetCameraBehindPlayer(playerid);
}
else SendClientMessage(playerid, COLOR_WHITE, "You need to be a hitman to use this door."); // Sending a message telling the player that they are not in the right faction
}
else SendClientMessage(playerid, COLOR_WHITE, "You are not near a door you can exit."); // Sending a message telling the player that they are not near a exitable property/door
return 1;
}
|