Remove <id> -
PowerF - 20.04.2015
is there any solution to make it just type /cuff ?i still trying it,but not working
Код:
COMMAND:cuff(playerid, params[])
{
if(playerData[playerid][playerLoggedIn])
{
if(playerData[playerid][playerClass] == CLASS_POLICE || playerData[playerid][playerClass] == CLASS_ARMY || playerData[playerid][playerClass] == CLASS_CIA || playerData[playerid][playerClass] == CLASS_FBI || playerData[playerid][playerClass] == CLASS_SECRETSERVICE)
{
// Command for police to cuff
new otherPlayer, cuffedBy[24], Name[24], pCuff[250], lCuff[250];
if(sscanf(params, "u", otherPlayer))
{
// Invalid command syntax
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}Usage: \"cuff <playerID>\"");
}
else
{
if(IsPlayerConnected(otherPlayer))
{
if(playerData[otherPlayer][playerLoggedIn])
{
if(playerData[otherPlayer][playerClass] == CLASS_CIVILIAN || playerData[otherPlayer][playerClass] == CLASS_MEDIC)
{
// Check if the other player has a wanted level
if(playerData[otherPlayer][playerWantedLevel] >= 6)
{
// Check if the player is in jail
if (playerData[playerid][playerJailTime] == 0 && playerData[otherPlayer][playerJailTime] == 0)
{
if(isPlayerInRangeOfPlayer(playerid, otherPlayer, 4.0))
{
// If the player is not performing administrative duties
if (!playerData[otherPlayer][playerAdminDuty])
{
// If OTHER player is in a vehicle
if(!IsPlayerInAnyVehicle(otherPlayer))
{
// If POLICEMAN is in a vehicle
if(!IsPlayerInAnyVehicle(playerid))
{
// Check if the player is already cuffed
if(!playerData[otherPlayer][playerIsCuffed])
{
// Check if the player can cuff someone
if(playerData[playerid][playerCanCuff])
{
if(!playerData[playerid][playerIsTied])
{
ClearAnimations(otherPlayer);
GetPlayerName(playerid, cuffedBy, sizeof(Name));
GetPlayerName(otherPlayer, Name, sizeof(Name));
// Cuff player
format(pCuff, sizeof(pCuff), "{FFDC2E}[CUFFED] {FFFFFF}You have been cuffed by %s(%i)", cuffedBy, playerid);
SendClientMessage(otherPlayer, COLOR_WHITE, pCuff);
format(lCuff, sizeof(lCuff), "{FFDC2E}[CUFFED] {FFFFFF}You have placed cuffs on %s(%i)", Name, otherPlayer);
SendClientMessage(playerid, COLOR_WHITE, lCuff);
SetPlayerSpecialAction(otherPlayer, SPECIAL_ACTION_CUFFED);
// Set timer to expire and uncuff player (10 seconds)
playerData[otherPlayer][uncuffTimer] = SetTimerEx("uncuff", 60000, false, "i", otherPlayer);
playerData[playerid][recuffTimer] = SetTimerEx("recuff", 5000, false, "i", playerid);
// Police cannot cuff for 5 seconds
playerData[playerid][playerCanCuff] = false;
// Set the otherPlayer's isCuffed to 1
playerData[otherPlayer][playerIsCuffed] = true;
if (playerData[otherPlayer][playerIsTied])
{
playerData[otherPlayer][playerIsTied] = false;
KillTimer(playerData[otherPlayer][untieTimer]);
}
}
else
{
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot do this whilst tied.");
}
}
else
{
// Cannot cuff again yet...
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}Please wait before cuffing a player again.");
}
}
else
{
// The player is already cuffed
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}That player is already cuffed.");
}
}
else
{
// Player is in vehicle
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff people while you are in a vehicle.");
}
}
else
{
// Other player is in a vehicle
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}The player you're trying to cuff is in a vehicle.");
}
}
else
{
// Cannot cuff an admin on duty
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}That player is currently performing admin duties and cannot be cuffed!");
}
}
else
{
// Not in range of player
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You are not close enough to that player.");
}
}
else
{
// Player is in jail
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff people when they're jailed or when you are jailed.");
}
}
else
{
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}This player does not have a high enough wanted level.");
}
}
else
{
// Cannot cuff a cop/cia/fbi
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff law enforcement players.");
}
}
else
{
// Cannot cuff players who are not logged in.
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff players who are not logged in.");
}
}
else
{
// Cannot cuff players who are not connected.
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}That player is not connected.");
}
}
}
else
{
// Player is not police
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}This command can only be used by the LEO classes.");
}
}
else
{
SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You must be logged in to use commands.");
}
return 1;
}
Re: Remove <id> -
SilverSkill - 20.04.2015
Код:
CMD:cuff(playerid, params[])
{
new targetid;
if(sscanf(params, "u", targetid)) return SendClientMessage(playerid, -1, "[USAGE]: /cuff [Part of Name/Player ID]");
if(IsPlayerConnected(targetid))
{
new Float:x, Float:y, Float:z;
GetPlayerPos(playerid, x, y, z);
if(IsPlayerInRangeOfPoint(targetid, 5.0, x, y, z))
{
new str[512];
new name[MAX_PLAYER_NAME];
GetPlayerName(playerid, name, sizeof(name));
new target[MAX_PLAYER_NAME];
GetPlayerName(targetid, target, sizeof(target));
format(str, sizeof(str), "INFO: You have cuffed %s!",target);
SendClientMessage(playerid, 0xE01B1B, str);
format(str, sizeof(str), "WARNING: You have been cuffed by %s!",name);
SendClientMessage(targetid, 0xE01B1B, str);
SetPlayerAttachedObject(targetid, 0, 19418, 6, -0.011000, 0.028000, -0.022000, -15.600012, -33.699977,-81.700035, 0.891999, 1.000000, 1.168000);
SetPlayerSpecialAction(targetid,SPECIAL_ACTION_CUFFED);
return 1;
}
}
return 1;
}
Use this command.
Re: Remove <id> -
Threshold - 21.04.2015
Try this:
pawn Код:
COMMAND:cuff(playerid, params[])
{
if(!playerData[playerid][playerLoggedIn]) return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You must be logged in to use commands.");
{
switch(playerData[playerid][playerClass])
{
case CLASS_POLICE, CLASS_ARMY, CLASS_CIA, CLASS_FBI, CLASS_SECRETSERVICE:
{
if(playerData[playerid][playerJailTime])
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff people when you are jailed.");
new targetid;
if(sscanf(params, "u", targetid))
{
targetid = GetClosestSuspect(playerid, 6);
if(targetid == INVALID_PLAYER_ID || !IsPlayerConnected(targetid))
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You are not close enough to a suspect.");
}
else if(targetid == INVALID_PLAYER_ID || !IsPlayerConnected(targetid))
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}That player is not connected.");
if(!playerData[targetid][playerLoggedIn])
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff players who are not logged in.");
if(playerData[targetid][playerClass] != CLASS_CIVILIAN && playerData[targetid][playerClass] != CLASS_MEDIC)
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff law enforcement players.");
if(playerData[targetid][playerWantedLevel] < 6)
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}This player does not have a high enough wanted level.");
if(playerData[targetid][playerJailTime])
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff people when they're jailed.");
if(!isPlayerInRangeOfPlayer(playerid, targetid, 4.0))
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You are not close enough to that player.");
if(playerData[targetid][playerAdminDuty])
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}That player is currently performing admin duties and cannot be cuffed!");
if(IsPlayerInAnyVehicle(targetid))
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}The player you're trying to cuff is in a vehicle.");
if(IsPlayerInAnyVehicle(playerid))
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot cuff people while you are in a vehicle.");
if(playerData[targetid][playerIsCuffed])
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}That player is already cuffed.");
if(!playerData[playerid][playerCanCuff])
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}Please wait before cuffing a player again.");
if(playerData[playerid][playerIsTied])
return SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}You cannot do this whilst tied.");
ClearAnimations(targetid);
new Name[MAX_PLAYER_NAME], pCuff[80];
GetPlayerName(playerid, Name, sizeof(Name));
format(pCuff, sizeof(pCuff), "{FFDC2E}[CUFFED] {FFFFFF}You have been cuffed by %s(%i)", Name, playerid);
SendClientMessage(targetid, COLOR_WHITE, pCuff);
GetPlayerName(targetid, Name, sizeof(Name));
format(pCuff, sizeof(pCuff), "{FFDC2E}[CUFFED] {FFFFFF}You have placed cuffs on %s(%i)", Name, targetid);
SendClientMessage(playerid, COLOR_WHITE, pCuff);
SetPlayerSpecialAction(targetid, SPECIAL_ACTION_CUFFED);
playerData[targetid][uncuffTimer] = SetTimerEx("uncuff", 60000, false, "i", targetid);
playerData[playerid][recuffTimer] = SetTimerEx("recuff", 5000, false, "i", playerid);
playerData[playerid][playerCanCuff] = false;
playerData[targetid][playerIsCuffed] = true;
if(playerData[targetid][playerIsTied])
{
playerData[targetid][playerIsTied] = false;
KillTimer(playerData[targetid][untieTimer]);
}
}
default: SendClientMessage(playerid, COLOR_WHITE, "{B7B7B7}[SERVER] {FFFFFF}This command can only be used by the LEO classes.");
}
}
return 1;
}
GetClosestSuspect(playerid, minimum_wantedlevel)
{
new Float:dist = 1000.0, targetid = INVALID_PLAYER_ID, Float:x1, Float:y1, Float:z1, Float:x2, Float:y2, Float:z2, Float:tmpdis;
GetPlayerPos(playerid, x1, y1, z1);
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(!IsPlayerConnected(i)) continue;
if(i == playerid) continue;
if(playerData[i][playerClass] != CLASS_CIVILIAN && playerData[i][playerClass] != CLASS_MEDIC) continue;
if(playerData[i][playerWantedLevel] < minimum_wantedlevel) continue;
GetPlayerPos(i, x2, y2, z2);
tmpdis = floatsqroot(floatpower(floatabs(floatsub(x2, x1)), 2) + floatpower(floatabs(floatsub(y2, y1)), 2) + floatpower(floatabs(floatsub(z2, z1)), 2));
if(tmpdis < dist)
{
dist = tmpdis;
targetid = i;
}
}
return targetid;
}
Re: Remove <id> -
PowerF - 21.04.2015
it's wrong,sorry i didn't tell what i need
what i need is
LEO can cuff without submit the id of player
feels like i just cuff with closest player with /cuff
Re: Remove <id> -
Threshold - 21.04.2015
That's... what... it does...