enum pInfo
Float:pHouseX, Float:pHouseY, Float:pHouseZ, pHouseVW, Float:pHouseIntX, Float:pHouseIntY, Float:pHouseIntZ, pHouseInt, Float:pHouseCarX, Float:pHouseCarY, Float:pHouseCarZ, Float:pHouseCarAngle, pHouseCarId, pHouseCarLocked, // 0 unlocked, 1 locked pHouseCarColorChosen, pHouseCarColor1, pHouseCarColor2, pHouseLevel, pHouseSpawn, pEnterHouse, pGotEntrance, pGotCar, pMakingHouse, pOwnsHouse,
PlayerInfo[playerid][pHouseX] = 0; PlayerInfo[playerid][pHouseY] = 0; PlayerInfo[playerid][pHouseZ] = 0; PlayerInfo[playerid][pHouseVW] = 0; PlayerInfo[playerid][pHouseIntX] = 0; PlayerInfo[playerid][pHouseIntY] = 0; PlayerInfo[playerid][pHouseIntZ] = 0; PlayerInfo[playerid][pHouseInt] = 0; PlayerInfo[playerid][pHouseCarX] = 0; PlayerInfo[playerid][pHouseCarY] = 0; PlayerInfo[playerid][pHouseCarZ] = 0; PlayerInfo[playerid][pHouseCarAngle] = 0; PlayerInfo[playerid][pHouseCarId] = 0; PlayerInfo[playerid][pHouseCarLocked] = 0; PlayerInfo[playerid][pHouseCarColorChosen] = 0; PlayerInfo[playerid][pHouseCarColor1] = 0; PlayerInfo[playerid][pHouseCarColor2] = 0; PlayerInfo[playerid][pHouseLevel] = 0; PlayerInfo[playerid][pHouseSpawn] = 0; PlayerInfo[playerid][pGotEntrance] = 0; PlayerInfo[playerid][pGotCar] = 0; PlayerInfo[playerid][pOwnsHouse] = 0; PlayerInfo[playerid][pEnterHouse] = 0; PlayerInfo[playerid][pMakingHouse] = 0;
format(var, 32, "pHouseX=%.1f\n",PlayerInfo[playerid][pHouseX]);fwrite(hFile, var); format(var, 32, "pHouseY=%.1f\n",PlayerInfo[playerid][pHouseY]);fwrite(hFile, var); format(var, 32, "pHouseZ=%.1f\n",PlayerInfo[playerid][pHouseZ]);fwrite(hFile, var); format(var, 32, "pHouseVW=%d\n",PlayerInfo[playerid][pHouseVW]);fwrite(hFile, var); format(var, 32, "pHouseIntX=%.1f\n",PlayerInfo[playerid][pHouseIntX]);fwrite(hFile, var); format(var, 32, "pHouseIntY=%.1f\n",PlayerInfo[playerid][pHouseIntY]);fwrite(hFile, var); format(var, 32, "pHouseIntZ=%.1f\n",PlayerInfo[playerid][pHouseIntZ]);fwrite(hFile, var); format(var, 32, "pHouseInt=%d\n",PlayerInfo[playerid][pHouseInt]);fwrite(hFile, var); format(var, 32, "pHouseCarX=%.1f\n",PlayerInfo[playerid][pHouseCarX]);fwrite(hFile, var); format(var, 32, "pHouseCarY=%.1f\n",PlayerInfo[playerid][pHouseCarY]);fwrite(hFile, var); format(var, 32, "pHouseCarZ=%.1f\n",PlayerInfo[playerid][pHouseCarZ]);fwrite(hFile, var); format(var, 32, "pHouseCarAngle=%.1f\n",PlayerInfo[playerid][pHouseCarAngle]);fwrite(hFile, var); format(var, 32, "pHouseCarId=%d\n",PlayerInfo[playerid][pHouseCarId]);fwrite(hFile, var); format(var, 32, "pHouseCarLocked=%d\n",PlayerInfo[playerid][pHouseCarLocked]);fwrite(hFile, var); format(var, 32, "pHouseCarColorChosen=%d\n",PlayerInfo[playerid][pHouseCarColorChosen]);fwrite(hFile, var); format(var, 32, "pHouseCarColor1=%d\n",PlayerInfo[playerid][pHouseCarColor1]);fwrite(hFile, var); format(var, 32, "pHouseCarColor2=%d\n",PlayerInfo[playerid][pHouseCarColor2]);fwrite(hFile, var); format(var, 32, "pHouseLevel=%d\n",PlayerInfo[playerid][pHouseLevel]);fwrite(hFile, var); format(var, 32, "pHouseSpawn=%d\n",PlayerInfo[playerid][pHouseSpawn]);fwrite(hFile, var); format(var, 32, "EnterHouse=%d\n",PlayerInfo[playerid][pEnterHouse]);fwrite(hFile, var); format(var, 32, "GotEntrance=%d\n",PlayerInfo[playerid][pGotEntrance]);fwrite(hFile, var); format(var, 32, "MakingHouse=%d\n",PlayerInfo[playerid][pMakingHouse]);fwrite(hFile, var); format(var, 32, "OwnsHouse=%d\n",PlayerInfo[playerid][pOwnsHouse]);fwrite(hFile, var); format(var, 32, "GotCar=%d\n",PlayerInfo[playerid][pGotCar]);fwrite(hFile, var);
if( strcmp( key , "pHouseX" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseX] = strval( val ); } if( strcmp( key , "pHouseY" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseY] = strval( val ); } if( strcmp( key , "pHouseZ" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseZ] = strval( val ); } if( strcmp( key , "pHouseVW" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseVW] = strval( val ); } if( strcmp( key , "pHouseIntX" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseIntX] = strval( val ); } if( strcmp( key , "pHouseIntY" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseIntY] = strval( val ); } if( strcmp( key , "pHouseIntZ" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseIntZ] = strval( val ); } if( strcmp( key , "pHouseInt" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseInt] = strval( val ); } if( strcmp( key , "pHouseCarX" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarX] = strval( val ); } if( strcmp( key , "pHouseCarY" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarY] = strval( val ); } if( strcmp( key , "pHouseCarZ" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarZ] = strval( val ); } if( strcmp( key , "pHouseCarAngle" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarAngle] = strval( val ); } if( strcmp( key , "pHouseCarId" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarId] = strval( val ); } if( strcmp( key , "pHouseCarLocked" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarLocked] = strval( val ); } if( strcmp( key , "pHouseCarColorChosen" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarColorChosen] = strval( val ); } if( strcmp( key , "pHouseCarColor1" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarColor1] = strval( val ); } if( strcmp( key , "pHouseCarColor2" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseCarColor2] = strval( val ); } if( strcmp( key , "pHouseLeveL" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseLevel] = strval( val ); } if( strcmp( key , "pHouseSpawn" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pHouseSpawn] = strval( val ); } if( strcmp( key , "EnterHouse" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pEnterHouse] = strval( val ); } if( strcmp( key , "GotEntrance" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pGotEntrance] = strval( val ); } if( strcmp( key , "MakingHouse" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pMakingHouse] = strval( val ); } if( strcmp( key , "OwnsHouse" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pOwnsHouse] = strval( val ); } if( strcmp( key , "GotCar" , true ) == 0 ) { val = ini_GetValue( Data ); PlayerInfo[playerid][pGotCar] = strval( val ); }
else if(strcmp(x_job,"invitation",true) == 0) { if(InvitedToHouse[playerid] == 1) { new HouseOwner[MAX_PLAYER_NAME]; GetPlayerName(playerid, HouseOwner, sizeof(HouseOwner)); new invitedguy[MAX_PLAYER_NAME]; GetPlayerName(giveplayerid, invitedguy, sizeof(invitedguy)); format(string, sizeof(string), "* You have accepted your friends invitation."); SendClientMessage(playerid, COLOR_LIGHTBLUE, string); new houseowner = InvitedToHouseOwnerId[playerid]; new Float:housex = PlayerInfo[houseowner][pHouseX]; new Float:housey = PlayerInfo[houseowner][pHouseY]; new Float:housez = PlayerInfo[houseowner][pHouseZ]; format(string, sizeof(string), "* Your friend has accepted your house invitation."); SendClientMessage(houseowner, COLOR_LIGHTBLUE, string); SetPlayerCheckpoint(playerid,housex,housey,housez,2.5); return 1; } else { SendClientMessage(playerid,COLOR_GREY, " No-one offered you a House Invitation !"); return 1; } }
Originally Posted by Kurence
Nice tutorial but downloading a house system is much faster
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Originally Posted by [vRP
LeeWasabi ]
lol you got this from LSR RolePlay script their the only script that has their dynamic housing like that... _ Anyway good job on the tut tho |
D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(21820) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(21846) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(21872) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(21898) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(21924) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(21950) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(21976) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(22002) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(22028) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(22054) : error 017: undefined symbol "LoadHouseCars" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(22382) : error 017: undefined symbol "MAX_POINTS" D:\DOCUME~1\vador\Desktop\src\MWRP14.pwn(22399) : error 017: undefined symbol "MAX_POINTS"
lol you got this from LSR RolePlay script their the only script that has their dynamic housing like that...
_ Anyway good job on the tut tho |