[Ajuda] Gasolina no Carro/Spawn +REP
#1

Olб, Quando adiciono um Carro ao meu GM (PPC_TRUCKING) ele fica sem Gasolina Falaram que й pra adicionar a variavel da Gasolina o poblema й que nгo sei aew vai:

Veiculos:
pawn Код:
AddStaticVehicle(581,1416.9812,-1694.1294,13.1307,251.1030,34,106);
AddStaticVehicle(581,1416.8514,-1695.4171,13.1375,255.2827,48,7);
PPC_Speedomter:
pawn Код:
// 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}o Player {FFFF00}%s{00FF00} Esta correndo de mais, Perseguir e multa-lo", 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
        ResetPlayerWeapons(playerid); // Remove all weapons from the player

    // 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 it 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;
}
Outra coisa seria o Spawn do Player no PPC, Nгo entendo Muito Bem. queria definir um ou 2 Lugares para o "Advogada" Spawnar. Obrigado!!
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#2

Poste a variбvel da gasolina dos veнculos do gamemode.
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