26.08.2012, 09:05
I already have a vehicle purchase script but the player must enter a "sales vehicle" that is actually created in game then buy it from inside and the other car that he owned appears, I need to make it that he won't need to enter a car to purchase the same model, example: /v buy [Vehid].. i am really stuck in this.
The normal purchase cmd i got:
The normal purchase cmd i got:
Код:
else if(strcmp(x_nr,"buy",true) == 0) { new car = 1; new model = GetVehicleModel(idcar); if(IsASalesVehicle(idcar)) { if(PlayerInfo[playerid][pLevel] < 1) { SendClientMessage(playerid, COLOR_GREY, "You need to be level 1 to buy a vehicle!"); return 1; } if(PlayerInfo[playerid][pPcarkey] == 9999 || PlayerInfo[playerid][pPcarkey2] == 9999) { } else return SendClientMessage(playerid, COLOR_GREY,"* You already own Two cars!"); if(GetPlayerMoney(playerid) >= GetVehiclePrice(idcar)) { if(PlayerInfo[playerid][pCarLic] == 1) { for(new h = 1; h < sizeof(CarInfo); h++) { if(CarInfo[h][cOwned] == 0) { car = h; h = 9999; } } format(string, sizeof(string),"LARP/Vehicles/%d.ini",car) dini_Create(string); if(PlayerInfo[playerid][pPcarkey] != 9999) { PlayerInfo[playerid][pPcarkey2] = car; } else { PlayerInfo[playerid][pPcarkey] = car; } CarInfo[car][cOwned] = 1; strmid(CarInfo[car][cOwner], sendername, 0, strlen(sendername), 999); SafeGivePlayerMoney(playerid,-GetVehiclePrice(idcar)); if(IsModelAPlane(idcar) || IsModelAHeli(idcar)) { new Float:plocx,Float:plocy,Float:plocz,Float:ploca; GetPlayerPos(playerid, plocx, plocy, plocz); GetPlayerFacingAngle(playerid,ploca); CarInfo[car][cLocationx] = plocx+8; CarInfo[car][cLocationy] = plocy; CarInfo[car][cLocationz] = plocz; CarInfo[car][cAngle] = ploca; SendClientMessage(playerid, COLOR_YELLOW2, "Congratulations, Don't forget to set your Plane's code."); } else if(IsModelABoat(idcar)) { new Float:plocx,Float:plocy,Float:plocz,Float:ploca; GetPlayerPos(playerid, plocx, plocy, plocz); GetPlayerFacingAngle(playerid,ploca); CarInfo[car][cLocationx] = plocx+8; CarInfo[car][cLocationy] = plocy; CarInfo[car][cLocationz] = plocz; CarInfo[car][cAngle] = ploca; SendClientMessage(playerid, COLOR_YELLOW2, "Congratulations, Don't forget to set your boat's code."); } else { new Float:plocx,Float:plocy,Float:plocz,Float:ploca; GetPlayerPos(playerid, plocx, plocy, plocz); GetPlayerFacingAngle(playerid,ploca); CarInfo[car][cLocationx] = plocx+8; CarInfo[car][cLocationy] = plocy; CarInfo[car][cLocationz] = plocz; CarInfo[car][cAngle] = ploca; SendClientMessage(playerid, COLOR_YELLOW2, "Congratulations, Don't forget to set your vehicle's code."); } CarInfo[car][cModel] = model; CarInfo[car][cVirWorld] = 0; CarInfo[car][cPaintjob] = 999; CarInfo[car][cColorOne] = 1; CarInfo[car][cColorTwo] = 1; CarInfo[car][cComponent0] = 0; CarInfo[car][cComponent1] = 0; CarInfo[car][cComponent2] = 0; CarInfo[car][cComponent3] = 0; CarInfo[car][cComponent4] = 0; CarInfo[car][cComponent5] = 0; CarInfo[car][cComponent6] = 0; CarInfo[car][cComponent7] = 0; CarInfo[car][cComponent8] = 0; CarInfo[car][cComponent9] = 0; CarInfo[car][cComponent10] = 0; CarInfo[car][cComponent11] = 0; CarInfo[car][cComponent12] = 0; CarInfo[car][cComponent13] = 0; CarInfo[car][cAlarm] = 0; DestroyVehicle(car); ownedcar[car] = CreateVehicle(CarInfo[car][cModel],CarInfo[car][cLocationx],CarInfo[car][cLocationy],CarInfo[car][cLocationz],90.0,1,1,30000); PlayerPlayMusic(playerid); SendClientMessage(playerid, COLOR_GRAD2, "Congratulations on your new purchase!"); SendClientMessage(playerid, COLOR_GRAD2, "Type /vehiclehelp to view the vehicle manual!"); gEngine[playerid] = 0; engineOn[GetPlayerVehicleID(playerid)] = false; new pass[24]; format(pass, sizeof(pass),"%d%d%d",random(9),random(9),random(9)); CarInfo[car][cCode] = strval(pass); OnPropUpdate(4,car); OnPlayerUpdateEx(playerid); } else { SendClientMessage(playerid, COLOR_WHITE, "* a Driving License is needed to buy a car!"); return 1; } } else { SendClientMessage(playerid, COLOR_GREY, " You don't have enough cash with you ! "); return 1; } } }