10.11.2012, 12:04
Hello guys I got an ranks FS
But how I can make he need cop skin to see his rank?
Код:
#include <a_samp> #include <zcmd> #include <sscanf> new Text:Textdraw2; new TRank[150]; //============================[Colors]================================ #define red 0xAA3333AA //============================[Finish of Colors]====================== public OnPlayerSpawn( playerid ) { new string[ 128 ]; if(GetPlayerScore(playerid) >= 3000) { TRank = "Commander"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 2100 && GetPlayerScore(playerid) < 3000) { TRank = "Major"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 1700 && GetPlayerScore(playerid) < 2100) { TRank = "Captain"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 1300 && GetPlayerScore(playerid) < 1700) { TRank = "Lieutenant"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 700 && GetPlayerScore(playerid) < 1300) { TRank = "Sergent"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 300 && GetPlayerScore(playerid) < 700) { TRank = "Detective"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 0 && GetPlayerScore(playerid) < 300) { TRank = "Corporal"; /// The rank name TextDrawSetString(Textdraw2, string); } return 1; } public OnPlayerUpdate( playerid ) { new string[ 128 ]; if(GetPlayerScore(playerid) >= 3000) { TRank = "Commander"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 2100 && GetPlayerScore(playerid) < 3000) { TRank = "Major"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 1700 && GetPlayerScore(playerid) < 2100) { TRank = "Captain"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 1300 && GetPlayerScore(playerid) < 1700) { TRank = "Lieutenant"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 700 && GetPlayerScore(playerid) < 1300) { TRank = "Sergeant"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 300 && GetPlayerScore(playerid) < 700) { TRank = "Detective"; /// The rank name TextDrawSetString(Textdraw2, string); } else if(GetPlayerScore(playerid) >= 0 && GetPlayerScore(playerid) < 300) { TRank = "Corporal"; /// The rank name TextDrawSetString(Textdraw2, string); } return 1; } COMMAND:rank(playerid, params[]) { if(GetPlayerScore(playerid) >= 0 && GetPlayerScore(playerid) < 300) { SendClientMessage(playerid,red,"Your Ranks Is Corporal"); } else if(GetPlayerScore(playerid) >= 300 && GetPlayerScore(playerid) < 700) { SendClientMessage(playerid,red,"Your Rank Is Detective "); return 1; } else if(GetPlayerScore(playerid) >= 700 && GetPlayerScore(playerid) < 1300) { SendClientMessage(playerid,red,"Your Rank Is Sergeant"); return 1; } else if(GetPlayerScore(playerid) >= 1300 && GetPlayerScore(playerid) < 1700) { SendClientMessage(playerid,red,"Your Rank Is Lieutenant"); return 1; } else if(GetPlayerScore(playerid) >= 1700 && GetPlayerScore(playerid) < 2100) { SendClientMessage(playerid,red,"Your Rank Is Captain"); return 1; } else if(GetPlayerScore(playerid) >= 2100 && GetPlayerScore(playerid) < 3000) { SendClientMessage(playerid,red,"Your Rank Is Major"); return 1; } else { SendClientMessage(playerid,red,"Your Rank Is Commander"); return 1; } return 1; } public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { if(response)// They pressed the first button. { switch(dialogid)// If you only have one dialog, then this isn't required, but it's neater for when you implement more dialogs. { case 35:// Our dialog! { switch(listitem)// Checking which listitem was selected { case 0:// The first item listed { //I left them blank , so nothing happends when someone click them } case 1: // The second item listed { //I left them blank , so nothing happends when someone click them } case 2: // The third item listed { //I left them blank , so nothing happends when someone click them } case 3: // The third item listed { //I left them blank , so nothing happends when someone click them } case 4: // The fourth item listed { //I left them blank , so nothing happends when someone click them } case 5: // The fifht item listed { //I left them blank , so nothing happends when someone click them } case 6: // The sixth item listed { //I left them blank , so nothing happends when someone click them } } } } } return 1; }