12.07.2012, 16:57
hi i have been looking for a cae lock system like /lock or /lk /unlock /ulk t lock and unlock but not inside care i mean outside car?
// This is a comment
// uncomment the line below if you want to write a filterscript
//#define FILTERSCRIPT
#include <a_samp>
new LastCar[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
LastCar[playerid] = 0;
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp("/lock", cmdtext, true) == 0)
{
if(LastCar[playerid] != 0)
{
new Float:X, Float:Y, Float:Z;
GetVehiclePos(LastCar[playerid], X, Y, Z);
if(IsPlayerInRangeOfPoint(playerid, 10, X, Y, Z))
{
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(LastCar[playerid],engine,lights,alarm,doors,bonnet,boot,objective);
if(doors == 0)
{
SetVehicleParamsEx(LastCar[playerid],engine,lights,alarm,1,bonnet,boot,objective);
SendClientMessage(playerid, 0xFF0000AA, "Your vehicle has been locked. Use /unlock to unlock it.");
GameTextForPlayer(playerid, "~w~Vehicle ~r~Locked!", 5000, 5);
return 1;
}
else return SendClientMessage(playerid, 0xFF0000AA, "This vehicle is already locked!");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You are not close enough to a car that you can lock.");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You do not have a car to lock!");
}
if(strcmp(cmdtext, "/unlock", true) == 0)
{
if(LastCar[playerid] != 0)
{
new Float:X, Float:Y, Float:Z;
GetVehiclePos(LastCar[playerid], X, Y, Z);
if(IsPlayerInRangeOfPoint(playerid, 10, X, Y, Z))
{
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(LastCar[playerid],engine,lights,alarm,doors,bonnet,boot,objective);
if(doors == 1)
{
SetVehicleParamsEx(LastCar[playerid],engine,lights,alarm,0,bonnet,boot,objective);
SendClientMessage(playerid, 0x00FF00AA, "Your vehicle has been unlocked. Use /lock to lock it.");
GameTextForPlayer(playerid, "~w~Vehicle ~g~Unlocked!", 5000, 5);
return 1;
}
else return SendClientMessage(playerid, 0xFF0000AA, "This vehicle is already unlocked!");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You are not close enough to a car that you can unlock.");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You do not have a car to unlock!");
}
return 0;
}
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
new engine, lights, alarm, doors, bonnet, boot, objective;
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
if(doors == 1 && ispassenger == 0)
{
GameTextForPlayer(playerid, "~r~Vehicle Locked!", 5000, 5);
return 1;
}
else
{
LastCar[playerid] = vehicleid;
}
return 1;
}
// This is a comment
// uncomment the line below if you want to write a filterscript
//#define FILTERSCRIPT
#include <a_samp>
new LastCar[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
LastCar[playerid] = 0;
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp("/lock", cmdtext, true) == 0)
{
if(LastCar[playerid] != 0)
{
if(!IsPlayerInAnyVehicle(playerid))
{
new Float:X, Float:Y, Float:Z;
GetVehiclePos(LastCar[playerid], X, Y, Z);
if(IsPlayerInRangeOfPoint(playerid, 10, X, Y, Z))
{
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(LastCar[playerid],engine,lights,alarm,doors,bonnet,boot,objective);
if(doors == 0)
{
SetVehicleParamsEx(LastCar[playerid],engine,lights,alarm,1,bonnet,boot,objective);
SendClientMessage(playerid, 0xFF0000AA, "Your vehicle has been locked. Use /unlock to unlock it.");
GameTextForPlayer(playerid, "~w~Vehicle ~r~Locked!", 5000, 5);
return 1;
}
else return SendClientMessage(playerid, 0xFF0000AA, "This vehicle is already locked!");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You are not close enough to a car that you can lock.");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You cannot be in a vehicle when locking a car!");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You do not have a car to lock!");
}
if(strcmp(cmdtext, "/unlock", true) == 0)
{
if(LastCar[playerid] != 0)
{
if(!IsPlayerInAnyVehicle(playerid))
{
new Float:X, Float:Y, Float:Z;
GetVehiclePos(LastCar[playerid], X, Y, Z);
if(IsPlayerInRangeOfPoint(playerid, 10, X, Y, Z))
{
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(LastCar[playerid],engine,lights,alarm,doors,bonnet,boot,objective);
if(doors == 1)
{
SetVehicleParamsEx(LastCar[playerid],engine,lights,alarm,0,bonnet,boot,objective);
SendClientMessage(playerid, 0x00FF00AA, "Your vehicle has been unlocked. Use /lock to lock it.");
GameTextForPlayer(playerid, "~w~Vehicle ~g~Unlocked!", 5000, 5);
return 1;
}
else return SendClientMessage(playerid, 0xFF0000AA, "This vehicle is already unlocked!");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You are not close enough to a car that you can unlock.");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You cannot be in a vehicle when locking a car!");
}
else return SendClientMessage(playerid, 0xFF0000AA, "You do not have a car to unlock!");
}
return 0;
}
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
new engine, lights, alarm, doors, bonnet, boot, objective;
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
if(doors == 1 && ispassenger == 0)
{
GameTextForPlayer(playerid, "~r~Vehicle Locked!", 5000, 5);
return 1;
}
else
{
LastCar[playerid] = vehicleid;
}
return 1;
}