Gametext disappear
#1

if a player doing a mission and get out the car. you have timeleft to get back in car. Well, TimeLeft don't move at all.
disappear it
Here code:

Max mission fail
Код:
#define Job_TimeToFailMission  60
Код:
PlayerLeftVehicle(playerid)
{
	// Setup local variables
	new TimeLeft[5];

	// Reduce the time left by 1
	APlayerData[playerid][VehicleTimerTime] = APlayerData[playerid][VehicleTimerTime] - 1;
	// Convert the time left to a string for displaying
	valstr(TimeLeft, APlayerData[playerid][VehicleTimerTime]);
	// Display the time left
	// Send only one message to inform the player what he must do
	if (APlayerData[playerid][VehicleTimerTime] == (Job_TimeToFailMission - 1))
	{
		// Check the class of the player and inform them what to do
		switch (APlayerData[playerid][PlayerClass])
		{
			case Trucker:
			{
 	           if(IsTrailerAttachedToVehicle(GetPlayerVehicleID(playerid)) == 0)
               {
                   new string[64];
                   format(string,sizeof(string),"trailer had gone~n~%s", TimeLeft);
	               GameTextForPlayer(playerid, string, 2000, 4);
               }
               if(IsPlayerInAnyVehicle(playerid) == 0)
               {
           	      new string[64];
                  format(string,sizeof(string),"Get back in vehicle~n~%s", TimeLeft);
	              GameTextForPlayer(playerid, string, 2000, 4);
               }
	        }
			case BusDriver:
			{
				SendClientMessage(playerid, 0xFFFFFFFF, TXT_BusDriverMustEnterBus);
				new string[64];
                //format(string,sizeof(string),"Get back in veh ~n~%s", TimeLeft);
	            GameTextForPlayer(playerid, string, 1000, 4);
			}
			case Courier:
			{
			    SendClientMessage(playerid, 0xFFFFFFFF, TXT_CourierMustEnterVehicle);
		    }
			case RoadWorker:
			{
			    SendClientMessage(playerid, 0xFFFFFFFF, TXT_RoadworkerMustEnterVehicle);
		    }
		}
	}
}
Код:
Dialog_TruckerSelectEndLoc(playerid, response, listitem)
{
    // Setup local variables
	new RouteText[128], loadName[50], startlocName[50], endlocName[50], LoadMsg[128], Float:x, Float:y, Float:z, ProductID;

	// Just close the dialog if the player clicked "Cancel"
	if(!response) return 1;

	// Get the LoadID that's stored in the player's account
	ProductID = APlayerData[playerid][LoadID];
	// Store the chosen end-location in the player's account
	APlayerData[playerid][JobLoc2] = ALoads[ProductID][ToLocations][listitem];

    // Get the names for the load, startlocation and endlocation
	format(loadName, 50, "%s", ALoads[ProductID][LoadName]);
	format(startlocName, 50, "%s", ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
	format(endlocName, 50, "%s", ALocations[APlayerData[playerid][JobLoc2]][LocationName]);

	// Job has started
	APlayerData[playerid][JobStarted] = true;
	// Store the vehicleID (required to be able to check if the player left his vehicle)
	APlayerData[playerid][VehicleID] = GetPlayerVehicleID(playerid);
	// Store the trailerID (required to be able to check if the player lost his trailer)
	APlayerData[playerid][TrailerID] = GetVehicleTrailer(GetPlayerVehicleID(playerid));
	// Set jobstep to 1 (going to load the goods)
	APlayerData[playerid][JobStep] = 1;
	// Combine all data into a string for the TextDraw (the player can see this all the time) to describe the mission
	format(RouteText, 255, TXT_HaulingCargoFromToPickup, loadName, startlocName, endlocName);
	// Set the TextDraw so the player can see it
	TextDrawSetString(APlayerData[playerid][MissionText], RouteText);
	// Grab the x, y, z positions for the first location
	x = ALocations[APlayerData[playerid][JobLoc1]][LocX];
	y = ALocations[APlayerData[playerid][JobLoc1]][LocY];
	z = ALocations[APlayerData[playerid][JobLoc1]][LocZ];
	// Create a checkpoint where the player should load the goods
	SetPlayerCheckpoint(playerid, x, y, z, 7);
	// Set the job-fail-time for the global vehicle-timer
	APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission;
	// Inform the player that he must load his goods
	format(LoadMsg, 128, TXT_PickupCargoAt, loadName, startlocName);
	SendClientMessage(playerid, 0xFFFFFFFF, LoadMsg);

	return 1;
}
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#2

Use PlayerTextDraws, instead.
Reply
#3

There any way to use GameText?
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