How to enter with F ?
#1

How to make that , i can enter to 24/7 Police , houses ........... With button F , Thats scks for writing /enter Im using larp gamemode
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#2

Use OnPlayerKeyStateChange.

EG:

pawn Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    if(newkeys & KEY_SECONDARY_FIRE)
    {
        // Do something here...
    }
}
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#3

https://sampwiki.blast.hk/wiki/OnPlayerKeyStateChange
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#4

Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
{
	if((newkeys == KEY_SECONDARY_ATTACK))
	{
              your code from /enter /exit command
        }
        return 1;
}
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#5

Quote:
Originally Posted by dud
Посмотреть сообщение
Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
{
	if((newkeys == KEY_SECONDARY_ATTACK))
	{
              your code from /enter /exit command
        }
        return 1;
}
That will NOT work properly.

Quote from the wiki:

Quote:
How NOT to check for a key

Let's presume that you want to detect when a player presses their FIRE button, the obvious code would be:
pawn Код:
if (newkeys == KEY_FIRE)
This code may even work in your testing, but it is wrong and your testing is insufficient. Try crouching and pressing fire - your code will instantly stop working. Why? Because "newkeys" is no longer the same as "KEY_FIRE", it is the same as "KEY_FIRE" COMBINED WITH "KEY_CROUCH".

How to check for a key

So, if the variable can contain multiple keys at once, how do you check for just a single one? The answer is bit masking. Each key has its own bit in the variable (some keys have the same bit, but they are onfoot/incar keys, so can never be pressed at the same time anyway) and you need to check for just that single bit:
pawn Код:
if (newkeys & KEY_FIRE)
Note that the single "&" is correct - this is a bitwise AND, not a logical AND, which is what the two ampersands are called.
Now if you test this code it will work whether you are crouching or standing when you press the fire key. However there is still one slight problem - it will fire as long as you are holding the key. OnPlayerKeyStateChange is called every time a key changes and that code is true whenever the the fire key is held down. If you press fire the code will fire, if that key is held and you press crouch - that code will fire again because a key (crouch) has changed and fire is still held down How do you detect when a key is first pressed, but not trigger again when it's still held and another key changes?

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#6

Quote:
Originally Posted by Kyle_Olsen
Посмотреть сообщение
Use OnPlayerKeyStateChange.

EG:

pawn Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    if(newkeys & KEY_SECONDARY_FIRE)
    {
        // Do something here...
    }
}
Can someone explain more do i have to repleace one by one ? or how , some1 got tut for larp ?
Reply
#7

find this in your gamemode
Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    new string[128];
	new sendername[MAX_PLAYER_NAME];
	new pveh = GetVehicleModel(GetPlayerVehicleID(playerid));
	new newcar = GetPlayerVehicleID(playerid);
	new gun1 = GetPlayerWeapon(playerid);
	new gunname1[24];
	GetWeaponName(gun1,gunname1,sizeof(gunname1));
	if(IsKeyJustDown(KEY_HANDBRAKE,newkeys,oldkeys))
	{
	    StopLoopingAnim(playerid);
        TextDrawHideForPlayer(playerid,txtAnimHelper);
        animation[playerid] = 0;
    }
and add this


Код:
else if(newkeys & KEY_SECONDARY_FIRE)
    {
			for(new i = 0; i < sizeof(HouseInfo); i++)
			{
				if (IsPlayerInRangeOfPoint(playerid, 10,HouseInfo[i][hEntrancex], HouseInfo[i][hEntrancey], HouseInfo[i][hEntrancez]))
				{
					//printf("Found House :%d",i);
					if(PlayerInfo[playerid][pPhousekey] == i || HouseInfo[i][hLock] == 0)
					{
					    if(PlayerInfo[playerid][pWanted] == 0)
					    {
							SafeSetPlayerInterior(playerid,HouseInfo[i][hInt]);
							SetPlayerVirtualWorld(playerid,HouseInfo[i][hWorld]);
							SafeSetPlayerPos(playerid,HouseInfo[i][hExitx],HouseInfo[i][hExity],HouseInfo[i][hExitz]);
							GameTextForPlayer(playerid, "~w~Welcome Home", 5000, 1);
							PlayerInfo[playerid][pLocal] = i;
							PlayerInfo[playerid][pVirWorld] = HouseInfo[i][hWorld];
							HouseEntered[playerid] = i;
							PlayerInfo[playerid][pInteriorNr] = 39;
						}
						else
						{
							GameTextForPlayer(playerid, "~r~Criminals can't hide in houses!", 5000, 1);
							return 1;
						}
					}
					else
					{
						GameTextForPlayer(playerid, "~r~Locked", 5000, 1);
						return 1;
					}
				}
	}
it will look like this

Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    new string[128];
	new sendername[MAX_PLAYER_NAME];
	new pveh = GetVehicleModel(GetPlayerVehicleID(playerid));
	new newcar = GetPlayerVehicleID(playerid);
	new gun1 = GetPlayerWeapon(playerid);
	new gunname1[24];
	GetWeaponName(gun1,gunname1,sizeof(gunname1));
	if(IsKeyJustDown(KEY_HANDBRAKE,newkeys,oldkeys))
	{
	    StopLoopingAnim(playerid);
        TextDrawHideForPlayer(playerid,txtAnimHelper);
        animation[playerid] = 0;
    }
    else if(newkeys & KEY_SECONDARY_FIRE)
    {
			for(new i = 0; i < sizeof(HouseInfo); i++)
			{
				if (IsPlayerInRangeOfPoint(playerid, 10,HouseInfo[i][hEntrancex], HouseInfo[i][hEntrancey], HouseInfo[i][hEntrancez]))
				{
					//printf("Found House :%d",i);
					if(PlayerInfo[playerid][pPhousekey] == i || HouseInfo[i][hLock] == 0)
					{
					    if(PlayerInfo[playerid][pWanted] == 0)
					    {
							SafeSetPlayerInterior(playerid,HouseInfo[i][hInt]);
							SetPlayerVirtualWorld(playerid,HouseInfo[i][hWorld]);
							SafeSetPlayerPos(playerid,HouseInfo[i][hExitx],HouseInfo[i][hExity],HouseInfo[i][hExitz]);
							GameTextForPlayer(playerid, "~w~Welcome Home", 5000, 1);
							PlayerInfo[playerid][pLocal] = i;
							PlayerInfo[playerid][pVirWorld] = HouseInfo[i][hWorld];
							HouseEntered[playerid] = i;
							PlayerInfo[playerid][pInteriorNr] = 39;
						}
						else
						{
							GameTextForPlayer(playerid, "~r~Criminals can't hide in houses!", 5000, 1);
							return 1;
						}
					}
					else
					{
						GameTextForPlayer(playerid, "~r~Locked", 5000, 1);
						return 1;
					}
				}
	}
......
Reply
#8

Quote:
Originally Posted by dud
Посмотреть сообщение
find this in your gamemode
Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    new string[128];
	new sendername[MAX_PLAYER_NAME];
	new pveh = GetVehicleModel(GetPlayerVehicleID(playerid));
	new newcar = GetPlayerVehicleID(playerid);
	new gun1 = GetPlayerWeapon(playerid);
	new gunname1[24];
	GetWeaponName(gun1,gunname1,sizeof(gunname1));
	if(IsKeyJustDown(KEY_HANDBRAKE,newkeys,oldkeys))
	{
	    StopLoopingAnim(playerid);
        TextDrawHideForPlayer(playerid,txtAnimHelper);
        animation[playerid] = 0;
    }
and add this


Код:
else if(newkeys & KEY_SECONDARY_FIRE)
    {
			for(new i = 0; i < sizeof(HouseInfo); i++)
			{
				if (IsPlayerInRangeOfPoint(playerid, 10,HouseInfo[i][hEntrancex], HouseInfo[i][hEntrancey], HouseInfo[i][hEntrancez]))
				{
					//printf("Found House :%d",i);
					if(PlayerInfo[playerid][pPhousekey] == i || HouseInfo[i][hLock] == 0)
					{
					    if(PlayerInfo[playerid][pWanted] == 0)
					    {
							SafeSetPlayerInterior(playerid,HouseInfo[i][hInt]);
							SetPlayerVirtualWorld(playerid,HouseInfo[i][hWorld]);
							SafeSetPlayerPos(playerid,HouseInfo[i][hExitx],HouseInfo[i][hExity],HouseInfo[i][hExitz]);
							GameTextForPlayer(playerid, "~w~Welcome Home", 5000, 1);
							PlayerInfo[playerid][pLocal] = i;
							PlayerInfo[playerid][pVirWorld] = HouseInfo[i][hWorld];
							HouseEntered[playerid] = i;
							PlayerInfo[playerid][pInteriorNr] = 39;
						}
						else
						{
							GameTextForPlayer(playerid, "~r~Criminals can't hide in houses!", 5000, 1);
							return 1;
						}
					}
					else
					{
						GameTextForPlayer(playerid, "~r~Locked", 5000, 1);
						return 1;
					}
				}
	}
it will look like this

Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    new string[128];
	new sendername[MAX_PLAYER_NAME];
	new pveh = GetVehicleModel(GetPlayerVehicleID(playerid));
	new newcar = GetPlayerVehicleID(playerid);
	new gun1 = GetPlayerWeapon(playerid);
	new gunname1[24];
	GetWeaponName(gun1,gunname1,sizeof(gunname1));
	if(IsKeyJustDown(KEY_HANDBRAKE,newkeys,oldkeys))
	{
	    StopLoopingAnim(playerid);
        TextDrawHideForPlayer(playerid,txtAnimHelper);
        animation[playerid] = 0;
    }
    else if(newkeys & KEY_SECONDARY_FIRE)
    {
			for(new i = 0; i < sizeof(HouseInfo); i++)
			{
				if (IsPlayerInRangeOfPoint(playerid, 10,HouseInfo[i][hEntrancex], HouseInfo[i][hEntrancey], HouseInfo[i][hEntrancez]))
				{
					//printf("Found House :%d",i);
					if(PlayerInfo[playerid][pPhousekey] == i || HouseInfo[i][hLock] == 0)
					{
					    if(PlayerInfo[playerid][pWanted] == 0)
					    {
							SafeSetPlayerInterior(playerid,HouseInfo[i][hInt]);
							SetPlayerVirtualWorld(playerid,HouseInfo[i][hWorld]);
							SafeSetPlayerPos(playerid,HouseInfo[i][hExitx],HouseInfo[i][hExity],HouseInfo[i][hExitz]);
							GameTextForPlayer(playerid, "~w~Welcome Home", 5000, 1);
							PlayerInfo[playerid][pLocal] = i;
							PlayerInfo[playerid][pVirWorld] = HouseInfo[i][hWorld];
							HouseEntered[playerid] = i;
							PlayerInfo[playerid][pInteriorNr] = 39;
						}
						else
						{
							GameTextForPlayer(playerid, "~r~Criminals can't hide in houses!", 5000, 1);
							return 1;
						}
					}
					else
					{
						GameTextForPlayer(playerid, "~r~Locked", 5000, 1);
						return 1;
					}
				}
	}
......
I have like
Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    new string[256];
	new sendername[MAX_PLAYER_NAME];
	new pveh = GetVehicleModel(GetPlayerVehicleID(playerid));
	new newcar = GetPlayerVehicleID(playerid);
    if(newkeys == KEY_JUMP)
    {
        if(IsPlayerInAnyVehicle(playerid))
        {
			if(IsPlayerConnected(playerid))
			{
				if(!engineOn[GetPlayerVehicleID(playerid)])
				{
					if(GetPlayerState(playerid) == PLAYER_STATE_PASSENGER)
					{
						return 1;
					}
					if(IsAnOwnableCar(newcar))
					{
					    if(PlayerInfo[playerid][pPcarkey] == newcar) { }
						else if(PlayerInfo[playerid][pPcarkey2] == newcar) { }
						else if(PlayerInfo[playerid][pPcarkey3] == newcar) { }
						else { return 1; }
					}
					if(pveh == 510 || pveh == 462 || pveh == 481 || pveh == 509)
					{
						return 1;
					}
					if(newcar == 59 || newcar == 60)
					{
						return 1;
					}
					if(newcar >= 135 && newcar <= 154)
					{
					    if(HireCar[playerid] != newcar)
					    {
							return 1;
						}
					}
					if(IsAHarvest(newcar))
					{
					    return 1;
					}
					if(IsADrugHarvest(newcar))
					{
					    return 1;
					}
					if(IsAPlane(newcar))
					{
						return 1;
					}
					if(IsASweeper(newcar))
					{
						return 1;
					}
					if(gEngine[playerid] == 1) { return 1; }

					PutPlayerInVehicle(playerid, newcar, 0);
					GetPlayerName(playerid, sendername, sizeof(sendername));
					format(string, sizeof(string), "* %s spins a key and tries to start vehicle engine.", sendername);
					ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
					SetTimerEx("StartingTheVehicle",3500,0,"i",playerid);
					GameTextForPlayer(playerid, "~w~Starting vehicle engine...",3500,3);
					gEngine[playerid] = 1;
					return 1;
				}
			}
		}
    }
    else if(newkeys == KEY_SECONDARY_ATTACK)
    {
        if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
        {
            if(gEngine[playerid] == 0 && engineOn[newcar] == 0)
            {
				RemovePlayerFromVehicle(playerid);
				TogglePlayerControllable(playerid, 1);
				return 1;
            }
            else if(NoFuel[playerid] == 1)
			{
			    TogglePlayerControllable(playerid, 1);
				RemovePlayerFromVehicle(playerid);
				NoFuel[playerid] = 0;
				return 1;
			}
        }
    }
    return 1;
}
and blalbalbllalala , im its GTA rp (larp edit) ..
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#9

wait i'am downloading gta rp
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#10

here it is
Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    new string[256];
	new sendername[MAX_PLAYER_NAME];
	new pveh = GetVehicleModel(GetPlayerVehicleID(playerid));
	new newcar = GetPlayerVehicleID(playerid);
    if(newkeys == KEY_JUMP)
    {
        if(IsPlayerInAnyVehicle(playerid))
        {
			if(IsPlayerConnected(playerid))
			{
				if(!engineOn[GetPlayerVehicleID(playerid)])
				{
					if(GetPlayerState(playerid) == PLAYER_STATE_PASSENGER)
					{
						return 1;
					}
					if(IsAnOwnableCar(newcar))
					{
					    if(PlayerInfo[playerid][pPcarkey] == newcar) { }
						else if(PlayerInfo[playerid][pPcarkey2] == newcar) { }
						else if(PlayerInfo[playerid][pPcarkey3] == newcar) { }
						else { return 1; }
					}
					if(pveh == 510 || pveh == 462 || pveh == 481 || pveh == 509)
					{
						return 1;
					}
					if(newcar == 59 || newcar == 60)
					{
						return 1;
					}
					if(newcar >= 135 && newcar <= 154)
					{
					    if(HireCar[playerid] != newcar)
					    {
							return 1;
						}
					}
					if(IsAHarvest(newcar))
					{
					    return 1;
					}
					if(IsADrugHarvest(newcar))
					{
					    return 1;
					}
					if(IsAPlane(newcar))
					{
						return 1;
					}
					if(IsASweeper(newcar))
					{
						return 1;
					}
					if(gEngine[playerid] == 1) { return 1; }

					PutPlayerInVehicle(playerid, newcar, 0);
					GetPlayerName(playerid, sendername, sizeof(sendername));
					format(string, sizeof(string), "* %s spins a key and tries to start vehicle engine.", sendername);
					ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
					SetTimerEx("StartingTheVehicle",3500,0,"i",playerid);
					GameTextForPlayer(playerid, "~w~Starting vehicle engine...",3500,3);
					gEngine[playerid] = 1;
					return 1;
				}
			}
		}
    }
    else if(newkeys & KEY_SECONDARY_FIRE)
    {
    		for(new i = 0; i < sizeof(HouseInfo); i++)
			{
				if (PlayerToPoint(3, playerid,HouseInfo[i][hEntrancex], HouseInfo[i][hEntrancey], HouseInfo[i][hEntrancez]))
				{
					//printf("Found House :%d",i);
					if(PlayerInfo[playerid][pPhousekey] == i || HouseInfo[i][hLock] == 0)
					{
						SetPlayerInterior(playerid,HouseInfo[i][hInt]);
						SetPlayerVirtualWorld(playerid,HouseInfo[i][hWorld]);
						SetPlayerPos(playerid,HouseInfo[i][hExitx],HouseInfo[i][hExity],HouseInfo[i][hExitz]);
						GameTextForPlayer(playerid, "~w~Welcome Home", 5000, 1);
						PlayerInfo[playerid][pInt] = HouseInfo[i][hInt];
						PlayerInfo[playerid][pLocal] = i;
						HouseEntered[playerid] = i;
					}
					else
					{
						GameTextForPlayer(playerid, "~r~Locked", 5000, 1);
					}
				}
			}
    }
    else if(newkeys == KEY_SECONDARY_ATTACK)
    {
        if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
        {
            if(gEngine[playerid] == 0 && engineOn[newcar] == 0)
            {
				RemovePlayerFromVehicle(playerid);
				TogglePlayerControllable(playerid, 1);
				return 1;
            }
            else if(NoFuel[playerid] == 1)
			{
			    TogglePlayerControllable(playerid, 1);
				RemovePlayerFromVehicle(playerid);
				NoFuel[playerid] = 0;
				return 1;
			}
        }
    }
    return 1;
}
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#11

You also have to check if the player is close the the pickup.
You can do it with picking up the pickup or by checking if the player is in range of the point (entrance marker).
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#12

Quote:
Originally Posted by dud
View Post
here it is
Code:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    new string[256];
	new sendername[MAX_PLAYER_NAME];
	new pveh = GetVehicleModel(GetPlayerVehicleID(playerid));
	new newcar = GetPlayerVehicleID(playerid);
    if(newkeys == KEY_JUMP)
    {
        if(IsPlayerInAnyVehicle(playerid))
        {
			if(IsPlayerConnected(playerid))
			{
				if(!engineOn[GetPlayerVehicleID(playerid)])
				{
					if(GetPlayerState(playerid) == PLAYER_STATE_PASSENGER)
					{
						return 1;
					}
					if(IsAnOwnableCar(newcar))
					{
					    if(PlayerInfo[playerid][pPcarkey] == newcar) { }
						else if(PlayerInfo[playerid][pPcarkey2] == newcar) { }
						else if(PlayerInfo[playerid][pPcarkey3] == newcar) { }
						else { return 1; }
					}
					if(pveh == 510 || pveh == 462 || pveh == 481 || pveh == 509)
					{
						return 1;
					}
					if(newcar == 59 || newcar == 60)
					{
						return 1;
					}
					if(newcar >= 135 && newcar <= 154)
					{
					    if(HireCar[playerid] != newcar)
					    {
							return 1;
						}
					}
					if(IsAHarvest(newcar))
					{
					    return 1;
					}
					if(IsADrugHarvest(newcar))
					{
					    return 1;
					}
					if(IsAPlane(newcar))
					{
						return 1;
					}
					if(IsASweeper(newcar))
					{
						return 1;
					}
					if(gEngine[playerid] == 1) { return 1; }

					PutPlayerInVehicle(playerid, newcar, 0);
					GetPlayerName(playerid, sendername, sizeof(sendername));
					format(string, sizeof(string), "* %s spins a key and tries to start vehicle engine.", sendername);
					ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
					SetTimerEx("StartingTheVehicle",3500,0,"i",playerid);
					GameTextForPlayer(playerid, "~w~Starting vehicle engine...",3500,3);
					gEngine[playerid] = 1;
					return 1;
				}
			}
		}
    }
    else if(newkeys & KEY_SECONDARY_FIRE)
    {
    		for(new i = 0; i < sizeof(HouseInfo); i++)
			{
				if (PlayerToPoint(3, playerid,HouseInfo[i][hEntrancex], HouseInfo[i][hEntrancey], HouseInfo[i][hEntrancez]))
				{
					//printf("Found House :%d",i);
					if(PlayerInfo[playerid][pPhousekey] == i || HouseInfo[i][hLock] == 0)
					{
						SetPlayerInterior(playerid,HouseInfo[i][hInt]);
						SetPlayerVirtualWorld(playerid,HouseInfo[i][hWorld]);
						SetPlayerPos(playerid,HouseInfo[i][hExitx],HouseInfo[i][hExity],HouseInfo[i][hExitz]);
						GameTextForPlayer(playerid, "~w~Welcome Home", 5000, 1);
						PlayerInfo[playerid][pInt] = HouseInfo[i][hInt];
						PlayerInfo[playerid][pLocal] = i;
						HouseEntered[playerid] = i;
					}
					else
					{
						GameTextForPlayer(playerid, "~r~Locked", 5000, 1);
					}
				}
			}
    }
    else if(newkeys == KEY_SECONDARY_ATTACK)
    {
        if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
        {
            if(gEngine[playerid] == 0 && engineOn[newcar] == 0)
            {
				RemovePlayerFromVehicle(playerid);
				TogglePlayerControllable(playerid, 1);
				return 1;
            }
            else if(NoFuel[playerid] == 1)
			{
			    TogglePlayerControllable(playerid, 1);
				RemovePlayerFromVehicle(playerid);
				NoFuel[playerid] = 0;
				return 1;
			}
        }
    }
    return 1;
}
Now im getting error
Code:
\gamemodes\gtarp.pwn(43568) : error 017: undefined symbol "KEY_SECONDARY_FIRE"9
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#13

https://sampwiki.blast.hk/wiki/GetPlayerKeys There's the available keys.
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#14

Quote:
Originally Posted by antsolen
View Post
Now im getting error
Code:
\gamemodes\gtarp.pwn(43568) : error 017: undefined symbol "KEY_SECONDARY_FIRE"9
Quote:
Originally Posted by Cameltoe
View Post
nononno , im getting error ..
Reply
#15

Quote:
Originally Posted by Drebin
View Post
You also have to check if the player is close the the pickup.
You can do it with picking up the pickup or by checking if the player is in range of the point (entrance marker).
Can you explain more ?
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#16

Bump still need , using GTArp
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#17

Quote:
Originally Posted by antsolen
View Post
Bump still need , using GTArp
KEY_SECONDARY_FIRE is not for F you can use KEY_SECONDARY_ATTACK
Reply
#18

Quote:
Originally Posted by Gagi_Corleone
View Post
KEY_SECONDARY_FIRE is not for F you can use KEY_SECONDARY_ATTACK
Iknow , i have KEY_SECONDARY_ATTACK but its not working , i have to write /enter to house and stay near some doors do enter..
Reply
#19

Quote:
Originally Posted by dud
View Post
here it is
Code:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    new string[256];
	new sendername[MAX_PLAYER_NAME];
	new pveh = GetVehicleModel(GetPlayerVehicleID(playerid));
	new newcar = GetPlayerVehicleID(playerid);
    if(newkeys == KEY_JUMP)
    {
        if(IsPlayerInAnyVehicle(playerid))
        {
			if(IsPlayerConnected(playerid))
			{
				if(!engineOn[GetPlayerVehicleID(playerid)])
				{
					if(GetPlayerState(playerid) == PLAYER_STATE_PASSENGER)
					{
						return 1;
					}
					if(IsAnOwnableCar(newcar))
					{
					    if(PlayerInfo[playerid][pPcarkey] == newcar) { }
						else if(PlayerInfo[playerid][pPcarkey2] == newcar) { }
						else if(PlayerInfo[playerid][pPcarkey3] == newcar) { }
						else { return 1; }
					}
					if(pveh == 510 || pveh == 462 || pveh == 481 || pveh == 509)
					{
						return 1;
					}
					if(newcar == 59 || newcar == 60)
					{
						return 1;
					}
					if(newcar >= 135 && newcar <= 154)
					{
					    if(HireCar[playerid] != newcar)
					    {
							return 1;
						}
					}
					if(IsAHarvest(newcar))
					{
					    return 1;
					}
					if(IsADrugHarvest(newcar))
					{
					    return 1;
					}
					if(IsAPlane(newcar))
					{
						return 1;
					}
					if(IsASweeper(newcar))
					{
						return 1;
					}
					if(gEngine[playerid] == 1) { return 1; }

					PutPlayerInVehicle(playerid, newcar, 0);
					GetPlayerName(playerid, sendername, sizeof(sendername));
					format(string, sizeof(string), "* %s spins a key and tries to start vehicle engine.", sendername);
					ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
					SetTimerEx("StartingTheVehicle",3500,0,"i",playerid);
					GameTextForPlayer(playerid, "~w~Starting vehicle engine...",3500,3);
					gEngine[playerid] = 1;
					return 1;
				}
			}
		}
    }
    else if(newkeys & KEY_SECONDARY_FIRE)
    {
    		for(new i = 0; i < sizeof(HouseInfo); i++)
			{
				if (PlayerToPoint(3, playerid,HouseInfo[i][hEntrancex], HouseInfo[i][hEntrancey], HouseInfo[i][hEntrancez]))
				{
					//printf("Found House :%d",i);
					if(PlayerInfo[playerid][pPhousekey] == i || HouseInfo[i][hLock] == 0)
					{
						SetPlayerInterior(playerid,HouseInfo[i][hInt]);
						SetPlayerVirtualWorld(playerid,HouseInfo[i][hWorld]);
						SetPlayerPos(playerid,HouseInfo[i][hExitx],HouseInfo[i][hExity],HouseInfo[i][hExitz]);
						GameTextForPlayer(playerid, "~w~Welcome Home", 5000, 1);
						PlayerInfo[playerid][pInt] = HouseInfo[i][hInt];
						PlayerInfo[playerid][pLocal] = i;
						HouseEntered[playerid] = i;
					}
					else
					{
						GameTextForPlayer(playerid, "~r~Locked", 5000, 1);
					}
				}
			}
    }
    else if(newkeys == KEY_SECONDARY_ATTACK)
    {
        if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
        {
            if(gEngine[playerid] == 0 && engineOn[newcar] == 0)
            {
				RemovePlayerFromVehicle(playerid);
				TogglePlayerControllable(playerid, 1);
				return 1;
            }
            else if(NoFuel[playerid] == 1)
			{
			    TogglePlayerControllable(playerid, 1);
				RemovePlayerFromVehicle(playerid);
				NoFuel[playerid] = 0;
				return 1;
			}
        }
    }
    return 1;
}
That's all
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