How can i change this:
#1

Hi all, can some one tell me how to change the default CameraSpawn of samp ? :

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#2

You first set the camera position, then you can make it look at something. Read more at the wiki:

https://sampwiki.blast.hk/wiki/SetPlayerCameraPos
https://sampwiki.blast.hk/wiki/InterpolateCameraPos
https://sampwiki.blast.hk/wiki/InterpolateCameraLookAt
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#3

I want it just like Grand Larceny GM
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#4

I ripped it for you from there:
pawn Код:
ClassSel_SetupCharSelection(playerid)
{
    if(gPlayerCitySelection[playerid] == CITY_LOS_SANTOS)
    {
        SetPlayerInterior(playerid,11);
        SetPlayerPos(playerid,508.7362,-87.4335,998.9609);
        SetPlayerFacingAngle(playerid,0.0);
        SetPlayerCameraPos(playerid,508.7362,-83.4335,998.9609);
        SetPlayerCameraLookAt(playerid,508.7362,-87.4335,998.9609);
    }
    else if(gPlayerCitySelection[playerid] == CITY_SAN_FIERRO) {
        SetPlayerInterior(playerid,3);
        SetPlayerPos(playerid,-2673.8381,1399.7424,918.3516);
        SetPlayerFacingAngle(playerid,181.0);
        SetPlayerCameraPos(playerid,-2673.2776,1394.3859,918.3516);
        SetPlayerCameraLookAt(playerid,-2673.8381,1399.7424,918.3516);
    }
    else if(gPlayerCitySelection[playerid] == CITY_LAS_VENTURAS) {
        SetPlayerInterior(playerid,3);
        SetPlayerPos(playerid,349.0453,193.2271,1014.1797);
        SetPlayerFacingAngle(playerid,286.25);
        SetPlayerCameraPos(playerid,352.9164,194.5702,1014.1875);
        SetPlayerCameraLookAt(playerid,349.0453,193.2271,1014.1797);
    }
   
}
I hope you know how to set this up. you can use public
pawn Код:
OnPlayerRequestClass(playerid, classid)
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#5

Move the login code to OnPlayerRequestClass and use SetPlayerCameraLookAt and SetPlayerCameraPos. You can get nice views while sitting in a maverick. Save the coordinates by typing /save.
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#6

I want a good view for change the samp default view ( marina ) i try to teleport to all Loc but, i didn't find the loc of grand larceny
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#7

Where's your login code? OnPlayerConnect or OnPlayerRequestClass?
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#8

Код:
// This callback gets called when the player is selecting a class (but hasn't clicked "Spawn" yet)
public OnPlayerRequestClass(playerid, classid)
{
    SetPlayerInterior(playerid,2);
    SetPlayerPos(playerid,1524.509887,-46.821197,1002.130981);
    SetPlayerFacingAngle(playerid, 145.0);
    SetPlayerCameraPos(playerid,1521.509887,-49.821197,1002.7);
    SetPlayerCameraLookAt(playerid,1523.509887,-47.821197,1002.6);

	// Display a short message to inform the player about the class he's about to choose
	switch (classid)
	{
		case 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10: // Classes that will be truckdrivers
		{
			// Display the name of the class
            GameTextForPlayer(playerid, TXT_ClassTrucker, 3000, 4);
			// Store the class for the player (truckdriver)
			APlayerData[playerid][PlayerClass] = ClassTruckDriver;
		}
		case 11, 12, 13: // Classes that will be bus-drivers
		{
			// Display the name of the class
            GameTextForPlayer(playerid, TXT_ClassBusDriver, 3000, 4);
			// Store the class for the player (busdriver)
			APlayerData[playerid][PlayerClass] = ClassBusDriver;
		}
		case 14, 15, 16, 17, 18: // Classes that will be Pilot
		{
			// Display the name of the class
            GameTextForPlayer(playerid, TXT_ClassPilot, 3000, 4);
			// Store the class for the player (pilot)
			APlayerData[playerid][PlayerClass] = ClassPilot;
		}
		case 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29: // Classes that will be police
		{
			// Display the name of the class
            GameTextForPlayer(playerid, TXT_ClassPolice, 3000, 4);
			// Store the class for the player (police)
			APlayerData[playerid][PlayerClass] = ClassPolice;
		}
		case 30, 31, 32, 33, 34: // Classes that will be mafia
		{
			// Display the name of the class
			GameTextForPlayer(playerid, TXT_ClassMafia, 3000, 4);
			// Store the class for the player (mafia)
			APlayerData[playerid][PlayerClass] = ClassMafia;
		}
		case 35, 36, 37: // Classes that will be courier
		{
			// Display the name of the class
			GameTextForPlayer(playerid, TXT_ClassCourier, 3000, 4);
			// Store the class for the player (courier)
			APlayerData[playerid][PlayerClass] = ClassCourier;
		}
		case 38, 39, 40, 41, 42: // Classes that will be roadworker
		{
			// Display the name of the class
			GameTextForPlayer(playerid, TXT_ClassRoadWorker, 3000, 4);
			// Store the class for the player (roadworker)
			APlayerData[playerid][PlayerClass] = ClassRoadWorker;
		}
	}

	return 1;
}
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#9

Show me your OnPlayerConnect.
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#10

Код:
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
	// Always allow NPC's to login without password or account
    PlayAudioStreamForPlayer(playerid,"http://k003.kiwi6.com/hotlink/lbw4uep6fa/Musique.mp3");
	if (IsPlayerNPC(playerid))
		return 1;

	// Setup local variables
	new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;

    RemoveBuildingForPlayer(playerid, 8229, 0.0, 0.0, 0.0, 6000.0);
    RemoveBuildingForPlayer(playerid, 11014, 0.0, 0.0, 0.0, 6000.0);
    RemoveBuildingForPlayer(playerid, 11372, 0, 0, 0, 6000.0);

	// BANQUE PAR BLACK

	// Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints
	SetPVarInt(playerid, "PVarMoney", 0);
	SetPVarInt(playerid, "PVarScore", 0);

	// Get the playername
	GetPlayerName(playerid, Name, sizeof(Name));
	// Also store this name for the player
	GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);

	// Send a message to all players to let them know somebody else joined the server
	format(NewPlayerMsg, 128, TXT_PlayerJoinedServer, Name, playerid);
	SendClientMessageToAll(0xFFFFFFFF, NewPlayerMsg);

	// Try to load the player's datafile ("PlayerFile_Load" returns "1" is the file has been read, "0" when the file cannot be read)
	if (PlayerFile_Load(playerid) == 1)
	{
		// Check if the player is still banned
		if (APlayerData[playerid][BanTime] < gettime()) // Player ban-time is passed
			ShowPlayerDialog(playerid, DialogLogin, DIALOG_STYLE_PASSWORD, TXT_DialogLoginTitle, TXT_DialogLoginMsg, TXT_DialogLoginButton1, TXT_DialogButtonCancel);
		else // Player is still banned
		{
			ShowRemainingBanTime(playerid); // Show the remaining ban-time to the player is days, hours, minutes, seconds
			Kick(playerid); // Kick the player
		}
	}
	else
	{
		new strStartRules[2000];
		// Construct the rules
		format(strStartRules, 2000, "%s1. Avoir une conduire propre, ne gйnant pas les autres joueurs.\n", strStartRules);
		format(strStartRules, 2000, "%s2. Avoir un comportement irrйprochable envers les joueurs et le staff.\n", strStartRules);
		format(strStartRules, 2000, "%s3. La langue principale est le franзais.\n", strStartRules);
		format(strStartRules, 2000, "%s4. L'utilisation d'un logiciel de cheat est formellement interdit.\n", strStartRules);
		format(strStartRules, 2000, "%s5. L'utilisation d'un bug vous donnant des avantages est йgalement interdit.\n", strStartRules);
		format(strStartRules, 2000, "%s6. Ne pas spammer le chat.\n", strStartRules);
		format(strStartRules, 2000, "%s7. Ne pas demander а devenir admin, а avoir une maison, un business, un dйpфt, de l'argent.\n", strStartRules);
		format(strStartRules, 2000, "%s8. Ne pas gкner les joueurs sur la route.\n", strStartRules);

		ShowPlayerDialog(playerid, DialogStartRules, DIALOG_STYLE_MSGBOX, "Rиglement du serveur", strStartRules, "Refuser", "Accepter");
	}

	// The houses have been loaded but not the cars, so load all vehicles assigned to the player's houses
	for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
	{
	    // Get the HouseID from this slot
	    HouseID = APlayerData[playerid][Houses][HouseSlot];
	    // Check if there is a house in this slot
		if (HouseID != 0)
		    HouseFile_Load(HouseID, true); // Load the cars of the house
	}

	// Speedometer setup
	Speedometer_Setup(playerid);

	TextDrawShowForPlayer(playerid,welcomeText);
	TextDrawShowForPlayer(playerid,infoText);

	// MissionText TextDraw setup
	APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, " "); // Setup the missiontext at the bottom of the screen
	TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center
	TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box
	TextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext

	// Display a message if the player hasn't accepted the rules yet
	if (APlayerData[playerid][RulesRead] == false)
	    SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Vous n'avez pas encore confirmй que vous acceptez le reglement {FFFF00}/regles{FF0000}.");

	return 1;
}



// This function shows the player how long his ban still is when he tries to login (in days, hours, minutes, seconds)
ShowRemainingBanTime(playerid)
{
	// Setup local variables
	new TotalBanTime, Days, Hours, Minutes, Seconds, Msg[128];

	// Get the total ban-time
	TotalBanTime = APlayerData[playerid][BanTime] - gettime();

	// Calculate days
	if (TotalBanTime >= 86400)
	{
		Days = TotalBanTime / 86400;
		TotalBanTime = TotalBanTime - (Days * 86400);
	}
	// Calculate hours
	if (TotalBanTime >= 3600)
	{
		Hours = TotalBanTime / 3600;
		TotalBanTime = TotalBanTime - (Hours * 3600);
	}
	// Calculate minutes
	if (TotalBanTime >= 60)
	{
		Minutes = TotalBanTime / 60;
		TotalBanTime = TotalBanTime - (Minutes * 60);
	}
	// Calculate seconds
	Seconds = TotalBanTime;

	// Display the remaining ban-time for this player
	SendClientMessage(playerid, 0xFFFFFFFF, TXT_StillBanned);
	format(Msg, 128, TXT_BannedDuration, Days, Hours, Minutes, Seconds);
	SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}

//Raison du joueur quand il se deconnecte
public OnPlayerDisconnect(playerid, reason)
{
    new
        szString[64],
        playerName[MAX_PLAYER_NAME];

    GetPlayerName(playerid, playerName, MAX_PLAYER_NAME);

    new szDisconnectReason[3][] =
    {
        "Cnx Perdue/Crash",
        "Quitter",
        "Kick/Ban"
    };

    format(szString, sizeof szString, "%s а quitter Ultimate Trucking Server (%s).", playerName, szDisconnectReason[reason]);

    SendClientMessageToAll(0xC4C4C4FF, szString);

	// Always allow NPC's to logout without password or account
	if (IsPlayerNPC(playerid))

	return 1;

	// Setup local variables
	new Name[24], Msg[128], HouseID;

	// Get the playername
	GetPlayerName(playerid, Name, sizeof(Name));

	// Stop spectate mode for all players who are spectating this player
	for (new i; i < MAX_PLAYERS; i++)
	    if (IsPlayerConnected(i)) // Check if the player is connected
	        if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) // Check if this player is spectating somebody
	            if (APlayerData[i][SpectateID] == playerid) // Check if this player is spectating me
		   		{
					TogglePlayerSpectating(i, 0); // Turn off spectate-mode
					APlayerData[i][SpectateID] = INVALID_PLAYER_ID;
					APlayerData[i][SpectateType] = ADMIN_SPEC_TYPE_NONE;
					SendClientMessage(i, 0xFFFFFFFF, "{FF0000}Le joueur s'est dйconnectй, fin du mode spectateur");
				}

	// Send a message to all players to let them know somebody left the server
	format(Msg, 128, Name, playerid);
	SendClientMessageToAll(0xFFFFFFFF, Msg);

	// If the player entered a proper password (the player has an account)
	if (strlen(APlayerData[playerid][PlayerPassword]) != 0)
	{
	    // Save the player data and his houses
		PlayerFile_Save(playerid);
	}

	// Stop any job that may have started (this also clears all mission data)
	switch (APlayerData[playerid][PlayerClass])
	{
		case ClassTruckDriver: Trucker_EndJob(playerid); // Stop any trucker job
		case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job
		case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job
		case ClassPolice: Police_EndJob(playerid); // Stop any police job
		case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job
		case ClassRoadWorker: Roadworker_EndJob(playerid);
	}

	// If the player is part of a convoy, kick him from it
	Convoy_Leave(playerid);

	// Unload all the player's house-vehicles to make room for other player's vehicles
	for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
	{
	    // Get the HouseID from this slot
	    HouseID = APlayerData[playerid][Houses][HouseSlot];
	    // Check if there is a house in this slot
		if (HouseID != 0)
		{
		    // Unload the cars of the house
		    House_RemoveVehicles(HouseID);
			// Set the house so it cannot be entered by anyone (close the house)
			AHouseData[HouseID][HouseOpened] = false;
		}
	}

	// Clear the data in the APlayerData array to make sure the next player with the same id doesn't hold wrong data
	APlayerData[playerid][SpectateID] = -1;
	APlayerData[playerid][SpectateVehicle] = -1;
	APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_NONE;
	APlayerData[playerid][LoggedIn] = false;
	APlayerData[playerid][PlayerPassword] = 0;
	APlayerData[playerid][PlayerLevel] = 0;
	APlayerData[playerid][VIPLevel] = 0;
	APlayerData[playerid][PlayerJailed] = 0;
	APlayerData[playerid][PlayerFrozen] = 0; // Clearing this variable automatically kills the frozentimer
	APlayerData[playerid][Bans] = 0;
	APlayerData[playerid][BanTime] = 0;
	APlayerData[playerid][Muted] = false;
	APlayerData[playerid][RulesRead] = false;
	APlayerData[playerid][AutoReportTime] = 0;
	APlayerData[playerid][TruckerLicense] = 0;
	APlayerData[playerid][BusLicense] = 0;
	APlayerData[playerid][PlayerClass] = 0;
	APlayerData[playerid][Warnings] = 0;
	APlayerData[playerid][PlayerMoney] = 0;
	APlayerData[playerid][PlayerScore] = 0;
	for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
		APlayerData[playerid][Houses][HouseSlot] = 0;
	for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
		APlayerData[playerid][Business][BusSlot] = 0;
	APlayerData[playerid][CurrentHouse] = 0;

	// Clear bank account info
	APlayerData[playerid][BankPassword] = 0;
	APlayerData[playerid][BankLoggedIn] = false;
	APlayerData[playerid][BankMoney] = 0;

	// Clear stats
	APlayerData[playerid][StatsTruckerJobs] = 0;
	APlayerData[playerid][StatsConvoyJobs] = 0;
	APlayerData[playerid][StatsBusDriverJobs] = 0;
	APlayerData[playerid][StatsPilotJobs] = 0;
	APlayerData[playerid][StatsMafiaJobs] = 0;
	APlayerData[playerid][StatsMafiaStolen] = 0;
	APlayerData[playerid][StatsPoliceFined] = 0;
	APlayerData[playerid][StatsPoliceJailed] = 0;
	APlayerData[playerid][StatsCourierJobs] = 0;
	APlayerData[playerid][StatsRoadworkerJobs] = 0;
	APlayerData[playerid][StatsMetersDriven] = 0.0;

	// Clear police warnings
	APlayerData[playerid][PoliceCanJailMe] = false;
	APlayerData[playerid][PoliceWarnedMe] = false;
	APlayerData[playerid][Value_PoliceCanJailMe] = 0;

	// Make sure the jailtimer has been destroyed
	KillTimer(APlayerData[playerid][PlayerJailedTimer]);
	KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);

	// Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0
	Speedometer_Cleanup(playerid);

	// Also destroy the missiontext TextDraw for this player
	TextDrawDestroy(APlayerData[playerid][MissionText]);

	// Destroy a rented vehicle is the player had any
	if (APlayerData[playerid][RentedVehicleID] != 0)
	{
		// Clear the data for the already rented vehicle
		AVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = 0;
		AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = 0;
		AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = false;
		AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner] = 0;
		AVehicleData[APlayerData[playerid][RentedVehicleID]][PaintJob] = 0;
		for (new j; j < 14; j++)
		{
			AVehicleData[APlayerData[playerid][RentedVehicleID]][Components][j] = 0;
		}
		// Destroy the vehicle
		DestroyVehicle(APlayerData[playerid][RentedVehicleID]);
		// Clear the RentedVehicleID
		APlayerData[playerid][RentedVehicleID] = 0;
	}

	return 1;
}

// This callback gets called whenever a player uses the chat-box
public OnPlayerText(playerid, text[])
{
	// Block the player's text if he has been muted
    if (APlayerData[playerid][Muted] == true)
	{
		// Let the player know he's still muted
		SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Vous etes toujours muet");

		// Don't allow his text to be sent to the chatbox
		return 0;
	}

    return 1;
}
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