Useful Snippets

Quote:
Originally Posted by ♣ ⓐⓢⓢ
thought there were already a anti-driveby filterscript release, so this is unused
It isn't an anti driveby code. It just doesn't let you take shotgun/armor from the SWAT car.
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[color=red]General Saints Hospital Code

-This is for people who want the general saints hospital to have an option to /healme. You can change the amount it charges in the code.

Put this at the top of your script:
Код:
new hospitalpickup;
Put this below "CreateVehicle"s:
Код:
hospitalpickup = CreatePickup(1240,1,1172.6083,-1323.5745,15.4031); // Hospital
Put this at the very bottom under "OnPlayerPickUpPickup":
Код:
if (pickupid == hospitalpickup)
  {
GameTextForPlayer(playerid, "~r~General Saints Hospital~n~~y~Type /healme to be healed~n~Healing: 300$",5000, 3);
  }
}
And lastly, put this somewhere in "OnPlayerCommandText":
Код:
if (strcmp(cmdtext, "/healme", true) == 0)
		{
      if(PlayerToPoint(3, playerid, 1172.6083,-1323.5745,15.4031)) // 24/7 enterance
      if(GetPlayerMoney(playerid) > 300)
		{
			GivePlayerMoney(playerid,-300);
			SendClientMessage(playerid, COLOR_WHITE, "You have been healed for 300$");
			SendClientMessage(playerid, COLOR_RED, "If you didn't get healed, you");
			SendClientMessage(playerid, COLOR_RED, "obviously don't have enough money.");
			SetPlayerHealth(playerid,100);
		}
			return 1;
		}
You can edit that code and set the amount it charges:
Код:
if(GetPlayerMoney(playerid) > 300)
It will check if the player has that amount.

Код:
GivePlayerMoney(playerid,-300);
This will subtract money. Change the -300 to whatever you want.

Hope it helps.
Reply

Quote:
Originally Posted by MenaceX^
Quote:
Originally Posted by ♣ ⓐⓢⓢ
thought there were already a anti-driveby filterscript release, so this is unused
It isn't an anti driveby code. It just doesn't let you take shotgun/armor from the SWAT car.
enforcer only give armour, so 50% of the code is unused
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  • Clan Tag detection/removal snippet:

    pawn Код:
    stock RemoveClanTagFromName(playerid)
    {
        new start, end, string[MAX_PLAYER_NAME];
        GetPlayerName(playerid, string, sizeof(string));
        start = strfind(string, "[", true);
        end = strfind(string, "]", true);
        if(start >= end) return 0;
        else
            {
            strdel(string, start, end + 1);
            SetPlayerName(playerid, string);
            return 1;
            }
    }
    pawn Код:
    stock TagDetect(playerid)
    {
        new string[MAX_PLAYER_NAME];
        GetPlayerName(playerid, string, sizeof(string));
        if(strfind(string, "]", true) > strfind(string, "[", true)) return 1;
        else return 0;
    }
    RemoveClanTagFromName(playerid) - does that it says on the tin, and returns 0 if the player doesn't have a clantag.
    TagDetect(playerid) - is a simpler version of the above, and can be used in a script to stop someone getting 2 clantags. It returns 1 if the player already has a clantag, and 0 if they do not.

    Both of these scripts work with clantags situated anywhere in the name.
    • [LS]Weirdosport
    • Weirdo[LS]sport
    • Weirdosport[LS]
    All of these examples become Weirdosport when used. If the player has multiple clan tags, it will remove them one by one.

    For example, a (nooby) person connects to the server, with the username [l]o[l]o[l], and decides he wants his tags removing:
    • After the first iteration, his name will be o[l]o[l].
    • Then it will become oo[l]
    • And finally oo
    If you have any further questions, PM me, don't expect me to check this thread daily...
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Quote:
Originally Posted by Weirdosport
Clan Tag detection/removal snippet:

pawn Код:
stock RemoveClanTagFromName(playerid)
{
    new start, end, string[MAX_PLAYER_NAME];
    GetPlayerName(playerid, string, sizeof(string));
    start = strfind(string, "[", true);
    end = strfind(string, "]", true);
    if(start >= end) return 0;
    else
        {
        strdel(string, start, end + 1);
        SetPlayerName(playerid, string);
        return 1;
        }
}
Using this on Playernames like < [Qwertzu], [Pepe] > will crash the server..
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Код:
forward IsInCar(playerid);
forward IsInPlane(playerid);
forward IsInBoat(playerid);

public IsInCar(playerid)
{
new vehm;
vehm = GetVehicleModel(GetPlayerVehicleID(playerid));

if (vehm != 548 || vehm != 469 || vehm != 447 || vehm != 563 || vehm != 497 || vehm != 488 || vehm != 487 || vehm != 417 || vehm != 425)
{
return true;
}
else
{
return false;
}
}

public IsInBoat(playerid)
{
new vehm;
vehm = GetVehicleModel(GetPlayerVehicleID(playerid));

if (vehm == 472 || vehm == 473 || vehm == 493 || vehm == 595 || vehm == 484 || vehm == 430 || vehm == 453 || vehm == 452 || vehm == 446 || vehm == 454)
{
return true;
}
else
{
return false;
}
}

public IsInPlane(playerid)
{
new vehm;
vehm = GetVehicleModel(GetPlayerVehicleID(playerid));

if (vehm == 548 || vehm == 469 || vehm == 447 || vehm == 563 || vehm == 497 || vehm == 488 || vehm == 487 || vehm == 417 || vehm == 425)
{
return true;
}
else
{
return false;
}
}
Reply

Quote:
Originally Posted by cj101
Why are they all public dude and do you know 'switch' exists, it can save a lot of time and processing in most cases.

Example:

pawn Код:
IsPlayerInPlane( playerid )
{
  if ( !IsPlayerInAnyVehicle( playerid ) ) return false; //this will save doing the model/switch code if true

  new
    v = GetVehicleModel( GetPlayerVehicleID( playerid ) );

  switch ( v )
  {
    case 548, 469, 447, 563, 497, 488, 487, 417, 425 : return true;
  }
  return false;
}
Take a look at that code then at your code, you will see how different it is but it does the same thing.
Reply

Donny you don't need the new v because the switch statement is evaluated only once :P
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Quote:
Originally Posted by 0rb
Donny you don't need the new v because the switch statement is evaluated only once :P
I wasn't sure if it only performed the single instruction on the element or it did indeed have to recall on each case, I went safe but obviously I was wrong so thanks for the correction dude.

Revised code:

pawn Код:
IsPlayerInPlane( playerid )
{
  // no need for the first check now as the case will be 0 so it will return false, single instruction ftw :)
  switch ( GetVehicleModel( GetPlayerVehicleID( playerid ) ) )
  {
    case 548, 469, 447, 563, 497, 488, 487, 417, 425 : return true;
  }
  return false;
}
Reply

Quote:
Originally Posted by Donny
Quote:
Originally Posted by 0rb
Donny you don't need the new v because the switch statement is evaluated only once :P
I wasn't sure if it only performed the single instruction on the element or it did indeed have to recall on each case, I went safe but obviously I was wrong so thanks for the correction dude.

Revised code:

pawn Код:
IsPlayerInPlane( playerid )
{
  // no need for the first check now as the case will be 0 so it will return false, single instruction ftw :)
  switch ( GetVehicleModel( GetPlayerVehicleID( playerid ) ) )
  {
    case 548, 469, 447, 563, 497, 488, 487, 417, 425 : return true;
  }
  return false;
}
or
pawn Код:
IsPlayerInPlane( playerid )
{
  switch ( GetVehicleModel( GetPlayerVehicleID( playerid ) ) )
    case 548, 469, 447, 563, 497, 488, 487, 417, 425 : return true;
  return false;
}
Less lines :> (owned)
I really dislike to do things with useless lines.
Reply

nice work
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Ping Kicker.

pawn Код:
public PingCheck()
{
  new MAX_PING = 600;
  for(new i = 0; i < MAX_PLAYERS; i++)
    {
      if(IsPlayerConnected(i))
      {
        if(!IsPlayerAdmin(i))
        {
                new ping, string[128];
                ping = GetPlayerPing(i);
                if(ping >= MAX_PING)
                {
                format(string, sizeof(string), "Excessive Ping (%d) - Above %d.", ping, MAX_PING);
                Kick(i);
                }
            }
        }
    }
}
Reply

Wow that's one messy code.

pawn Код:
public PingCheck()
{
  for(new i=0; i<MAX_PLAYERS; i++)
  {
    if(!IsPlayerAdmin(i) && IsPlayerConnected(i))
    {
      new string[128];
      if(GetPlayerPing(i) > 600)
      {
        format(string, sizeof(string), "Excessive Ping (%i) - Above 600.", ping);
        SendClientMessage(playerid, COLOR_RED, string);
        Kick(i);
      }
    }
  }
  return 1;
}
You never sent the string, you created a variable when it wasn't needed, you did two seperate checks instead of using &&. Just pointing out what I changed.
Reply

Quote:
Originally Posted by Mikep.
Wow that's one messy code.

pawn Код:
public PingCheck()
{
  for(new i=0; i<MAX_PLAYERS; i++)
  {
    if(!IsPlayerAdmin(i) && IsPlayerConnected(i))
    {
      new string[128];
      if(GetPlayerPing(i) > 600)
      {
        format(string, sizeof(string), "Excessive Ping (%i) - Above 600.", ping);
        SendClientMessage(playerid, COLOR_RED, string);
        Kick(i);
      }
    }
  }
  return 1;
}
You never sent the string, you created a variable when it wasn't needed, you did two seperate checks instead of using &&. Just pointing out what I changed.
I'm half asleep. But thanks.
Reply

PingCheck() moved to 'Useful Functions'.

pawn Код:
new string[128], RconPass;
RconPass = random(999999);
format(string, sizeof(string), "rcon_password %d", RconPass);
SendRconCommand(string);
printf("[SYSTEM] A new RCON password has been set (%d).", RconPass);
The way I use it is on every PayDay the RCON password is automatically changed. RconPass is defined at the top of the script and the code is in PayDay().
Reply

Quote:
Originally Posted by MenaceX^
This isn't supposed to be in useful snippers.


I like to use that way for ycmd as it requires you to make a forward + public so you could just do y_cmd instead of ycmd.
pawn Код:
#define y_cmd%0(%1) forward %0(%1); public %0(%1)
ycmd has its macro > Command_(command-name) wich is same as yours
Reply

Quote:
Originally Posted by JoeBullet
Quote:
Originally Posted by MenaceX^
This isn't supposed to be in useful snippers.


I like to use that way for ycmd as it requires you to make a forward + public so you could just do y_cmd instead of ycmd.
pawn Код:
#define y_cmd%0(%1) forward %0(%1); public %0(%1)
ycmd has its macro > Command_(command-name) wich is same as yours
Oh, sorry. I didn't know. I never looked trought the ycmd but I remember Y_Less scripting in a forward and public so I thought this might be coolest
Reply

1337 tr4nsl470r

pawn Код:
public OnPlayerText(playerid, text[])
{
    for(new i; i < strlen(text); i++)
    {
        if(text[i] == 'a') text[i] = '4';
        if(text[i] == 'e') text[i] = '3';
        if(text[i] == 'l') text[i] = '1';
        if(text[i] == 'o') text[i] = '0';
        if(text[i] == 's') text[i] = '5';
        if(text[i] == 't') text[i] = '7';
    }
    SendPlayerMessageToAll(playerid,text);
    return 0;
}

Thanks to jeff for noticing what was wrong with it!
Reply

That will change the text from 'lol' to '101' which I don't see useful.
And make
pawn Код:
new lenght = strlen(text);
for(new i;i < lenght; i++)
The old one will, if the text is 100 chars long, call strlen 100 times to compare with i and just eat up resources
Reply

Quote:
Originally Posted by CalgonX
Ping Kicker.

pawn Код:
public PingCheck()
{
  new MAX_PING = 600;
  for(new i = 0; i < MAX_PLAYERS; i++)
    {
      if(IsPlayerConnected(i))
      {
        if(!IsPlayerAdmin(i))
        {
                new ping, string[128];
                ping = GetPlayerPing(i);
                if(ping >= MAX_PING)
                {
                format(string, sizeof(string), "Excessive Ping (%d) - Above %d.", ping, MAX_PING);
                Kick(i);
                }
            }
        }
    }
}
That might do problems because when the player connects, the player has something like 65000 ping. So it'll kick him.
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