03.01.2012, 17:08
Go to your_server/pawno/
Open pawno.exe and click on 'new'
Right click and Select them all and delete them.
Then paste this
Hit F5 and save it.
You are done!
Open pawno.exe and click on 'new'
Right click and Select them all and delete them.
Then paste this
Код:
#include <a_samp> /*\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/ /*\\\\\\\\\\\Script made by Geso\\\\\\\\\\\*/ /*http://forum.sa-mp.com/member.php?u=76396*/ /*\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*/ //#define POLICE_USE //uncomment if you want only police to use it. //#define ADMIN_USE //uncomment if you want only admins to use it. /* AddSPU(spuid, Float:x, Float:y, Float:z, Float:rotation, color1, color2, lightonoroff) //lightonoroff: 1 = on, 0 = off. You can use this function to create SPU's without using the dialog, i.e. in OnFilterScriptInit. SPU-id stands for the type you need: 1 --- Sultan with lamp on dashboard. 2 --- Sultan with lamp on roof. 3 --- Cheetah with lamp on dashboard. 4 --- Cheetah with lamp on roof. 5 --- Washington with lamp on dashboard. 6 --- Washington with lamp on roof. 7 --- Premier with lamp on dashboard. 8 --- Premier with lamp on roof. 9 --- Huntley with lamp on dashboard. 10 --- Huntley with lamp on roof. 11 --- Buffalo with lamp on dashboard. 12 --- Buffalo with lamp on roof. 13 --- LSPD with lamp on dashboard. 14 --- LSPD with lamp on roof. 15 --- SFPD with lamp on dashboard. 16 --- SFPD with lamp on roof. 17 --- LVPD with lamp on dashboard. 18 --- LVPD with lamp on roof. 19 --- FireTruck 20 --- FBI-Truck 21 --- Towtruck 22 --- Stretch with lamp on dashboard. 23 --- Stretch with lamp on roof. 24 --- PCJ-600 25 --- FCR-900 26 --- Wayfarer 27 --- Super GT 28 --- Burrito with lamp on dashboard. 29 --- Burrito with lamp on roof. 30 --- BF Injection 31 --- Patriot 32 --- Barracks 33 --- Rhino */ #define COLOR_RED 0xAA3333AA #define DIALOG1_MSG "Sultan [dashboard]\nSultan [roof]\nCheetah [dashboard]\nCheetah [roof]\nWashington [dashboard]\nWashington [roof]\nPremier [dashboard]\nPremier [roof]\nHuntley [dashboard]\nHuntley [roof]\nMore" #define DIALOG2_MSG "Buffalo [dashboard]\nBuffalo [roof]\nLSPD Cruiser[dashboard]\nLSPD Cruiser[roof]\nSFPD Cruiser[dashboard]\nSFPD Cruiser[roof]\nLVPD Cruiser[dashboard]\nLVPD Cruiser[roof]\nFiretruck\nFBI Truck \nMore" #define DIALOG3_MSG "Tow Truck\nStretch [dashboard]\nStretch [roof]\nPCJ-600\nFCR-900\nWayfarer\nSuper GT\nBurrito [dashboard]\nBurrito [roof]\nBF Injection\nPatriot\nBarracks\nRhino" new IsSpu[MAX_VEHICLES] = 0; new Lamp[MAX_VEHICLES] = 0; new light[MAX_VEHICLES]; enum Coords { SPU, VehicleID, Float:X, Float:Y, Float:Z, }; new Offsets[33][Coords] = { {1, 560, 0.398071289,0.75390625,0.43879509}, {2, 560, -0.35644531250, 0.0388183593, 0.863788605}, {3, 415, 0.409729004, 0.526367188, 0.206963539}, {4, 415, -0.290039062, -0.284179688, 0.631957054}, {5, 421, 0.421691895, 0.804931641, 0.256482124}, {6, 421, -0.323303223, 0.0207519532, 0.731482506}, {7, 426, 0.575378418, 0.786132812, 0.361483574}, {8, 426, -0.455505371, -0.143066406, 0.861475945}, {9, 579, 0.454345703, 0.575683594, 0.645122528}, {10, 579, -0.442626953, -0.269042969, 1.27014542}, {11, 402, 0.53515625, 0.562988281, 0.278743744}, {12, 402, -0.412841797, -0.474365234, 0.778804779}, {13, 596, 0.53515625, 0.771728516, 0.373809814}, {14, 596, -0.0048828125, -0.860107422, 0.848770142}, {15, 597, 0.53515625, 0.771728516, 0.373809814}, {16, 597, -0.0048828125, -0.860107422, 0.848770142}, {17, 598, 0.406738281, 0.696777344, 0.398208618}, {18, 598, -0.0048828125, -0.860107422, 0.848770142}, {19, 544, 0.522338867, 2.5925293, 1.46867275}, {20, 528, 0.563842773, 0.754882812, 0.487258911}, {21, 525, -0.0089111328, 0.273193359, 1.4037838}, {22, 409, 0.420776367, 1.80236816, 0.368680954}, {23, 409, -0.439941406, 0.824829102, 0.842817307}, {24, 461, 0.00000000, -0.932861328, 0.494509697}, {25, 521, 0.00000000, -0.928955078, 0.558652878}, {26, 586, 0.00000000, -1.20178223, 0.671886444}, {27, 506, 0.541137695, 0.282714844, 0.272130013}, {28, 482, 0.493530273, 1.39465332, 0.442443848}, {29, 482, -0.392211914, 0.565551758, 0.941601753}, {30, 424, -0.624511719, 0.139648438, 0.918135643}, {31, 470, -0.617797851, 0.056640625, 1.10928631}, {32, 433, -0.577392578, 1.23217773, 1.70311642}, {33, 432, -1.21105957, -3.84765625, 1.17495251} }; public OnFilterScriptInit() { print("\n----------------------------------------"); print(" SPU's v4.0[Special Police Units] by Geso "); print("----------------------------------------\n"); //AddSPU(23, -2082.1675, 1366.9668, 7.1007, 0, 0, 0, 1); Example, this will create a black Stretch with a light at Esplanade Point, north of SF. return 1; } public OnFilterScriptExit() { return 1; } public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp("/spu", cmdtext, true) == 0) { #if defined ADMIN_USE if(!IsPlayerAdmin(playerid)) return 1; #endif #if defined POLICE_USE if(GetPlayerSkin(playerid) != 280 && GetPlayerSkin(playerid) != 281 && GetPlayerSkin(playerid) != 282 && GetPlayerSkin(playerid) != 283 && GetPlayerSkin(playerid) != 284 && GetPlayerSkin(playerid) != 285 && GetPlayerSkin(playerid) != 286 && GetPlayerSkin(playerid) != 287 && GetPlayerSkin(playerid) != 288) return 1; #endif ShowPlayerDialog(playerid, 1123, DIALOG_STYLE_LIST, "So you want to have a SPU, what one do you want then?", DIALOG1_MSG, "Take it", "Leave it" ); return 1; } if (strcmp("/destroyspu", cmdtext, true) == 0) { #if defined ADMIN_USE if(!IsPlayerAdmin(playerid)) return 1; #endif #if defined POLICE_USE if(GetPlayerSkin(playerid) != 280 && GetPlayerSkin(playerid) != 281 && GetPlayerSkin(playerid) != 282 && GetPlayerSkin(playerid) != 283 && GetPlayerSkin(playerid) != 284 && GetPlayerSkin(playerid) != 285 && GetPlayerSkin(playerid) != 286 && GetPlayerSkin(playerid) != 287 && GetPlayerSkin(playerid) != 288) return 1; #endif if(IsPlayerConnected(playerid)) { new vid = GetPlayerVehicleID(playerid); if(IsSpu[vid] > 0) { IsSpu[vid] = 0; if(Lamp[vid] == 1) { DestroyObject(light[vid]); Lamp[vid] = 0; } DestroyVehicle(vid); return 1; } else { SendClientMessage(playerid, COLOR_RED, "This is not a SPU vehicle."); } } return 1; } return 0; } public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { if(response == 1 && dialogid == 1123) { switch(listitem) { case 0: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 1) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 1; } } } case 1: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 2) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 2; } } } case 2: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 3) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 3; } } } case 3: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 4) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 4; } } } case 4: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 5) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 5; } } } case 5: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 6) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 6; } } }//done case 6: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 7) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 7; } } } case 7: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 8) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 8; } } } case 8: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 9) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 9; } } } case 9: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 10) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 10; } } } case 10: {//new dialog ShowPlayerDialog(playerid, 1133, DIALOG_STYLE_LIST, "So you want to have a SPU, what one do you want then?", DIALOG2_MSG, "Take it", "Leave it" ); } } } if(response == 1 && dialogid == 1133) { switch(listitem) { case 0: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 11) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 11; } } } case 1: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 12) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 12; } } } case 2: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 13) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 13; } } } case 3: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 14) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 14; } } } case 4: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 15) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 15; } } } case 5: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 16) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 16; } } } case 6: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 17) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 17; } } } case 7: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 18) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 18; } } } case 8: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 19) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 19; } } } case 9: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 20) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 20; } } } case 10: {//new dialog ShowPlayerDialog(playerid, 1143, DIALOG_STYLE_LIST, "So you want to have a SPU, what one do you want then?", DIALOG3_MSG, "Take it", "Leave it" ); } } } if(response == 1 && dialogid == 1143) { switch(listitem) { case 0: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 21) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 21; } } } case 1: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 22) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 22; } } } case 2: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 23) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 23; } } } case 3: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 24) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 24; } } } case 4: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 25) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 25; } } } case 5: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 26) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 26; } } } case 6: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 27) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 27; } } } case 7: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 28) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 28; } } } case 8: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 29) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 29; } } } case 9: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 30) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 30; } } } case 10: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 31) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 31; } } } case 11: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 32) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 32; } } } case 12: { new Float:x, Float:y, Float:z, Float:angle; GetPlayerPos(playerid, x, y, z); GetPlayerFacingAngle(playerid, angle); for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == 33) { new vehicleid=CreateVehicle(Offsets[i][VehicleID], x, y, z, angle, 0, 0, -1); PutPlayerInVehicle(playerid, vehicleid, 0); SetVehicleVirtualWorld(vehicleid, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(vehicleid, GetPlayerInterior(playerid)); light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vehicleid] = 1; IsSpu[vehicleid] = 33; } } } } } return 1; } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { if((newkeys & KEY_SUBMISSION) && !(oldkeys & KEY_SUBMISSION)) { VehicleLightSwitch(playerid); } return 1; } AddSPU(spuid, Float:x, Float:y, Float:z, Float:rotation, color1, color2, lightonoroff) { if(lightonoroff == 1) { for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == spuid) { new vehicleid = CreateVehicle(Offsets[i][VehicleID], x, y, z, rotation, color1, color2, -1); Lamp[vehicleid] = 1; IsSpu[vehicleid] = spuid; light[vehicleid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vehicleid], vehicleid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); printf("AddSPU(%d), succesfully created.", spuid); return 1; } } } if(lightonoroff == 0) { for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == spuid) { new vehicleid = CreateVehicle(Offsets[i][VehicleID], x, y, z, rotation, color1, color2, -1); Lamp[vehicleid] = 0; IsSpu[vehicleid] = spuid; printf("AddSPU(%d), succesfully created.", spuid); return 1; } } } return 1; } VehicleLightSwitch(playerid) { new vid = GetPlayerVehicleID(playerid); if(vid == INVALID_VEHICLE_ID) return 1; if(IsSpu[vid] != 0) { if(Lamp[vid] == 1) { DestroyObject(light[vid]); Lamp[vid] = 0; return 1; } if(Lamp[vid] == 0) { for(new i=0; i<sizeof(Offsets); i++) { if(Offsets[i][SPU] == IsSpu[vid]) { light[vid] = CreateObject(18646,Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 96.0); AttachObjectToVehicle(light[vid], vid, Offsets[i][X], Offsets[i][Y], Offsets[i][Z], 0.0, 0.0, 0.0); Lamp[vid] = 1; } } return 1; } } return 1; }
You are done!