08.06.2012, 12:15
Here are the Textdraws and there are two codes for getting Wanted level you can chose anyone I was testing it:
pawn Code:
TextDrawShowForPlayer(playerid, Textdraw0);
TextDrawShowForPlayer(playerid, Textdraw1);
TextDrawShowForPlayer(playerid, Textdraw4);
{
new
playerWL[MAX_PLAYERS][Crime],
index
;
for(new i; i != MAX_PLAYERS; ++i) {
if(IsPlayerConnected(i) && !IsPlayerNPC(i)) {
playerWL[index][player_WantedLevel] = GetPlayerWantedLevel(i);
playerWL[index++][player_ID] = i;
}
}
GetPlayerHighestWantedLevel(playerWL, 0, index);
new player_Name[20], string[24+MAX_PLAYER_NAME+1], player_Level[256];
for(new i; i < 5; ++i) {
if(i < index) {
GetPlayerName(playerWL[i][player_ID], player_Name, sizeof(player_Name));
format(string, sizeof(string), "~w~%s", player_Name);
format(player_Level, sizeof(player_Level), "%d", playerWL[i][player_WantedLevel]);
}
else
format(string, sizeof(string), "~r~N/A", player_Name);
}
TextDrawSetString(Textdraw38, player_Level);
TextDrawShowForPlayer(playerid, Textdraw38);
TextDrawSetString(Textdraw7, player_Name);
TextDrawShowForPlayer(playerid, Textdraw7);
TextDrawSetSelectable(Textdraw7, true);
}
{
/*new count = 1, name[24], string[200];
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i))
GetPlayerWantedLevel(i);
if(GetPlayerWantedLevel(i) >= 5)
{
GetPlayerName(i, name, sizeof(name));
format(string, sizeof(string), "%s%s", string, name);
count ++;
}
}
if(count != 3)
{
TextDrawSetString(Textdraw22, string);
}
else TextDrawSetString(Textdraw22, "N/A");*/
TextDrawShowForPlayer(playerid, Textdraw22);
TextDrawSetSelectable(Textdraw22, true);
}
TextDrawShowForPlayer(playerid, Textdraw23);
TextDrawSetSelectable(Textdraw23, true);
TextDrawShowForPlayer(playerid, Textdraw24);
TextDrawSetSelectable(Textdraw24, true);
TextDrawShowForPlayer(playerid, Textdraw25);
TextDrawSetSelectable(Textdraw25, true);
TextDrawShowForPlayer(playerid, Textdraw26);
TextDrawSetSelectable(Textdraw26, true);
TextDrawShowForPlayer(playerid, Textdraw27);
TextDrawSetSelectable(Textdraw27, true);
TextDrawShowForPlayer(playerid, Textdraw28);
TextDrawSetSelectable(Textdraw28, true);
TextDrawShowForPlayer(playerid, Textdraw29);
TextDrawSetSelectable(Textdraw29, true);
TextDrawShowForPlayer(playerid, Textdraw30);
TextDrawSetSelectable(Textdraw30, true);
TextDrawShowForPlayer(playerid, Textdraw31);
TextDrawSetSelectable(Textdraw31, true);
TextDrawShowForPlayer(playerid, Textdraw32);
TextDrawSetSelectable(Textdraw32, true);
TextDrawShowForPlayer(playerid, Textdraw33);
TextDrawSetSelectable(Textdraw33, true);
TextDrawShowForPlayer(playerid, Textdraw34);
TextDrawSetSelectable(Textdraw34, true);
TextDrawShowForPlayer(playerid, Textdraw35);
TextDrawShowForPlayer(playerid, Textdraw36);
TextDrawShowForPlayer(playerid, Textdraw37);
TextDrawShowForPlayer(playerid, Textdraw39);
TextDrawShowForPlayer(playerid, Textdraw40);
TextDrawShowForPlayer(playerid, Textdraw41);
TextDrawShowForPlayer(playerid, Textdraw42);
TextDrawShowForPlayer(playerid, Textdraw43);
TextDrawShowForPlayer(playerid, Textdraw44);
TextDrawShowForPlayer(playerid, Textdraw45);
TextDrawShowForPlayer(playerid, Textdraw46);
TextDrawShowForPlayer(playerid, Textdraw47);
TextDrawShowForPlayer(playerid, Textdraw48);
TextDrawShowForPlayer(playerid, Textdraw49);
TextDrawShowForPlayer(playerid, Textdraw50);
TextDrawShowForPlayer(playerid, Textdraw51);
TextDrawShowForPlayer(playerid, Textdraw61);
TextDrawShowForPlayer(playerid, Textdraw62);