Posts: 414
Threads: 93
Joined: Dec 2010
Quote:
Originally Posted by EiresJason
Hi everyone.
I am having an issue implementing a filterscript. The FS is by [GF]Sasino97 and it's his Sasinosoft Houses 2.2 FS in this case.
Link: http://forum.sa-mp.com/showthread.ph...ighlight=House
I have no problem getting the FS to actually work. Everything is perfect besides one thing. My dialog ids get mixed or something with his.
By this I mean that when I enter a house; It forces my 'login' dialog to appear and so I have to log in again. When I log in again; I then respawn as if I was logging in for the first time today. Also; if I click 'Close' on the dialog; it will kick me. This is because my 'login' dialog has 'Quit' which kicks the player if they press it and I am assuming it's that.
I made a short video of the problem. Please help if you can. I have spent hours trying to solve this but I couldn't
Thanks to anyone who can help!
http://www.youtube.com/watch?v=JDh5l...ature=*********
Here are my dialogs & also Sasino's dialogs.
Mine
pawn Code:
//Dialogs. #define DIALOG_CLICKEDREG 220 #define DIALOG_CLICKEDLOGIN 221 #define DIALOG_REGISTER 222 #define DIALOG_GENDER 223 #define DIALOG_RACE 224 #define DIALOG_ARRIVAL 225 #define DIALOG_AGE 226 #define DIALOG_RELOGMSG 227 #define DIALOG_LOGIN 228 #define DIALOG_SUCCESS_1 229 #define DIALOG_SUCCESS_2 230 #define DIALOG_QUESTION1 231 #define DIALOG_QUESTION2 232 #define DIALOG_QUESTION3 233 #define DIALOG_QUESTION4 234 #define DIALOG_QUESTION5 235 #define DIALOG_QUESTION6 236 #define DIALOG_QUESTION7 237 #define DIALOG_QUESTION8 238
#define DIALOG_GOTOLOC 239
#define DIALOG_IDLEGASBUY 240 #define DIALOG_IDLESTACKEAT 241 #define DIALOG_MARINABURGEREAT 242 #define DIALOG_JEFFERSONS24/7BUY 243
#define DIALOG_VEHICLEBUY 244 #define DIALOG_VEHICLEBUY2DOOR 245 #define DIALOG_VEHICLEBUY4DOOR 246 #define DIALOG_VEHICLEBUYLOWRIDER 247 #define DIALOG_VEHICLEBUY4BY4 248 #define DIALOG_VEHICLEBUYSALOON 249
#define DIALOG_IDBUY 250 #define DIALOG_LICENSEBUY 251
Sasino's.
pawn Code:
// Dialogs #define DIALOG_FORSALE_HOUSE 470 // #define DIALOG_MY_HOUSE 471 // #define DIALOG_OTHERS_HOUSE 472 // #define DIALOG_FORSALE_BIZ 473 // #define DIALOG_MY_BIZ 474 // #define DIALOG_OTHERS_BIZ 475 // #define DIALOG_HOUSE_MENU 476 // #define DIALOG_SELL_HOUSE 477 // #define DIALOG_RENAME_SHOP 478 // #define DIALOG_SELL_SHOP 479 // #define DIALOG_SUPPLY 480 // #define DIALOG_STORE_MONEY 481 // #define DIALOG_WITHDRAW_MONEY 482 // #define DIALOG_EDIT_FURNITURE 483 // #define DIALOG_SELL_FURNITURE 484 // #define DIALOG_BUY_FURNITURE 485 // #define DIALOG_MOVE_FURNITURE 486 // #define DIALOG_FURNITURE_BOUGHT 487 // #define DIALOG_SHOP 488 // #define DIALOG_SHOP_MENU 489 //
Again; thanks to anyone who can even remotely help
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I don't know what the problem hear is to be honest but this is why I don't use filterscripts much and when I do I implement them into my gamemode ((Copy and paste everything from the filterscript into the gamemode's pawno file etc)) because sometime's filter scripts can mess with some of the things you already have.
I don't know if this could help but maybe show us the part on the sasino script of where the player enter's a house?