How to make a diff interior each house/business?
#5

I mean, is there an option to do that in the creating house command? it's a dynamic system
Here's the creating house code
Quote:

COMMAND:createhouse(playerid, params[])
{
// If a player hasn't logged in properly, he cannot use this command
if (IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning "SERVER: Unknown command" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;

// Setup local variables
new HPrice, MaxLevel, HouseID;

// Check if the player isn't inside a vehicle (the admin-player must be on foot to use this command)
if (GetPlayerVehicleSeat(playerid) == -1)
{
if (sscanf(params, "ii", HPrice, MaxLevel)) SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Usage: \"/createhouse <price> <maxlevel (1-10)>\"");
else
{
// Check if the player entered a proper maxlevel
if ((MaxLevel >= 1) && (MaxLevel <= 10))
{
// Find the first free HouseID
for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID])) // Check if an empty house-index has been found (PickupID is 0)
break; // Stop searching, the first free HouseID has been found now

// Check if the house-limit hasn't been reached yet
// This would seem to double-check the pickup-id, but in case there was no free houseslot found (HouseID points
// to the last index, the last index would hold a house, so be sure to not overwrite it
if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
{
// Setup some local variables
new Float, Float:y, Float:z, Msg[128];
// Get the player's position
GetPlayerPos(playerid, x, y, z);
// Set some default data
AHouseData[HouseID][Owned] = false;
AHouseData[HouseID][Owner] = 0;
AHouseData[HouseID][HouseX] = x;
AHouseData[HouseID][HouseY] = y;
AHouseData[HouseID][HouseZ] = z;
AHouseData[HouseID][HouseLevel] = 1;
AHouseData[HouseID][HouseMaxLevel] = MaxLevel;
AHouseData[HouseID][HousePrice] = HPrice;
AHouseData[HouseID][HouseOpened] = false;
AHouseData[HouseID][Insurance] = false;
AHouseData[HouseID][StaticHouse] = false;
AHouseData[HouseID][CarSlots] = 1; // This must be equal to the house-level for a normal house

// Add the pickup and 3DText at the location of the house-entrance (where the player is standing when he creates the house)
House_UpdateEntrance(HouseID);

// Save the house
HouseFile_Save(HouseID);

// Inform the player that he created a new house
format(Msg, 128, "{00FF00}You've succesfully created a house with ID: {FFFF00}%i", HouseID);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}The maximum amount of houses has been reached");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You have to use a max-level from 1 to 10");
}
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to create a house");

// Let the server know that this was a valid command
return 1;
}

Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 1 Guest(s)