/lock Command dont work..
#1

Hey!

Well i have been creating a lock command for when you are near your 1st, 2nd or 3rd car and you do /lock it unlocks it but it never works i have tried everything to try and make this work but it just wont

Would appreciate it if someone could help me

Thanks

pawn Code:
command(lock, playerid, params[])
{
    #pragma unused params
    new engine, lights, alarm, doors, bonnet, boot, objective, string[128];
    if(Player[playerid][PlayerCarModel] > 0)
    {
        if(IsPlayerInRangeOfVehicle(playerid, Player[playerid][CarLinkID], 10))
        {
            if(Player[playerid][CarLinkID] > 0)
                {
                    if(Player[playerid][LockedCar] == 0)
                        {
                            Player[playerid][LockedCar] = 1;
                            format(string, sizeof(string), "%s has locked their vehicle");
                            NearByMessage(playerid, PURPLE, string);

                            for(new i = 0; i < MAX_PLAYERS; i++)
                            {
                                if(i != playerid)
                                {
                                    GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
                                    SetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, 1, bonnet, boot, 0);
                                }
                            }
                            return 1;
                        }
                        else
                        {
                            Player[playerid][LockedCar] = 0;
                            format(string, sizeof(string),"%s has unlocked their vehicle");
                            NearByMessage(playerid, PURPLE, string);

                            for(new i = 0; i < MAX_PLAYERS; i++)
                            {
                                GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
                                SetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, 0, bonnet, boot, 0);
                               
                            }
                        }
                }
                else
                {
                    SendClientMessage(playerid, WHITE, "You do not own a car");
                }
        }
        else
        {
            SendClientMessage(playerid, WHITE, "You are not near any of your vehicles");
        }
    }
    return 1;
}
If you need more code just ask
Reply
#2

Any error lines? and how exactly doesn't it 'work'?
Paste the error lines here, would help, if they exist..
Reply
#3

Quote:
Originally Posted by Sandiel
View Post
Any error lines? and how exactly doesn't it 'work'?
Paste the error lines here, would help, if they exist..
No error lines, Just when im in game and im in range of my second or third car, and i do /lock it dont unlock or lock them it dont even send the message..

If you need more code just ask
Reply
#4

if(strcmp(cmd, "/lock", true) == 0)
{
if(PlayerConnected(playerid))
#pragma unused params
new engine, lights, alarm, doors, bonnet, boot, objective, string[128];
if(Player[playerid][PlayerCarModel] > 0)
{
if(IsPlayerInRangeOfVehicle(playerid, Player[playerid][CarLinkID], 10))
{
if(Player[playerid][CarLinkID] > 0)
{
if(Player[playerid][LockedCar] == 0)
{
Player[playerid][LockedCar] = 1;
format(string, sizeof(string), "%s has locked their vehicle");
NearByMessage(playerid, PURPLE, string);

for(new i = 0; i < MAX_PLAYERS; i++)
{
if(i != playerid)
{
GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, 1, bonnet, boot, 0);
}
}
return 1;
}
else
{
Player[playerid][LockedCar] = 0;
format(string, sizeof(string),"%s has unlocked their vehicle");
NearByMessage(playerid, PURPLE, string);

for(new i = 0; i < MAX_PLAYERS; i++)
{
GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, 0, bonnet, boot, 0);

}
}
}
else
{
SendClientMessage(playerid, WHITE, "You do not own a car");
}
}
else
{
SendClientMessage(playerid, WHITE, "You are not near any of your vehicles");
}
}
return 1;
}
Reply
#5

Quote:
Originally Posted by Geniuss
View Post
[PAWN]

if(Player[playerid][PlayerCarModel] > 0)
if(Player[playerid][CarLinkID] > 0)
What are these? what are they supposed to represent?
Reply
#6

Quote:
Originally Posted by teomakedonija
View Post
if(strcmp(cmd, "/lock", true) == 0)
{
if(PlayerConnected(playerid))
#pragma unused params
new engine, lights, alarm, doors, bonnet, boot, objective, string[128];
if(Player[playerid][PlayerCarModel] > 0)
{
if(IsPlayerInRangeOfVehicle(playerid, Player[playerid][CarLinkID], 10))
{
if(Player[playerid][CarLinkID] > 0)
{
if(Player[playerid][LockedCar] == 0)
{
Player[playerid][LockedCar] = 1;
format(string, sizeof(string), "%s has locked their vehicle");
NearByMessage(playerid, PURPLE, string);

for(new i = 0; i < MAX_PLAYERS; i++)
{
if(i != playerid)
{
GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, 1, bonnet, boot, 0);
}
}
return 1;
}
else
{
Player[playerid][LockedCar] = 0;
format(string, sizeof(string),"%s has unlocked their vehicle");
NearByMessage(playerid, PURPLE, string);

for(new i = 0; i < MAX_PLAYERS; i++)
{
GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, 0, bonnet, boot, 0);

}
}
}
else
{
SendClientMessage(playerid, WHITE, "You do not own a car");
}
}
else
{
SendClientMessage(playerid, WHITE, "You are not near any of your vehicles");
}
}
return 1;
}
That is pretty much all i have got at the minute, You pretty much just copied and pasted my script, Im asking how could i make it so when im near car 2 and i do /lock it locks/unlocks it or when im near car 3...
Reply
#7

Quote:
Originally Posted by Sandiel
View Post
What are these? what are they supposed to represent?
The carmodelid and the car linked to it i think.. Here is my code for when i buy a cr

pawn Code:
public PurchaseCar(playerid, carid, price, slotid)
{
    new string[128];
    if(carid < 400 || carid > 611)
    {
        SendClientMessage(playerid, WHITE, "Valid car IDs start from 400, ending at 611.");
        return 1;
    }
    else
    {
        if(Player[playerid][Money] >= price)
        {
            switch(slotid)
            {
                case 1:
                {
                    if(Player[playerid][PlayerCarModel] > 0)
                    {
                        SendClientMessage(playerid, WHITE, "You already have a vehicle in slot 1, /abandoncar first.");
                    }
                    else
                    {
                        Player[playerid][OwnedCarModSlot0] = 0;
                        Player[playerid][OwnedCarModSlot1] = 0;
                        Player[playerid][OwnedCarModSlot2] = 0;
                        Player[playerid][OwnedCarModSlot3] = 0;
                        Player[playerid][OwnedCarModSlot4] = 0;
                        Player[playerid][OwnedCarModSlot5] = 0;
                        Player[playerid][OwnedCarModSlot6] = 0;
                        Player[playerid][OwnedCarModSlot7] = 0;
                        Player[playerid][OwnedCarModSlot8] = 0;
                        Player[playerid][OwnedCarModSlot9] = 0;
                        Player[playerid][OwnedCarModSlot10] = 0;
                        Player[playerid][OwnedCarModSlot11] = 0;
                        Player[playerid][OwnedCarModSlot12] = 0;
                        Player[playerid][OwnedCarModSlot13] = 0;

                        Player[playerid][Money] -= price;
                        Player[playerid][CarX] = OwnedCarSpawnX;
                        Player[playerid][CarY] = OwnedCarSpawnY;
                        Player[playerid][CarZ] = OwnedCarSpawnZ;
                        Player[playerid][PlayerCarModel] = carid;
                        Player[playerid][CarCol1] = 0;
                        Player[playerid][CarCol2] = 0;
                        SpawnOwnedCar(playerid, 1);
                        SavePlayerData(playerid);
                    }
                }
                case 2:
                {
                    if(Player[playerid][PlayerCarModel2] > 0)
                    {
                        SendClientMessage(playerid, WHITE, "You already have a vehicle in slot 2, /abandoncar first.");
                    }
                    else
                    {
                        Player[playerid][Car2OwnedCarModSlot0] = 0;
                        Player[playerid][Car2OwnedCarModSlot1] = 0;
                        Player[playerid][Car2OwnedCarModSlot2] = 0;
                        Player[playerid][Car2OwnedCarModSlot3] = 0;
                        Player[playerid][Car2OwnedCarModSlot4] = 0;
                        Player[playerid][Car2OwnedCarModSlot5] = 0;
                        Player[playerid][Car2OwnedCarModSlot6] = 0;
                        Player[playerid][Car2OwnedCarModSlot7] = 0;
                        Player[playerid][Car2OwnedCarModSlot8] = 0;
                        Player[playerid][Car2OwnedCarModSlot9] = 0;
                        Player[playerid][Car2OwnedCarModSlot10] = 0;
                        Player[playerid][Car2OwnedCarModSlot11] = 0;
                        Player[playerid][Car2OwnedCarModSlot12] = 0;
                        Player[playerid][Car2OwnedCarModSlot13] = 0;

                        Player[playerid][Money] -= price;
                        Player[playerid][Car2X] = OwnedCarSpawnX;
                        Player[playerid][Car2Y] = OwnedCarSpawnY;
                        Player[playerid][Car2Z] = OwnedCarSpawnZ;
                        Player[playerid][PlayerCarModel2] = carid;
                        Player[playerid][Car2Col1] = 0;
                        Player[playerid][Car2Col2] = 0;
                        SpawnOwnedCar(playerid, 2);
                        SavePlayerData(playerid);
                    }
                }
                case 3:
                {
                    if(Player[playerid][PlayerCarModel3] > 0)
                    {
                        SendClientMessage(playerid, WHITE, "You already have a vehicle in slot 3, /abandoncar first.");
                    }
                    else
                    {
                        Player[playerid][Car3OwnedCarModSlot0] = 0;
                        Player[playerid][Car3OwnedCarModSlot1] = 0;
                        Player[playerid][Car3OwnedCarModSlot2] = 0;
                        Player[playerid][Car3OwnedCarModSlot3] = 0;
                        Player[playerid][Car3OwnedCarModSlot4] = 0;
                        Player[playerid][Car3OwnedCarModSlot5] = 0;
                        Player[playerid][Car3OwnedCarModSlot6] = 0;
                        Player[playerid][Car3OwnedCarModSlot7] = 0;
                        Player[playerid][Car3OwnedCarModSlot8] = 0;
                        Player[playerid][Car3OwnedCarModSlot9] = 0;
                        Player[playerid][Car3OwnedCarModSlot10] = 0;
                        Player[playerid][Car3OwnedCarModSlot11] = 0;
                        Player[playerid][Car3OwnedCarModSlot12] = 0;
                        Player[playerid][Car3OwnedCarModSlot13] = 0;

                        Player[playerid][Money] -= price;
                        Player[playerid][Car3X] = OwnedCarSpawnX;
                        Player[playerid][Car3Y] = OwnedCarSpawnY;
                        Player[playerid][Car3Z] = OwnedCarSpawnZ;
                        Player[playerid][PlayerCarModel3] = carid;
                        Player[playerid][Car3Col1] = 0;
                        Player[playerid][Car3Col2] = 0;
                        SpawnOwnedCar(playerid, 3);
                        SavePlayerData(playerid);
                    }
                }
            }
        }
        else
        {
            format(string, sizeof(string), "You must have $%d to purchase this vehicle.", price);
            SendClientMessage(playerid, WHITE, string);
        }
    }
    return 1;
}

pawn Code:
stock SpawnOwnedCar(playerid, slotid)
{
    new engine, lights, alarm, doors, bonnet, boot, objective;
    if(IsPlayerConnectedEx(playerid))
    {
        switch(slotid)
        {
            case 1:
            {
                if(Player[playerid][PlayerCarModel] >= 1)
                {
                    if(Player[playerid][CarLinkID] >= 1)
                    {
                        DestroyVehicle(Player[playerid][CarLinkID]);
                        Player[playerid][CarLinkID] = 0;
                    }

                    CarCount++;
                    OwnedCarCount++;
                    Player[playerid][CarLinkID] = CreateVehicle(Player[playerid][PlayerCarModel], Player[playerid][CarX], Player[playerid][CarY], Player[playerid][CarZ], Player[playerid][CarZAngle], Player[playerid][CarCol1], Player[playerid][CarCol2], -1);
                    GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
                    SetVehicleParamsEx(Player[playerid][CarLinkID], 0, lights, alarm, 1, bonnet, boot, objective);
                    SendClientMessage(playerid, WHITE, "Your first owned vehicle has been spawned. If you can't find it, please use the /callcar command.");

                    if(GetVehicleModel(Player[playerid][CarLinkID]) != Player[playerid][PlayerCarModel])
                    {
                        DestroyVehicle(Player[playerid][CarLinkID]);
                        Player[playerid][CarLinkID] = 0;
                        Player[playerid][CarLinkID] = CreateVehicle(Player[playerid][PlayerCarModel], Player[playerid][CarX], Player[playerid][CarY], Player[playerid][CarZ], Player[playerid][CarZAngle], Player[playerid][CarCol1], Player[playerid][CarCol2], -1);
                    }

                    ChangeVehiclePaintjob(Player[playerid][CarLinkID], Player[playerid][CarPaintJobID]);

                    if(Player[playerid][OwnedCarModSlot0] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot0]);
                    }

                    if(Player[playerid][OwnedCarModSlot1] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot1]);
                    }

                    if(Player[playerid][OwnedCarModSlot2] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot2]);
                    }

                    if(Player[playerid][OwnedCarModSlot3] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot3]);
                    }

                    if(Player[playerid][OwnedCarModSlot4] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot4]);
                    }

                    if(Player[playerid][OwnedCarModSlot5] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot5]);
                    }

                    if(Player[playerid][OwnedCarModSlot6] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot6]);
                    }

                    if(Player[playerid][OwnedCarModSlot7] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot7]);
                    }

                    if(Player[playerid][OwnedCarModSlot9] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot9]);
                    }

                    if(Player[playerid][OwnedCarModSlot10] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot10]);
                    }

                    if(Player[playerid][OwnedCarModSlot11] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot11]);
                    }

                    if(Player[playerid][OwnedCarModSlot12] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot12]);
                    }

                    if(Player[playerid][OwnedCarModSlot13] > 0)
                    {
                        AddVehicleComponent(Player[playerid][CarLinkID], Player[playerid][OwnedCarModSlot13]);
                    }
                }
            }
            case 2:
            {
                if(Player[playerid][PlayerCarModel2] >= 1)
                {
                    if(Player[playerid][Car2LinkID] >= 1)
                    {
                        DestroyVehicle(Player[playerid][Car2LinkID]);
                        Player[playerid][Car2LinkID] = 0;
                    }

                    CarCount++;
                    OwnedCarCount++;
                    Player[playerid][Car2LinkID] = CreateVehicle(Player[playerid][PlayerCarModel2], Player[playerid][Car2X], Player[playerid][Car2Y], Player[playerid][Car2Z], Player[playerid][Car2ZAngle], Player[playerid][Car2Col1], Player[playerid][Car2Col2], -1);
                    GetVehicleParamsEx(Player[playerid][Car2LinkID], engine, lights, alarm, doors, bonnet, boot, objective);
                    SetVehicleParamsEx(Player[playerid][Car2LinkID], 0, lights, alarm, 1, bonnet, boot, objective);
                    SendClientMessage(playerid, WHITE, "Your second owned vehicle has been spawned. If you can't find it, please use the /callcar command.");

                    if(GetVehicleModel(Player[playerid][Car2LinkID]) != Player[playerid][PlayerCarModel2])
                    {
                        DestroyVehicle(Player[playerid][Car2LinkID]);
                        Player[playerid][Car2LinkID] = 0;
                        Player[playerid][Car2LinkID] = CreateVehicle(Player[playerid][PlayerCarModel2], Player[playerid][Car2X], Player[playerid][Car2Y], Player[playerid][Car2Z], Player[playerid][Car2ZAngle], Player[playerid][Car2Col1], Player[playerid][Car2Col2], -1);
                    }

                    ChangeVehiclePaintjob(Player[playerid][Car2LinkID], Player[playerid][Car2PaintJobID]);

                    if(Player[playerid][Car2OwnedCarModSlot0] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot0]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot1] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot1]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot2] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot2]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot3] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot3]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot4] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot4]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot5] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot5]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot6] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot6]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot7] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot7]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot9] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot9]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot10] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot10]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot11] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot11]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot12] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot12]);
                    }

                    if(Player[playerid][Car2OwnedCarModSlot13] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car2LinkID], Player[playerid][Car2OwnedCarModSlot13]);
                    }
                }
            }
            case 3:
            {
                if(Player[playerid][PlayerCarModel3] >= 1)
                {
                    CarCount++;
                    OwnedCarCount++;
                    Player[playerid][Car3LinkID] = CreateVehicle(Player[playerid][PlayerCarModel3], Player[playerid][Car3X], Player[playerid][Car3Y], Player[playerid][Car3Z], Player[playerid][Car3ZAngle], Player[playerid][Car3Col1], Player[playerid][Car3Col2], -1);
                    GetVehicleParamsEx(Player[playerid][Car3LinkID], engine, lights, alarm, doors, bonnet, boot, objective);
                    SetVehicleParamsEx(Player[playerid][Car3LinkID], 0, lights, alarm, 1, bonnet, boot, objective);
                    SendClientMessage(playerid, WHITE, "Your third owned vehicle has been spawned. If you can't find it, please use the /callcar command.");

                    if(GetVehicleModel(Player[playerid][Car3LinkID]) != Player[playerid][PlayerCarModel3])
                    {
                        DestroyVehicle(Player[playerid][Car3LinkID]);
                        Player[playerid][Car3LinkID] = 0;
                        Player[playerid][Car3LinkID] = CreateVehicle(Player[playerid][PlayerCarModel3], Player[playerid][Car3X], Player[playerid][Car3Y], Player[playerid][Car3Z], Player[playerid][Car3ZAngle], Player[playerid][Car3Col1], Player[playerid][Car3Col2], -1);
                    }

                    ChangeVehiclePaintjob(Player[playerid][Car3LinkID], Player[playerid][Car3PaintJobID]);

                    if(Player[playerid][Car3OwnedCarModSlot0] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot0]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot1] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot1]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot2] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot2]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot3] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot3]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot4] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot4]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot5] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot5]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot6] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot6]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot7] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot7]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot9] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot9]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot10] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot10]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot11] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot11]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot12] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot12]);
                    }

                    if(Player[playerid][Car3OwnedCarModSlot13] > 0)
                    {
                        AddVehicleComponent(Player[playerid][Car3LinkID], Player[playerid][Car3OwnedCarModSlot13]);
                    }
                }
            }
        }
    }
}
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#8

Can any one help
Reply
#9

I made this command to check if i was near my second car it would say a message.. Where would i put this in the lock command to make it say it if im near the second vehicle if i type /lock

Command

pawn Code:
command(lol, playerid, params[])
{
    #pragma unused params
    if(Player[playerid][PlayerCarModel2] > 0)
    {
        if(IsPlayerInRangeOfVehicle(playerid, Player[playerid][Car2LinkID], 10))
        {
            if(Player[playerid][Car2LinkID] > 0)
                {
                    SendClientMessage(playerid, WHITE, "Yes you are near your vehicle");
                }
        }
    }
}
pawn Code:
command(lock, playerid, params[])
{
    #pragma unused params
    new engine, lights, alarm, doors, bonnet, boot, objective, string[128];
    if(Player[playerid][PlayerCarModel] > 0)
    {
        if(IsPlayerInRangeOfVehicle(playerid, Player[playerid][CarLinkID], 10))
        {
            if(Player[playerid][CarLinkID] > 0)
                {
                    if(Player[playerid][LockedCar] == 0)
                        {
                            Player[playerid][LockedCar] = 1;
                            format(string, sizeof(string), "%s has locked their vehicle", GetName(playerid));
                            NearByMessage(playerid, PURPLE, string);

                            for(new i = 0; i < MAX_PLAYERS; i++)
                            {
                                if(i != playerid)
                                {
                                    GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
                                    SetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, 1, bonnet, boot, 0);
                                }
                            }
                            return 1;
                        }
                        else
                        {
                            Player[playerid][LockedCar] = 0;
                            format(string, sizeof(string),"%s has unlocked their vehicle", GetName(playerid));
                            NearByMessage(playerid, PURPLE, string);

                            for(new i = 0; i < MAX_PLAYERS; i++)
                            {
                                GetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, doors, bonnet, boot, objective);
                                SetVehicleParamsEx(Player[playerid][CarLinkID], engine, lights, alarm, 0, bonnet, boot, 0);
                               
                            }
                        }
                }
                else
                {
                    SendClientMessage(playerid, WHITE, "You do not own a car");
                }
        }
        else
        {
            SendClientMessage(playerid, WHITE, "You are not near any of your vehicles");
        }
    }
    return 1;
}
If you help me i will appreciate it
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