24.02.2013, 03:23
It's not showing dis:
Here Define code:
i wanana it show like dis:
It say: Truck Test Succesfully transported Cement from quarry t.
Not showing the full word.
Код:
{FFFF00}from {FFFF00}%s{FFFF00} to {FFFF00}%s{FFFF00
Код:
#define TXT_PlayerCompletedTruckJob "{FFFF00}Trucker {FFFF00}%s{FFFF00} succesfully transported {FFFF00}%s{FFFF00} {FFFF00}from {FFFF00}%s{FFFF00} to {FFFF00}%s{FFFF00} {FFFF00}from {FFFF00}%s{FFFF00} to {FFFF00}%s{FFFF00}"
Код:
{FFFF00}Trucker {FFFF00}%s{FFFF00} succesfully transported {FFFF00}%s{FFFF00} {FFFF00}from {FFFF00}%s{FFFF00} to {FFFF00}%s{FFFF00} {FFFF00}from {FFFF00}%s{FFFF00} to {FFFF00}%s{FFFF00}
Код:
// After a truckdriver entered a checkpoint, a timer is created. This function is called when the timer runs out public Trucker_LoadUnload(playerid) { // Check if the player is inside a convoy if (APlayerData[playerid][InConvoy] == true) { // If the player just loaded his goods at the loading-point if (APlayerData[playerid][JobStep] == 1) { APlayerData[playerid][JobStep] = 2; // Set the next step of the convoy-job (wait until all members have loaded their cargo) TextDrawSetString(APlayerData[playerid][MissionText], TXT_WaitingMembersToLoadCargo); } // If the player just delivered his goods at the unloading-point if (APlayerData[playerid][JobStep] == 3) { APlayerData[playerid][JobStep] = 4; // Set the next step of the convoy-job (wait until all members have unloaded their cargo) TextDrawSetString(APlayerData[playerid][MissionText], TXT_WaitingMembersToUnLoadCargo); } DisablePlayerCheckpoint(playerid); // Delete the loading/unloading-checkpoint TogglePlayerControllable(playerid, 1); // Enable the player again (he can move again) return 1; // Don't allow the rest of the function to be executed } // If the player isn't inside a convoy, this part is executed // Check the JobStep switch (APlayerData[playerid][JobStep]) { case 1: // Player must load his goods { // Setup local variables new StartLoc[50], EndLoc[50], Load[50], RouteText[255], Float:x, Float:y, Float:z, UnloadMsg[100]; // Set JobStep to 2 (unloading goods) APlayerData[playerid][JobStep] = 2; // Delete the loading-checkpoint DisablePlayerCheckpoint(playerid); // Get the startlocation, endlocation and the load texts format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]); format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]); format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]); // Randomly set the load as overloaded (15% chance the load is overloaded) Trucker_SetRandomOverloaded(playerid); // Pre-format the missiontext (there may be some parts appended when overloaded/mafiaload format(RouteText, 255, TXT_HaulingCargoFromToDeliver, Load, StartLoc, EndLoc); // Check if the player is overloaded if (APlayerData[playerid][Overloaded] == true) { // Add "(OL)" to the missiontext to let the player know he's been overloaded format(RouteText, 255, "%s%s", RouteText, " ~r~(OL)~w~"); // Send a message to the player to let him know he's been overloaded SendClientMessage(playerid, 0xFFFFFFFF, TXT_TruckerOverloaded); } // Check if the player is carrying a mafia-load if (ALoads[APlayerData[playerid][LoadID]][Mafia] == true) { // Add "(ML)" to the missiontext to let the player know his load is wanted by the mafia format(RouteText, 255, "%s%s", RouteText, " ~r~(ML)~w~"); // If the player is carrying a mafia-load, inform him about it GameTextForPlayer(playerid, TXT_TruckerMafiaInterested, 5000, 4); // Also set the data for the player to indicate he's carrying a mafiaload APlayerData[playerid][MafiaLoad] = true; // Also set the player's trailer ID (or the vehicle itself) as Mafia-load in the array "AVehicleMafiaLoad" if (APlayerData[playerid][TrailerID] == 0) AVehicleData[APlayerData[playerid][VehicleID]][MafiaLoad] = true; // The player has no trailer, so set his main vehicle as wanted by the mafia else AVehicleData[APlayerData[playerid][TrailerID]][MafiaLoad] = true; // The player has a trailer, so set his trailer as wanted by the mafia } // Set the TextDraw so the player can see it TextDrawSetString(APlayerData[playerid][MissionText], RouteText); // Grab the x, y, z positions for the second location (to unload the goods) x = ALocations[APlayerData[playerid][JobLoc2]][LocX]; y = ALocations[APlayerData[playerid][JobLoc2]][LocY]; z = ALocations[APlayerData[playerid][JobLoc2]][LocZ]; // Create a checkpoint where the player should unload the goods SetPlayerCheckpoint(playerid, x, y, z, 7); // Inform the player that he must unload his goods format(UnloadMsg, 100, TXT_DeliverCargoTo, Load, EndLoc); SendClientMessage(playerid, 0xFFFFFFFF, UnloadMsg); } case 2: // Player is delivering his goods { // Setup local variables new StartLoc[50], EndLoc[50], Load[50], Msg1[128], Name[24], BonusMsg[128]; // Get the player name GetPlayerName(playerid, Name, sizeof(Name)); // Get the startlocation, endlocation and the load texts format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]); format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]); format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]); // Construct the message sent to all players that this player completed a trucking mission format(Msg1, 128, TXT_PlayerCompletedTruckJob, Name, Load, StartLoc, EndLoc); SendClientMessageToAll(0xFFFFFFFF, Msg1); // Setup local variables new Float:x1, Float:y1, Float:x2, Float:y2, Float:Distance, Message[128], Payment, Bonus; // Grab the x, y, z positions for the first location (to load the goods) x1 = ALocations[APlayerData[playerid][JobLoc1]][LocX]; y1 = ALocations[APlayerData[playerid][JobLoc1]][LocY]; // Grab the x, y, z positions for the second location (to unload the goods) x2 = ALocations[APlayerData[playerid][JobLoc2]][LocX]; y2 = ALocations[APlayerData[playerid][JobLoc2]][LocY]; // Calculate the distance between both points Distance = floatsqroot(((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1))); // Calculate the payment for the player Payment = floatround((Distance * ALoads[APlayerData[playerid][LoadID]][PayPerUnit]), floatround_floor); // Check if the player has done the bonus mission if (RandomBonusMission[MissionFinished] == false) { // Check all paramters (load, startlocation and end-location) if (RandomBonusMission[RandomLoad] == APlayerData[playerid][LoadID]) if (RandomBonusMission[RandomStartLoc] == APlayerData[playerid][JobLoc1]) if (RandomBonusMission[RandomEndLoc] == APlayerData[playerid][JobLoc2]) { Payment = Payment * 2; // Double the payment is the player was the first to do the bonus mission RandomBonusMission[MissionFinished] = true; // Only one player can do the bonus mission, a new one is chosen next format(BonusMsg, 128, "{00BBFF}Player {FFBB00}%s{00BBFF} has finished the bonus mission", Name); SendClientMessageToAll(0xFFFFFFFF, BonusMsg); } } // Pay the player based on the distance between the loading-point and unloading-point RewardPlayer(playerid, Payment, 0); // Send a message to let the player know he finished his mission and got paid format(Message, 128, TXT_RewardJob, Payment); SendClientMessage(playerid, 0xFFFFFFFF, Message); // Add 25% bonus if the player has been overloaded if (APlayerData[playerid][Overloaded] == true) { // Calculate the bonus Bonus = (Payment * 25) / 100; // Pay the bonus to the player RewardPlayer(playerid, Bonus, 0); // Send a message to let the player know he was overloaded and got paid format(Message, 128, TXT_TruckerBonusOverloaded, Bonus); SendClientMessage(playerid, 0xFFFFFFFF, Message); } // Add 50% bonus if the player has delivered a mafia load (mafia couldn't steal his load) if (APlayerData[playerid][MafiaLoad] == true) { // Calculate the bonus Bonus = (Payment * 50) / 100; // Pay the bonus to the player RewardPlayer(playerid, Bonus, 0); // Send a message to let the player know he was overloaded and got paid format(Message, 128, TXT_TruckerBonusMafiaLoad, Bonus); SendClientMessage(playerid, 0xFFFFFFFF, Message); } // Add 10% bonus if the player has delivered the load with his own truck if (AVehicleData[APlayerData[playerid][VehicleID]][Owned] == true) { // Calculate the bonus Bonus = (Payment * 10) / 100; // Pay the bonus to the player RewardPlayer(playerid, Bonus, 0); // Send a message to let the player know he was overloaded and got paid format(Message, 128, TXT_TruckerBonusOwnVehicle, Bonus); SendClientMessage(playerid, 0xFFFFFFFF, Message); } // Also add score-points to the score of the player based on the distance between the loading and unloading points if (Distance > 3000.0) RewardPlayer(playerid, 0, 2); // Distance is larger than 3000 units, so add 2 points else RewardPlayer(playerid, 0, 1); // Distance is less than 3000 units, so add 1 point // Increase the stats for completing a trucking job APlayerData[playerid][StatsTruckerJobs]++; // Also save the data (in case the server crashes, progress would be lost) PlayerFile_Save(playerid); // End the current trucker job (clear mission-data) Trucker_EndJob(playerid); } } // Enable the player again (he can move again) TogglePlayerControllable(playerid, 1); return 1; }
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