[Ajuda] Bug Elevador!
#1

Bom o video abaixo mostra o bug do Elevador.

https://www.youtube.com/watch?v=hu61_4iR4Jk

O Codigo espero que me ajudem !
PHP Code:
#include <a_samp>
#define ELEVATOR_SPEED      (5.0)   // Movement speed of the elevator.
#define DOORS_SPEED         (4.0)   // Movement speed of the doors.
#define ELEVATOR_WAIT_TIME  (5000)  // Time in ms that the elevator will wait in each floor before continuing with the queue.
                                    // Be sure to give enough time for doors to open.
#define DIALOG_ID           (874)
// Private:
#define X_DOOR_CLOSED       (1786.627685)
#define X_DOOR_R_OPENED     (1785.027685)
#define X_DOOR_L_OPENED     (1788.227685)
#define GROUND_Z_COORD      (14.511476)
#define ELEVATOR_OFFSET     (0.059523)
/* ------------------
// Constants:
-------------------*/
static FloorNames[21][] =
{
    
"Entrada",
    
"Primeiro Andar",
    
"Segundo Andar",
    
"Terceiro Andar",
    
"Quarto Andar",
    
"Quinto Andar",
    
"Sexto Andar",
    
"Setimo Andar",
    
"Andar 8",
    
"Andar 9",
    
"Andar 10",
    
"Andar 11",
    
"Andar 12",
    
"Andar 13",
    
"Andar 14",
    
"Andar 15",
    
"Andar 16",
    
"Andar 17",
    
"Andar 18",
    
"Andar 19",
    
"Ultimo"
};
static 
Float:FloorZOffsets[21] =
{
    
0.0,        // 0.0,
    
8.5479,     // 8.5479,
    
13.99945,   // 8.5479 + (5.45155 * 1.0),
    
19.45100,   // 8.5479 + (5.45155 * 2.0),
    
24.90255,   // 8.5479 + (5.45155 * 3.0),
    
30.35410,   // 8.5479 + (5.45155 * 4.0),
    
35.80565,   // 8.5479 + (5.45155 * 5.0),
    
41.25720,   // 8.5479 + (5.45155 * 6.0),
    
46.70875,   // 8.5479 + (5.45155 * 7.0),
    
52.16030,   // 8.5479 + (5.45155 * 8.0),
    
57.61185,   // 8.5479 + (5.45155 * 9.0),
    
63.06340,   // 8.5479 + (5.45155 * 10.0),
    
68.51495,   // 8.5479 + (5.45155 * 11.0),
    
73.96650,   // 8.5479 + (5.45155 * 12.0),
    
79.41805,   // 8.5479 + (5.45155 * 13.0),
    
84.86960,   // 8.5479 + (5.45155 * 14.0),
    
90.32115,   // 8.5479 + (5.45155 * 15.0),
    
95.77270,   // 8.5479 + (5.45155 * 16.0),
    
101.22425,  // 8.5479 + (5.45155 * 17.0),
    
106.67580,  // 8.5479 + (5.45155 * 18.0),
    
112.12735   // 8.5479 + (5.45155 * 19.0)
};
/* ------------------
// Variables:
-------------------*/
new Obj_ElevatorObj_ElevatorDoors[2],
    
Obj_FloorDoors[21][2];
new 
Text3D:Label_ElevatorText3D:Label_Floors[21];
#define ELEVATOR_STATE_IDLE     (0)
#define ELEVATOR_STATE_WAITING  (1)
#define ELEVATOR_STATE_MOVING   (2)
new ElevatorState,
    
ElevatorFloor;  // If Idle or Waiting, this is the current floor. If Moving, the floor it's moving to.
#define INVALID_FLOOR           (-1)
new ElevatorQueue[21],      // Floors in queue.
    
FloorRequestedBy[21];   // FloorRequestedBy[floor_id] = playerid; - Points out who requested which floor.
new ElevatorBoostTimer;     // Timer that makes the elevator move faster after players start surfing the object.
/* ------------------
*  Function forwards:
-------------------*/
// Public:
forward CallElevator(playeridfloorid);    // You can use INVALID_PLAYER_ID too.
forward ShowElevatorDialog(playerid);
// Private:
forward Elevator_Initialize();
forward Elevator_Destroy();
forward Elevator_OpenDoors();
forward Elevator_CloseDoors();
forward Floor_OpenDoors(floorid);
forward Floor_CloseDoors(floorid);
forward Elevator_MoveToFloor(floorid);
forward Elevator_Boost(floorid);            // Increases the elevator speed until it reaches 'floorid'.
forward Elevator_TurnToIdle();
forward ReadNextFloorInQueue();
forward RemoveFirstQueueFloor();
forward AddFloorToQueue(floorid);
forward IsFloorInQueue(floorid);
forward ResetElevatorQueue();
forward DidPlayerRequestElevator(playerid);
forward Float:GetElevatorZCoordForFloor(floorid);
forward Float:GetDoorsZCoordForFloor(floorid);
// ------------------------ Callbacks ------------------------
public OnFilterScriptInit()
{
    
ResetElevatorQueue();
    
Elevator_Initialize();
    return 
1;
}
public 
OnFilterScriptExit()
{
    
Elevator_Destroy();
    return 
1;
}
public 
OnObjectMoved(objectid)
{
    new 
Float:xFloat:yFloat:z;
    for(new 
isizeof(Obj_FloorDoors); ++)
    {
        if(
objectid == Obj_FloorDoors[i][0])
        {
            
GetObjectPos(Obj_FloorDoors[i][0], xyz);
            if(
X_DOOR_L_OPENED 0.5)   // Some floor doors have shut, move the elevator to next floor in queue:
            
{
                
Elevator_MoveToFloor(ElevatorQueue[0]);
                
RemoveFirstQueueFloor();
            }
        }
    }
    if(
objectid == Obj_Elevator)   // The elevator reached the specified floor.
    
{
        
KillTimer(ElevatorBoostTimer);  // Kills the timer, in case the elevator reached the floor before boost.
        
FloorRequestedBy[ElevatorFloor] = INVALID_PLAYER_ID;
        
Elevator_OpenDoors();
        
Floor_OpenDoors(ElevatorFloor);
        
GetObjectPos(Obj_Elevatorxyz);
        
Label_Elevator  Create3DTextLabel("Aperte 'F' para ver o dialog"0xFFFFDD1784.9822, -1302.04260.94.001);
        
ElevatorState   ELEVATOR_STATE_WAITING;
        
SetTimer("Elevator_TurnToIdle"ELEVATOR_WAIT_TIME0);
    }
    return 
1;
}
public 
OnDialogResponse(playeriddialogidresponselistiteminputtext[])
{
    if(
dialogid == DIALOG_ID)
    {
        if(!
response)
            return 
0;
        if(
FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem))
            
GameTextForPlayer(playerid"~r~O piso jб estб na fila"35004);
        else if(
DidPlayerRequestElevator(playerid))
            
GameTextForPlayer(playerid"~r~Vocк jб pediu o elevador"35004);
        else
            
CallElevator(playeridlistitem);
        return 
1;
    }
    return 
0;
}
public 
OnPlayerKeyStateChange(playeridnewkeysoldkeys)
{
    if(!
IsPlayerInAnyVehicle(playerid) && newkeys KEY_SECONDARY_ATTACK)
    {
        new 
Float:pos[3];
        
GetPlayerPos(playeridpos[0], pos[1], pos[2]);
        if(
pos[1] < -1301.4 && pos[1] > -1303.2417 && pos[0] < 1786.2131 && pos[0] > 1784.1555)    // He is using the elevator button
            
ShowElevatorDialog(playerid);
        else    
// Is he in a floor button?
        
{
            if(
pos[1] > -1301.4 && pos[1] < -1299.1447 && pos[0] < 1785.6147 && pos[0] > 1781.9902)
            {
                
// He is most likely using it, check floor:
                
new i=20;
                while(
pos[2] < GetDoorsZCoordForFloor(i) + 3.5 && 0)
                    
--;
                if(
== && pos[2] < GetDoorsZCoordForFloor(0) + 2.0)
                    
= -1;
                if(
<= 19)
                {
                    
CallElevator(playerid1);
                    
GameTextForPlayer(playerid"~r~Elevador Chamado"35004);
                }
            }
        }
    }
    return 
1;
}
// ------------------------ Functions ------------------------
stock Elevator_Initialize()
{
    
// Initializes the elevator.
    
Obj_Elevator            CreateObject(187551786.678100, -1303.459472GROUND_Z_COORD ELEVATOR_OFFSET0.0000000.000000270.000000);
    
Obj_ElevatorDoors[0]    = CreateObject(18757X_DOOR_CLOSED, -1303.459472GROUND_Z_COORD0.0000000.000000270.000000);
    
Obj_ElevatorDoors[1]    = CreateObject(18756X_DOOR_CLOSED, -1303.459472GROUND_Z_COORD0.0000000.000000270.000000);
    
Label_Elevator          Create3DTextLabel("Aperte 'F' para ver o dialog"0xFFFFDD1784.9822, -1302.042613.64914.001);
    new 
string[128],
        
Float:z;
    for(new 
isizeof(Obj_FloorDoors); ++)
    {
        
Obj_FloorDoors[i][0]    = CreateObject(18757X_DOOR_CLOSED, -1303.171142GetDoorsZCoordForFloor(i), 0.0000000.000000270.000000);
        
Obj_FloorDoors[i][1]    = CreateObject(18756X_DOOR_CLOSED, -1303.171142GetDoorsZCoordForFloor(i), 0.0000000.000000270.000000);
        
format(stringsizeof(string), "%s\nAperte 'F' para Chamar o Elevador"FloorNames[i]);
        if(
== 0)
            
13.4713;
        else
            
13.4713 8.7396 + ((i-1) * 5.45155);
        
Label_Floors[i]         = Create3DTextLabel(string0xFFFFDD1783.9799, -1300.7660z10.501);
        
// Label_Elevator, Text3D:Label_Floors[21];
    
}
    
// Open ground floor doors:
    
Floor_OpenDoors(0);
    
Elevator_OpenDoors();
    return 
1;
}
stock Elevator_Destroy()
{
    
// Destroys the elevator.
    
DestroyObject(Obj_Elevator);
    
DestroyObject(Obj_ElevatorDoors[0]);
    
DestroyObject(Obj_ElevatorDoors[1]);
    
Delete3DTextLabel(Label_Elevator);
    for(new 
isizeof(Obj_FloorDoors); ++)
    {
        
DestroyObject(Obj_FloorDoors[i][0]);
        
DestroyObject(Obj_FloorDoors[i][1]);
        
Delete3DTextLabel(Label_Floors[i]);
    }
    return 
1;
}
stock Elevator_OpenDoors()
{
    
// Opens the elevator's doors.
    
new Float:xFloat:yFloat:z;
    
GetObjectPos(Obj_ElevatorDoors[0], xyz);
    
MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENEDyzDOORS_SPEED);
    
MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENEDyzDOORS_SPEED);
    return 
1;
}
stock Elevator_CloseDoors()
{
    
// Closes the elevator's doors.
    
if(ElevatorState == ELEVATOR_STATE_MOVING)
        return 
0;
    new 
Float:xFloat:yFloat:z;
    
GetObjectPos(Obj_ElevatorDoors[0], xyz);
    
MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSEDyzDOORS_SPEED);
    
MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSEDyzDOORS_SPEED);
    return 
1;
}
stock Floor_OpenDoors(floorid)
{
    
// Opens the doors at the specified floor.
    
MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_L_OPENED, -1303.171142GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    
MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_R_OPENED, -1303.171142GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    return 
1;
}
stock Floor_CloseDoors(floorid)
{
    
// Closes the doors at the specified floor.
    
MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_CLOSED, -1303.171142GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    
MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_CLOSED, -1303.171142GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    return 
1;
}
stock Elevator_MoveToFloor(floorid)
{
    
// Moves the elevator to specified floor (doors are meant to be already closed).
    
ElevatorState ELEVATOR_STATE_MOVING;
    
ElevatorFloor floorid;
    
// Move the elevator slowly, to give time to clients to sync the object surfing. Then, boost it up:
    
MoveObject(Obj_Elevator1786.678100, -1303.459472GetElevatorZCoordForFloor(floorid), 0.5);
    
MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472GetDoorsZCoordForFloor(floorid), 0.5);
    
MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472GetDoorsZCoordForFloor(floorid), 0.5);
    
Delete3DTextLabel(Label_Elevator);
    
ElevatorBoostTimer SetTimerEx("Elevator_Boost"20000"i"floorid);
    return 
1;
}
public 
Elevator_Boost(floorid)
{
    
// Increases the elevator's speed until it reaches 'floorid'
    
MoveObject(Obj_Elevator1786.678100, -1303.459472GetElevatorZCoordForFloor(floorid), ELEVATOR_SPEED);
    
MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
    
MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
    return 
1;
}
public 
Elevator_TurnToIdle()
{
    
ElevatorState ELEVATOR_STATE_IDLE;
    
ReadNextFloorInQueue();
    return 
1;
}
stock RemoveFirstQueueFloor()
{
    
// Removes the data in ElevatorQueue[0], and reorders the queue accordingly.
    
for(new isizeof(ElevatorQueue) - 1++)
        
ElevatorQueue[i] = ElevatorQueue[1];
    
ElevatorQueue[sizeof(ElevatorQueue) - 1] = INVALID_FLOOR;
    return 
1;
}
stock AddFloorToQueue(floorid)
{
    
// Adds 'floorid' at the end of the queue.
    // Scan for the first empty space:
    
new slot = -1;
    for(new 
isizeof(ElevatorQueue); ++)
    {
        if(
ElevatorQueue[i] == INVALID_FLOOR)
        {
            
slot i;
            break;
        }
    }
    if(
slot != -1)
    {
        
ElevatorQueue[slot] = floorid;
        
// If needed, move the elevator.
        
if(ElevatorState == ELEVATOR_STATE_IDLE)
            
ReadNextFloorInQueue();
        return 
1;
    }
    return 
0;
}
stock ResetElevatorQueue()
{
    
// Resets the queue.
    
for(new isizeof(ElevatorQueue); ++)
    {
        
ElevatorQueue[i]    = INVALID_FLOOR;
        
FloorRequestedBy[i] = INVALID_PLAYER_ID;
    }
    return 
1;
}
stock IsFloorInQueue(floorid)
{
    
// Checks if the specified floor is currently part of the queue.
    
for(new isizeof(ElevatorQueue); ++)
        if(
ElevatorQueue[i] == floorid)
            return 
1;
    return 
0;
}
stock ReadNextFloorInQueue()
{
    
// Reads the next floor in the queue, closes doors, and goes to it.
    
if(ElevatorState != ELEVATOR_STATE_IDLE || ElevatorQueue[0] == INVALID_FLOOR)
        return 
0;
    
Elevator_CloseDoors();
    
Floor_CloseDoors(ElevatorFloor);
    return 
1;
}
stock DidPlayerRequestElevator(playerid)
{
    for(new 
isizeof(FloorRequestedBy); ++)
        if(
FloorRequestedBy[i] == playerid)
            return 
1;
    return 
0;
}
stock ShowElevatorDialog(playerid)
{
    new 
string[512];
    for(new 
isizeof(ElevatorQueue); ++)
    {
        if(
FloorRequestedBy[i] != INVALID_PLAYER_ID)
            
strcat(string"{FF0000}");
        
strcat(stringFloorNames[i]);
        
strcat(string"\n");
    }
    
ShowPlayerDialog(playeridDIALOG_IDDIALOG_STYLE_LIST"Elevador"string"Aceitar""Cancelar");
    return 
1;
}
stock CallElevator(playeridfloorid)
{
    
// Calls the elevator (also used with the elevator dialog).
    
if(FloorRequestedBy[floorid] != INVALID_PLAYER_ID || IsFloorInQueue(floorid))
        return 
0;
    
FloorRequestedBy[floorid] = playerid;
    
AddFloorToQueue(floorid);
    return 
1;
}
stock Float:GetElevatorZCoordForFloor(floorid)
    return (
GROUND_Z_COORD FloorZOffsets[floorid] + ELEVATOR_OFFSET); // A small offset for the elevator object itself.
stock Float:GetDoorsZCoordForFloor(floorid)
    return (
GROUND_Z_COORD FloorZOffsets[floorid]); 
Reply
#2

Estou com um bug parecido, porйm o meu quando estou em um andar seja ele qual for, e vou chamar o elevador, ele fecha as portas e nгo abre mais...
Reply
#3

Quote:
Originally Posted by MatheusDalZot
View Post
Estou com um bug parecido, porйm o meu quando estou em um andar seja ele qual for, e vou chamar o elevador, ele fecha as portas e nгo abre mais...
Eu nгo sei se o meu tem isso porque nem sobe !
Reply
#4

o meu estб subindo de boas, porйm quando eu chamo ele buga :/ tentei mudar algo aki agora vo ver se vai dar certo


Em caso de bug - Elevador chamado

Em caso de bug - Porta nгo abre mais
Reply
#5

Bom amigo, o meu bug eu consegui resolver, era apenas um erro nas coordenadas
Reply
#6

Quote:
Originally Posted by MatheusDalZot
View Post
Bom amigo, o meu bug eu consegui resolver, era apenas um erro nas coordenadas
Espero que alguem me ajude ;(
Reply
#7

Eu consegui arrumar meu bug e ainda dei uma ajustada...


Agora boa sorte pra ti mano...
Reply
#8

Quote:
Originally Posted by MatheusDalZot
View Post
Eu consegui arrumar meu bug e ainda dei uma ajustada...


Agora boa sorte pra ti mano...
kkkkkk, vlw
vc nao pode me passar seu sistema mano?
Reply
#9

asduasdhuashduasd :/ olha amigo, bem que eu gostaria de lhe ajudar, porйm tem muitas coisas que sгo ъnicas do meu GM junto aos codes para funcionar tudo em conjunto...
Me desculpe mas eu nгo vou poder lhe ajudar, mas vou tentar arrumar o seu
Reply
#10

Quote:
Originally Posted by MatheusDalZot
View Post
asduasdhuashduasd :/ olha amigo, bem que eu gostaria de lhe ajudar, porйm tem muitas coisas que sгo ъnicas do meu GM junto aos codes para funcionar tudo em conjunto...
Me desculpe mas eu nгo vou poder lhe ajudar, mas vou tentar arrumar o seu
Ok mano obrigado
Reply
#11

Funcionando perfeitamente, testei em um GM que tenho apenas para criaзгo de FS's





Vou lhe dar uma dica, cria um novo projeto pelo "pawno", coloca esse cуdigo dentro e compila, use-o como FS para testar, ou em seu proprio servidor, ou em um daqueles GM's que vem com o pack do servidores do samp mesmo... caso funcione normalmente tente colocб-lo em seu GM, em caso de bug apуs colocar em seu GM, verifique nas Dialogs se nгo tem conflito de ID's...
pawn Код:
#include <a_samp>

#define ELEVATOR_SPEED      (5.0)   // Movement speed of the elevator.
#define DOORS_SPEED         (4.0)   // Movement speed of the doors.
#define ELEVATOR_WAIT_TIME  (5000)  // Time in ms that the elevator will wait in each floor before continuing with the queue.
                                    // Be sure to give enough time for doors to open.

#define DIALOG_ID           (874)

// Private:
#define X_DOOR_CLOSED       (1786.627685)
#define X_DOOR_R_OPENED     (1785.027685)
#define X_DOOR_L_OPENED     (1788.227685)
#define GROUND_Z_COORD      (14.511476)
#define ELEVATOR_OFFSET     (0.059523)

/* ------------------
// Constants:
-------------------*/

static FloorNames[21][] =
{
    "Entrada",
    "Primeiro Andar",
    "Segundo Andar",
    "Terceiro Andar",
    "Quarto Andar",
    "Quinto Andar",
    "Sexto Andar",
    "Setimo Andar",
    "Oitavo Andar",
    "Nono Andar",
    "Dйcimo Andar",
    "Dйcimo Primeiro Andar",
    "Dйcimo Segundo Andar",
    "Dйcimo Terceiro Andar",
    "Dйcimo Quarto Andar",
    "Dйcimo Quinto Andar",
    "Dйcimo Sexto Andar",
    "Dйcimo Setimo Andar",
    "Dйcimo Oitavo Andar",
    "Dйcimo Nono Andar",
    "Ultimo"
};

static Float:FloorZOffsets[21] =
{
    0.0,        // 0.0,
    8.5479,     // 8.5479,
    13.99945,   // 8.5479 + (5.45155 * 1.0),
    19.45100,   // 8.5479 + (5.45155 * 2.0),
    24.90255,   // 8.5479 + (5.45155 * 3.0),
    30.35410,   // 8.5479 + (5.45155 * 4.0),
    35.80565,   // 8.5479 + (5.45155 * 5.0),
    41.25720,   // 8.5479 + (5.45155 * 6.0),
    46.70875,   // 8.5479 + (5.45155 * 7.0),
    52.16030,   // 8.5479 + (5.45155 * 8.0),
    57.61185,   // 8.5479 + (5.45155 * 9.0),
    63.06340,   // 8.5479 + (5.45155 * 10.0),
    68.51495,   // 8.5479 + (5.45155 * 11.0),
    73.96650,   // 8.5479 + (5.45155 * 12.0),
    79.41805,   // 8.5479 + (5.45155 * 13.0),
    84.86960,   // 8.5479 + (5.45155 * 14.0),
    90.32115,   // 8.5479 + (5.45155 * 15.0),
    95.77270,   // 8.5479 + (5.45155 * 16.0),
    101.22425,  // 8.5479 + (5.45155 * 17.0),
    106.67580,  // 8.5479 + (5.45155 * 18.0),
    112.12735   // 8.5479 + (5.45155 * 19.0)
};

/* ------------------
// Variables:
-------------------*/

new Obj_Elevator, Obj_ElevatorDoors[2],
    Obj_FloorDoors[21][2];

new Text3D:Label_Elevator, Text3D:Label_Floors[21];

#define ELEVATOR_STATE_IDLE     (0)
#define ELEVATOR_STATE_WAITING  (1)
#define ELEVATOR_STATE_MOVING   (2)

new ElevatorState,
    ElevatorFloor;  // If Idle or Waiting, this is the current floor. If Moving, the floor it's moving to.

#define INVALID_FLOOR           (-1)

new ElevatorQueue[21],      // Floors in queue.
    FloorRequestedBy[21];   // FloorRequestedBy[floor_id] = playerid; - Points out who requested which floor.

new ElevatorBoostTimer;     // Timer that makes the elevator move faster after players start surfing the object.

/* ------------------
*  Function forwards:
-------------------*/

// Public:
forward CallElevator(playerid, floorid);    // You can use INVALID_PLAYER_ID too.
forward ShowElevatorDialog(playerid);

// Private:
forward Elevator_Initialize();
forward Elevator_Destroy();

forward Elevator_OpenDoors();
forward Elevator_CloseDoors();
forward Floor_OpenDoors(floorid);
forward Floor_CloseDoors(floorid);

forward Elevator_MoveToFloor(floorid);
forward Elevator_Boost(floorid);            // Increases the elevator speed until it reaches 'floorid'.
forward Elevator_TurnToIdle();

forward ReadNextFloorInQueue();
forward RemoveFirstQueueFloor();
forward AddFloorToQueue(floorid);
forward IsFloorInQueue(floorid);
forward ResetElevatorQueue();

forward DidPlayerRequestElevator(playerid);

forward Float:GetElevatorZCoordForFloor(floorid);
forward Float:GetDoorsZCoordForFloor(floorid);

// ------------------------ Callbacks ------------------------
public OnFilterScriptInit()
{
    ResetElevatorQueue();
    Elevator_Initialize();

    return 1;
}

public OnFilterScriptExit()
{
    Elevator_Destroy();

    return 1;
}

public OnObjectMoved(objectid)
{
    new Float:x, Float:y, Float:z;
    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        if(objectid == Obj_FloorDoors[i][0])
        {
            GetObjectPos(Obj_FloorDoors[i][0], x, y, z);

            if(x < X_DOOR_L_OPENED - 0.5)   // Some floor doors have shut, move the elevator to next floor in queue:
            {
                Elevator_MoveToFloor(ElevatorQueue[0]);
                RemoveFirstQueueFloor();
            }
        }
    }

    if(objectid == Obj_Elevator)   // The elevator reached the specified floor.
    {
        KillTimer(ElevatorBoostTimer);  // Kills the timer, in case the elevator reached the floor before boost.

        FloorRequestedBy[ElevatorFloor] = INVALID_PLAYER_ID;

        Elevator_OpenDoors();
        Floor_OpenDoors(ElevatorFloor);

        GetObjectPos(Obj_Elevator, x, y, z);
        Label_Elevator  = Create3DTextLabel("Aperte 'F' para ver o dialog", 0xFFFFDD, 1784.9822, -1302.0426, z - 0.9, 4.0, 0, 1);

        ElevatorState   = ELEVATOR_STATE_WAITING;
        SetTimer("Elevator_TurnToIdle", ELEVATOR_WAIT_TIME, 0);
    }

    return 1;
}

public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
    if(dialogid == DIALOG_ID)
    {
        if(!response)
            return 0;

        if(FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem))
            GameTextForPlayer(playerid, "~r~O piso jб estб na fila", 3500, 4);
        else if(DidPlayerRequestElevator(playerid))
            GameTextForPlayer(playerid, "~r~Vocк jб pediu o elevador", 3500, 4);
        else
            CallElevator(playerid, listitem);

        return 1;
    }

    return 0;
}

public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    if(newkeys & KEY_YES)
    {
        SetPlayerPos(playerid, 1784.953857, -1298.523193, 13.375000);
        return 1;
    }
    if(!IsPlayerInAnyVehicle(playerid) && newkeys & KEY_SECONDARY_ATTACK)
    {
        new Float:pos[3];
        GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
        if(pos[1] < -1301.4 && pos[1] > -1303.2417 && pos[0] < 1786.2131 && pos[0] > 1784.1555)    // He is using the elevator button
            ShowElevatorDialog(playerid);
        else    // Is he in a floor button?
        {
            if(pos[1] > -1301.4 && pos[1] < -1299.1447 && pos[0] < 1785.6147 && pos[0] > 1781.9902)
            {
                // He is most likely using it, check floor:
                new i=20;
                while(pos[2] < GetDoorsZCoordForFloor(i) + 3.5 && i > 0)
                    i --;

                if(i == 0 && pos[2] < GetDoorsZCoordForFloor(0) + 2.0)
                    i = -1;

                if(i <= 19)
                {
                    CallElevator(playerid, i + 1);
                    GameTextForPlayer(playerid, "~r~Elevador Chamado", 3500, 4);
                }
            }
        }
    }

    return 1;
}

// ------------------------ Functions ------------------------
stock Elevator_Initialize()
{
    // Initializes the elevator.

    Obj_Elevator            = CreateObject(18755, 1786.678100, -1303.459472, GROUND_Z_COORD + ELEVATOR_OFFSET, 0.000000, 0.000000, 270.000000);
    Obj_ElevatorDoors[0]    = CreateObject(18757, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
    Obj_ElevatorDoors[1]    = CreateObject(18756, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);

    Label_Elevator          = Create3DTextLabel("Aperte 'F' para ver o dialog", 0xFFFFDD, 1784.9822, -1302.0426, 13.6491, 4.0, 0, 1);

    new string[128],
        Float:z;

    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        Obj_FloorDoors[i][0]    = CreateObject(18757, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);
        Obj_FloorDoors[i][1]    = CreateObject(18756, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);

        format(string, sizeof(string), "%s\nAperte 'F' para Chamar o Elevador", FloorNames[i]);

        if(i == 0)
            z = 13.4713;
        else
            z = 13.4713 + 8.7396 + ((i-1) * 5.45155);

        Label_Floors[i]         = Create3DTextLabel(string, 0xFFFFDD, 1783.9799, -1300.7660, z, 10.5, 0, 1);
        // Label_Elevator, Text3D:Label_Floors[21];
    }

    // Open ground floor doors:
    Floor_OpenDoors(0);
    Elevator_OpenDoors();

    return 1;
}

stock Elevator_Destroy()
{
    // Destroys the elevator.

    DestroyObject(Obj_Elevator);
    DestroyObject(Obj_ElevatorDoors[0]);
    DestroyObject(Obj_ElevatorDoors[1]);
    Delete3DTextLabel(Label_Elevator);

    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        DestroyObject(Obj_FloorDoors[i][0]);
        DestroyObject(Obj_FloorDoors[i][1]);
        Delete3DTextLabel(Label_Floors[i]);
    }

    return 1;
}

stock Elevator_OpenDoors()
{
    // Opens the elevator's doors.

    new Float:x, Float:y, Float:z;

    GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENED, y, z, DOORS_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENED, y, z, DOORS_SPEED);

    return 1;
}

stock Elevator_CloseDoors()
{
    // Closes the elevator's doors.

    if(ElevatorState == ELEVATOR_STATE_MOVING)
        return 0;

    new Float:x, Float:y, Float:z;

    GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, y, z, DOORS_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, y, z, DOORS_SPEED);

    return 1;
}

stock Floor_OpenDoors(floorid)
{
    // Opens the doors at the specified floor.

    MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_L_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_R_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);

    return 1;
}

stock Floor_CloseDoors(floorid)
{
    // Closes the doors at the specified floor.

    MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);

    return 1;
}

stock Elevator_MoveToFloor(floorid)
{
    // Moves the elevator to specified floor (doors are meant to be already closed).

    ElevatorState = ELEVATOR_STATE_MOVING;
    ElevatorFloor = floorid;

    // Move the elevator slowly, to give time to clients to sync the object surfing. Then, boost it up:
    MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), 0.5);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
    Delete3DTextLabel(Label_Elevator);

    ElevatorBoostTimer = SetTimerEx("Elevator_Boost", 2000, 0, "i", floorid);

    return 1;
}

public Elevator_Boost(floorid)
{
    // Increases the elevator's speed until it reaches 'floorid'

    MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), ELEVATOR_SPEED);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);

    return 1;
}

public Elevator_TurnToIdle()
{
    ElevatorState = ELEVATOR_STATE_IDLE;
    ReadNextFloorInQueue();

    return 1;
}

stock RemoveFirstQueueFloor()
{
    // Removes the data in ElevatorQueue[0], and reorders the queue accordingly.

    for(new i; i < sizeof(ElevatorQueue) - 1; i ++)
        ElevatorQueue[i] = ElevatorQueue[i + 1];

    ElevatorQueue[sizeof(ElevatorQueue) - 1] = INVALID_FLOOR;

    return 1;
}

stock AddFloorToQueue(floorid)
{
    // Adds 'floorid' at the end of the queue.

    // Scan for the first empty space:
    new slot = -1;
    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        if(ElevatorQueue[i] == INVALID_FLOOR)
        {
            slot = i;
            break;
        }
    }

    if(slot != -1)
    {
        ElevatorQueue[slot] = floorid;

        // If needed, move the elevator.
        if(ElevatorState == ELEVATOR_STATE_IDLE)
            ReadNextFloorInQueue();

        return 1;
    }

    return 0;
}

stock ResetElevatorQueue()
{
    // Resets the queue.

    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        ElevatorQueue[i]    = INVALID_FLOOR;
        FloorRequestedBy[i] = INVALID_PLAYER_ID;
    }

    return 1;
}

stock IsFloorInQueue(floorid)
{
    // Checks if the specified floor is currently part of the queue.

    for(new i; i < sizeof(ElevatorQueue); i ++)
        if(ElevatorQueue[i] == floorid)
            return 1;

    return 0;
}

stock ReadNextFloorInQueue()
{
    // Reads the next floor in the queue, closes doors, and goes to it.

    if(ElevatorState != ELEVATOR_STATE_IDLE || ElevatorQueue[0] == INVALID_FLOOR)
        return 0;

    Elevator_CloseDoors();
    Floor_CloseDoors(ElevatorFloor);

    return 1;
}

stock DidPlayerRequestElevator(playerid)
{
    for(new i; i < sizeof(FloorRequestedBy); i ++)
        if(FloorRequestedBy[i] == playerid)
            return 1;

    return 0;
}

stock ShowElevatorDialog(playerid)
{
    new string[512];
    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        if(FloorRequestedBy[i] != INVALID_PLAYER_ID)
            strcat(string, "{FF0000}");

        strcat(string, FloorNames[i]);
        strcat(string, "\n");
    }

    ShowPlayerDialog(playerid, DIALOG_ID, DIALOG_STYLE_LIST, "Elevador", string, "Aceitar", "Cancelar");

    return 1;
}

stock CallElevator(playerid, floorid)
{
    // Calls the elevator (also used with the elevator dialog).

    if(FloorRequestedBy[floorid] != INVALID_PLAYER_ID || IsFloorInQueue(floorid))
        return 0;

    FloorRequestedBy[floorid] = playerid;
    AddFloorToQueue(floorid);

    return 1;
}

stock Float:GetElevatorZCoordForFloor(floorid)
    return (GROUND_Z_COORD + FloorZOffsets[floorid] + ELEVATOR_OFFSET); // A small offset for the elevator object itself.

stock Float:GetDoorsZCoordForFloor(floorid)
    return (GROUND_Z_COORD + FloorZOffsets[floorid]);
Reply
#12

Quote:
Originally Posted by MatheusDalZot
Посмотреть сообщение
Funcionando perfeitamente, testei em um GM que tenho apenas para criaзгo de FS's





Vou lhe dar uma dica, cria um novo projeto pelo "pawno", coloca esse cуdigo dentro e compila, use-o como FS para testar, ou em seu proprio servidor, ou em um daqueles GM's que vem com o pack do servidores do samp mesmo... caso funcione normalmente tente colocб-lo em seu GM, em caso de bug apуs colocar em seu GM, verifique nas Dialogs se nгo tem conflito de ID's...
pawn Код:
#include <a_samp>

#define ELEVATOR_SPEED      (5.0)   // Movement speed of the elevator.
#define DOORS_SPEED         (4.0)   // Movement speed of the doors.
#define ELEVATOR_WAIT_TIME  (5000)  // Time in ms that the elevator will wait in each floor before continuing with the queue.
                                    // Be sure to give enough time for doors to open.

#define DIALOG_ID           (874)

// Private:
#define X_DOOR_CLOSED       (1786.627685)
#define X_DOOR_R_OPENED     (1785.027685)
#define X_DOOR_L_OPENED     (1788.227685)
#define GROUND_Z_COORD      (14.511476)
#define ELEVATOR_OFFSET     (0.059523)

/* ------------------
// Constants:
-------------------*/

static FloorNames[21][] =
{
    "Entrada",
    "Primeiro Andar",
    "Segundo Andar",
    "Terceiro Andar",
    "Quarto Andar",
    "Quinto Andar",
    "Sexto Andar",
    "Setimo Andar",
    "Oitavo Andar",
    "Nono Andar",
    "Dйcimo Andar",
    "Dйcimo Primeiro Andar",
    "Dйcimo Segundo Andar",
    "Dйcimo Terceiro Andar",
    "Dйcimo Quarto Andar",
    "Dйcimo Quinto Andar",
    "Dйcimo Sexto Andar",
    "Dйcimo Setimo Andar",
    "Dйcimo Oitavo Andar",
    "Dйcimo Nono Andar",
    "Ultimo"
};

static Float:FloorZOffsets[21] =
{
    0.0,        // 0.0,
    8.5479,     // 8.5479,
    13.99945,   // 8.5479 + (5.45155 * 1.0),
    19.45100,   // 8.5479 + (5.45155 * 2.0),
    24.90255,   // 8.5479 + (5.45155 * 3.0),
    30.35410,   // 8.5479 + (5.45155 * 4.0),
    35.80565,   // 8.5479 + (5.45155 * 5.0),
    41.25720,   // 8.5479 + (5.45155 * 6.0),
    46.70875,   // 8.5479 + (5.45155 * 7.0),
    52.16030,   // 8.5479 + (5.45155 * 8.0),
    57.61185,   // 8.5479 + (5.45155 * 9.0),
    63.06340,   // 8.5479 + (5.45155 * 10.0),
    68.51495,   // 8.5479 + (5.45155 * 11.0),
    73.96650,   // 8.5479 + (5.45155 * 12.0),
    79.41805,   // 8.5479 + (5.45155 * 13.0),
    84.86960,   // 8.5479 + (5.45155 * 14.0),
    90.32115,   // 8.5479 + (5.45155 * 15.0),
    95.77270,   // 8.5479 + (5.45155 * 16.0),
    101.22425,  // 8.5479 + (5.45155 * 17.0),
    106.67580,  // 8.5479 + (5.45155 * 18.0),
    112.12735   // 8.5479 + (5.45155 * 19.0)
};

/* ------------------
// Variables:
-------------------*/

new Obj_Elevator, Obj_ElevatorDoors[2],
    Obj_FloorDoors[21][2];

new Text3D:Label_Elevator, Text3D:Label_Floors[21];

#define ELEVATOR_STATE_IDLE     (0)
#define ELEVATOR_STATE_WAITING  (1)
#define ELEVATOR_STATE_MOVING   (2)

new ElevatorState,
    ElevatorFloor;  // If Idle or Waiting, this is the current floor. If Moving, the floor it's moving to.

#define INVALID_FLOOR           (-1)

new ElevatorQueue[21],      // Floors in queue.
    FloorRequestedBy[21];   // FloorRequestedBy[floor_id] = playerid; - Points out who requested which floor.

new ElevatorBoostTimer;     // Timer that makes the elevator move faster after players start surfing the object.

/* ------------------
*  Function forwards:
-------------------*/

// Public:
forward CallElevator(playerid, floorid);    // You can use INVALID_PLAYER_ID too.
forward ShowElevatorDialog(playerid);

// Private:
forward Elevator_Initialize();
forward Elevator_Destroy();

forward Elevator_OpenDoors();
forward Elevator_CloseDoors();
forward Floor_OpenDoors(floorid);
forward Floor_CloseDoors(floorid);

forward Elevator_MoveToFloor(floorid);
forward Elevator_Boost(floorid);            // Increases the elevator speed until it reaches 'floorid'.
forward Elevator_TurnToIdle();

forward ReadNextFloorInQueue();
forward RemoveFirstQueueFloor();
forward AddFloorToQueue(floorid);
forward IsFloorInQueue(floorid);
forward ResetElevatorQueue();

forward DidPlayerRequestElevator(playerid);

forward Float:GetElevatorZCoordForFloor(floorid);
forward Float:GetDoorsZCoordForFloor(floorid);

// ------------------------ Callbacks ------------------------
public OnFilterScriptInit()
{
    ResetElevatorQueue();
    Elevator_Initialize();

    return 1;
}

public OnFilterScriptExit()
{
    Elevator_Destroy();

    return 1;
}

public OnObjectMoved(objectid)
{
    new Float:x, Float:y, Float:z;
    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        if(objectid == Obj_FloorDoors[i][0])
        {
            GetObjectPos(Obj_FloorDoors[i][0], x, y, z);

            if(x < X_DOOR_L_OPENED - 0.5)   // Some floor doors have shut, move the elevator to next floor in queue:
            {
                Elevator_MoveToFloor(ElevatorQueue[0]);
                RemoveFirstQueueFloor();
            }
        }
    }

    if(objectid == Obj_Elevator)   // The elevator reached the specified floor.
    {
        KillTimer(ElevatorBoostTimer);  // Kills the timer, in case the elevator reached the floor before boost.

        FloorRequestedBy[ElevatorFloor] = INVALID_PLAYER_ID;

        Elevator_OpenDoors();
        Floor_OpenDoors(ElevatorFloor);

        GetObjectPos(Obj_Elevator, x, y, z);
        Label_Elevator  = Create3DTextLabel("Aperte 'F' para ver o dialog", 0xFFFFDD, 1784.9822, -1302.0426, z - 0.9, 4.0, 0, 1);

        ElevatorState   = ELEVATOR_STATE_WAITING;
        SetTimer("Elevator_TurnToIdle", ELEVATOR_WAIT_TIME, 0);
    }

    return 1;
}

public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
    if(dialogid == DIALOG_ID)
    {
        if(!response)
            return 0;

        if(FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem))
            GameTextForPlayer(playerid, "~r~O piso jб estб na fila", 3500, 4);
        else if(DidPlayerRequestElevator(playerid))
            GameTextForPlayer(playerid, "~r~Vocк jб pediu o elevador", 3500, 4);
        else
            CallElevator(playerid, listitem);

        return 1;
    }

    return 0;
}

public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    if(newkeys & KEY_YES)
    {
        SetPlayerPos(playerid, 1784.953857, -1298.523193, 13.375000);
        return 1;
    }
    if(!IsPlayerInAnyVehicle(playerid) && newkeys & KEY_SECONDARY_ATTACK)
    {
        new Float:pos[3];
        GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
        if(pos[1] < -1301.4 && pos[1] > -1303.2417 && pos[0] < 1786.2131 && pos[0] > 1784.1555)    // He is using the elevator button
            ShowElevatorDialog(playerid);
        else    // Is he in a floor button?
        {
            if(pos[1] > -1301.4 && pos[1] < -1299.1447 && pos[0] < 1785.6147 && pos[0] > 1781.9902)
            {
                // He is most likely using it, check floor:
                new i=20;
                while(pos[2] < GetDoorsZCoordForFloor(i) + 3.5 && i > 0)
                    i --;

                if(i == 0 && pos[2] < GetDoorsZCoordForFloor(0) + 2.0)
                    i = -1;

                if(i <= 19)
                {
                    CallElevator(playerid, i + 1);
                    GameTextForPlayer(playerid, "~r~Elevador Chamado", 3500, 4);
                }
            }
        }
    }

    return 1;
}

// ------------------------ Functions ------------------------
stock Elevator_Initialize()
{
    // Initializes the elevator.

    Obj_Elevator            = CreateObject(18755, 1786.678100, -1303.459472, GROUND_Z_COORD + ELEVATOR_OFFSET, 0.000000, 0.000000, 270.000000);
    Obj_ElevatorDoors[0]    = CreateObject(18757, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
    Obj_ElevatorDoors[1]    = CreateObject(18756, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);

    Label_Elevator          = Create3DTextLabel("Aperte 'F' para ver o dialog", 0xFFFFDD, 1784.9822, -1302.0426, 13.6491, 4.0, 0, 1);

    new string[128],
        Float:z;

    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        Obj_FloorDoors[i][0]    = CreateObject(18757, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);
        Obj_FloorDoors[i][1]    = CreateObject(18756, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);

        format(string, sizeof(string), "%s\nAperte 'F' para Chamar o Elevador", FloorNames[i]);

        if(i == 0)
            z = 13.4713;
        else
            z = 13.4713 + 8.7396 + ((i-1) * 5.45155);

        Label_Floors[i]         = Create3DTextLabel(string, 0xFFFFDD, 1783.9799, -1300.7660, z, 10.5, 0, 1);
        // Label_Elevator, Text3D:Label_Floors[21];
    }

    // Open ground floor doors:
    Floor_OpenDoors(0);
    Elevator_OpenDoors();

    return 1;
}

stock Elevator_Destroy()
{
    // Destroys the elevator.

    DestroyObject(Obj_Elevator);
    DestroyObject(Obj_ElevatorDoors[0]);
    DestroyObject(Obj_ElevatorDoors[1]);
    Delete3DTextLabel(Label_Elevator);

    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        DestroyObject(Obj_FloorDoors[i][0]);
        DestroyObject(Obj_FloorDoors[i][1]);
        Delete3DTextLabel(Label_Floors[i]);
    }

    return 1;
}

stock Elevator_OpenDoors()
{
    // Opens the elevator's doors.

    new Float:x, Float:y, Float:z;

    GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENED, y, z, DOORS_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENED, y, z, DOORS_SPEED);

    return 1;
}

stock Elevator_CloseDoors()
{
    // Closes the elevator's doors.

    if(ElevatorState == ELEVATOR_STATE_MOVING)
        return 0;

    new Float:x, Float:y, Float:z;

    GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, y, z, DOORS_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, y, z, DOORS_SPEED);

    return 1;
}

stock Floor_OpenDoors(floorid)
{
    // Opens the doors at the specified floor.

    MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_L_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_R_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);

    return 1;
}

stock Floor_CloseDoors(floorid)
{
    // Closes the doors at the specified floor.

    MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);

    return 1;
}

stock Elevator_MoveToFloor(floorid)
{
    // Moves the elevator to specified floor (doors are meant to be already closed).

    ElevatorState = ELEVATOR_STATE_MOVING;
    ElevatorFloor = floorid;

    // Move the elevator slowly, to give time to clients to sync the object surfing. Then, boost it up:
    MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), 0.5);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
    Delete3DTextLabel(Label_Elevator);

    ElevatorBoostTimer = SetTimerEx("Elevator_Boost", 2000, 0, "i", floorid);

    return 1;
}

public Elevator_Boost(floorid)
{
    // Increases the elevator's speed until it reaches 'floorid'

    MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), ELEVATOR_SPEED);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);

    return 1;
}

public Elevator_TurnToIdle()
{
    ElevatorState = ELEVATOR_STATE_IDLE;
    ReadNextFloorInQueue();

    return 1;
}

stock RemoveFirstQueueFloor()
{
    // Removes the data in ElevatorQueue[0], and reorders the queue accordingly.

    for(new i; i < sizeof(ElevatorQueue) - 1; i ++)
        ElevatorQueue[i] = ElevatorQueue[i + 1];

    ElevatorQueue[sizeof(ElevatorQueue) - 1] = INVALID_FLOOR;

    return 1;
}

stock AddFloorToQueue(floorid)
{
    // Adds 'floorid' at the end of the queue.

    // Scan for the first empty space:
    new slot = -1;
    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        if(ElevatorQueue[i] == INVALID_FLOOR)
        {
            slot = i;
            break;
        }
    }

    if(slot != -1)
    {
        ElevatorQueue[slot] = floorid;

        // If needed, move the elevator.
        if(ElevatorState == ELEVATOR_STATE_IDLE)
            ReadNextFloorInQueue();

        return 1;
    }

    return 0;
}

stock ResetElevatorQueue()
{
    // Resets the queue.

    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        ElevatorQueue[i]    = INVALID_FLOOR;
        FloorRequestedBy[i] = INVALID_PLAYER_ID;
    }

    return 1;
}

stock IsFloorInQueue(floorid)
{
    // Checks if the specified floor is currently part of the queue.

    for(new i; i < sizeof(ElevatorQueue); i ++)
        if(ElevatorQueue[i] == floorid)
            return 1;

    return 0;
}

stock ReadNextFloorInQueue()
{
    // Reads the next floor in the queue, closes doors, and goes to it.

    if(ElevatorState != ELEVATOR_STATE_IDLE || ElevatorQueue[0] == INVALID_FLOOR)
        return 0;

    Elevator_CloseDoors();
    Floor_CloseDoors(ElevatorFloor);

    return 1;
}

stock DidPlayerRequestElevator(playerid)
{
    for(new i; i < sizeof(FloorRequestedBy); i ++)
        if(FloorRequestedBy[i] == playerid)
            return 1;

    return 0;
}

stock ShowElevatorDialog(playerid)
{
    new string[512];
    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        if(FloorRequestedBy[i] != INVALID_PLAYER_ID)
            strcat(string, "{FF0000}");

        strcat(string, FloorNames[i]);
        strcat(string, "\n");
    }

    ShowPlayerDialog(playerid, DIALOG_ID, DIALOG_STYLE_LIST, "Elevador", string, "Aceitar", "Cancelar");

    return 1;
}

stock CallElevator(playerid, floorid)
{
    // Calls the elevator (also used with the elevator dialog).

    if(FloorRequestedBy[floorid] != INVALID_PLAYER_ID || IsFloorInQueue(floorid))
        return 0;

    FloorRequestedBy[floorid] = playerid;
    AddFloorToQueue(floorid);

    return 1;
}

stock Float:GetElevatorZCoordForFloor(floorid)
    return (GROUND_Z_COORD + FloorZOffsets[floorid] + ELEVATOR_OFFSET); // A small offset for the elevator object itself.

stock Float:GetDoorsZCoordForFloor(floorid)
    return (GROUND_Z_COORD + FloorZOffsets[floorid]);
ok vou tentar
Reply
#13

Quote:
Originally Posted by MatheusDalZot
Посмотреть сообщение
Funcionando perfeitamente, testei em um GM que tenho apenas para criaзгo de FS's





Vou lhe dar uma dica, cria um novo projeto pelo "pawno", coloca esse cуdigo dentro e compila, use-o como FS para testar, ou em seu proprio servidor, ou em um daqueles GM's que vem com o pack do servidores do samp mesmo... caso funcione normalmente tente colocб-lo em seu GM, em caso de bug apуs colocar em seu GM, verifique nas Dialogs se nгo tem conflito de ID's...
pawn Код:
#include <a_samp>

#define ELEVATOR_SPEED      (5.0)   // Movement speed of the elevator.
#define DOORS_SPEED         (4.0)   // Movement speed of the doors.
#define ELEVATOR_WAIT_TIME  (5000)  // Time in ms that the elevator will wait in each floor before continuing with the queue.
                                    // Be sure to give enough time for doors to open.

#define DIALOG_ID           (874)

// Private:
#define X_DOOR_CLOSED       (1786.627685)
#define X_DOOR_R_OPENED     (1785.027685)
#define X_DOOR_L_OPENED     (1788.227685)
#define GROUND_Z_COORD      (14.511476)
#define ELEVATOR_OFFSET     (0.059523)

/* ------------------
// Constants:
-------------------*/

static FloorNames[21][] =
{
    "Entrada",
    "Primeiro Andar",
    "Segundo Andar",
    "Terceiro Andar",
    "Quarto Andar",
    "Quinto Andar",
    "Sexto Andar",
    "Setimo Andar",
    "Oitavo Andar",
    "Nono Andar",
    "Dйcimo Andar",
    "Dйcimo Primeiro Andar",
    "Dйcimo Segundo Andar",
    "Dйcimo Terceiro Andar",
    "Dйcimo Quarto Andar",
    "Dйcimo Quinto Andar",
    "Dйcimo Sexto Andar",
    "Dйcimo Setimo Andar",
    "Dйcimo Oitavo Andar",
    "Dйcimo Nono Andar",
    "Ultimo"
};

static Float:FloorZOffsets[21] =
{
    0.0,        // 0.0,
    8.5479,     // 8.5479,
    13.99945,   // 8.5479 + (5.45155 * 1.0),
    19.45100,   // 8.5479 + (5.45155 * 2.0),
    24.90255,   // 8.5479 + (5.45155 * 3.0),
    30.35410,   // 8.5479 + (5.45155 * 4.0),
    35.80565,   // 8.5479 + (5.45155 * 5.0),
    41.25720,   // 8.5479 + (5.45155 * 6.0),
    46.70875,   // 8.5479 + (5.45155 * 7.0),
    52.16030,   // 8.5479 + (5.45155 * 8.0),
    57.61185,   // 8.5479 + (5.45155 * 9.0),
    63.06340,   // 8.5479 + (5.45155 * 10.0),
    68.51495,   // 8.5479 + (5.45155 * 11.0),
    73.96650,   // 8.5479 + (5.45155 * 12.0),
    79.41805,   // 8.5479 + (5.45155 * 13.0),
    84.86960,   // 8.5479 + (5.45155 * 14.0),
    90.32115,   // 8.5479 + (5.45155 * 15.0),
    95.77270,   // 8.5479 + (5.45155 * 16.0),
    101.22425,  // 8.5479 + (5.45155 * 17.0),
    106.67580,  // 8.5479 + (5.45155 * 18.0),
    112.12735   // 8.5479 + (5.45155 * 19.0)
};

/* ------------------
// Variables:
-------------------*/

new Obj_Elevator, Obj_ElevatorDoors[2],
    Obj_FloorDoors[21][2];

new Text3D:Label_Elevator, Text3D:Label_Floors[21];

#define ELEVATOR_STATE_IDLE     (0)
#define ELEVATOR_STATE_WAITING  (1)
#define ELEVATOR_STATE_MOVING   (2)

new ElevatorState,
    ElevatorFloor;  // If Idle or Waiting, this is the current floor. If Moving, the floor it's moving to.

#define INVALID_FLOOR           (-1)

new ElevatorQueue[21],      // Floors in queue.
    FloorRequestedBy[21];   // FloorRequestedBy[floor_id] = playerid; - Points out who requested which floor.

new ElevatorBoostTimer;     // Timer that makes the elevator move faster after players start surfing the object.

/* ------------------
*  Function forwards:
-------------------*/

// Public:
forward CallElevator(playerid, floorid);    // You can use INVALID_PLAYER_ID too.
forward ShowElevatorDialog(playerid);

// Private:
forward Elevator_Initialize();
forward Elevator_Destroy();

forward Elevator_OpenDoors();
forward Elevator_CloseDoors();
forward Floor_OpenDoors(floorid);
forward Floor_CloseDoors(floorid);

forward Elevator_MoveToFloor(floorid);
forward Elevator_Boost(floorid);            // Increases the elevator speed until it reaches 'floorid'.
forward Elevator_TurnToIdle();

forward ReadNextFloorInQueue();
forward RemoveFirstQueueFloor();
forward AddFloorToQueue(floorid);
forward IsFloorInQueue(floorid);
forward ResetElevatorQueue();

forward DidPlayerRequestElevator(playerid);

forward Float:GetElevatorZCoordForFloor(floorid);
forward Float:GetDoorsZCoordForFloor(floorid);

// ------------------------ Callbacks ------------------------
public OnFilterScriptInit()
{
    ResetElevatorQueue();
    Elevator_Initialize();

    return 1;
}

public OnFilterScriptExit()
{
    Elevator_Destroy();

    return 1;
}

public OnObjectMoved(objectid)
{
    new Float:x, Float:y, Float:z;
    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        if(objectid == Obj_FloorDoors[i][0])
        {
            GetObjectPos(Obj_FloorDoors[i][0], x, y, z);

            if(x < X_DOOR_L_OPENED - 0.5)   // Some floor doors have shut, move the elevator to next floor in queue:
            {
                Elevator_MoveToFloor(ElevatorQueue[0]);
                RemoveFirstQueueFloor();
            }
        }
    }

    if(objectid == Obj_Elevator)   // The elevator reached the specified floor.
    {
        KillTimer(ElevatorBoostTimer);  // Kills the timer, in case the elevator reached the floor before boost.

        FloorRequestedBy[ElevatorFloor] = INVALID_PLAYER_ID;

        Elevator_OpenDoors();
        Floor_OpenDoors(ElevatorFloor);

        GetObjectPos(Obj_Elevator, x, y, z);
        Label_Elevator  = Create3DTextLabel("Aperte 'F' para ver o dialog", 0xFFFFDD, 1784.9822, -1302.0426, z - 0.9, 4.0, 0, 1);

        ElevatorState   = ELEVATOR_STATE_WAITING;
        SetTimer("Elevator_TurnToIdle", ELEVATOR_WAIT_TIME, 0);
    }

    return 1;
}

public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
    if(dialogid == DIALOG_ID)
    {
        if(!response)
            return 0;

        if(FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem))
            GameTextForPlayer(playerid, "~r~O piso jб estб na fila", 3500, 4);
        else if(DidPlayerRequestElevator(playerid))
            GameTextForPlayer(playerid, "~r~Vocк jб pediu o elevador", 3500, 4);
        else
            CallElevator(playerid, listitem);

        return 1;
    }

    return 0;
}

public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    if(newkeys & KEY_YES)
    {
        SetPlayerPos(playerid, 1784.953857, -1298.523193, 13.375000);
        return 1;
    }
    if(!IsPlayerInAnyVehicle(playerid) && newkeys & KEY_SECONDARY_ATTACK)
    {
        new Float:pos[3];
        GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
        if(pos[1] < -1301.4 && pos[1] > -1303.2417 && pos[0] < 1786.2131 && pos[0] > 1784.1555)    // He is using the elevator button
            ShowElevatorDialog(playerid);
        else    // Is he in a floor button?
        {
            if(pos[1] > -1301.4 && pos[1] < -1299.1447 && pos[0] < 1785.6147 && pos[0] > 1781.9902)
            {
                // He is most likely using it, check floor:
                new i=20;
                while(pos[2] < GetDoorsZCoordForFloor(i) + 3.5 && i > 0)
                    i --;

                if(i == 0 && pos[2] < GetDoorsZCoordForFloor(0) + 2.0)
                    i = -1;

                if(i <= 19)
                {
                    CallElevator(playerid, i + 1);
                    GameTextForPlayer(playerid, "~r~Elevador Chamado", 3500, 4);
                }
            }
        }
    }

    return 1;
}

// ------------------------ Functions ------------------------
stock Elevator_Initialize()
{
    // Initializes the elevator.

    Obj_Elevator            = CreateObject(18755, 1786.678100, -1303.459472, GROUND_Z_COORD + ELEVATOR_OFFSET, 0.000000, 0.000000, 270.000000);
    Obj_ElevatorDoors[0]    = CreateObject(18757, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
    Obj_ElevatorDoors[1]    = CreateObject(18756, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);

    Label_Elevator          = Create3DTextLabel("Aperte 'F' para ver o dialog", 0xFFFFDD, 1784.9822, -1302.0426, 13.6491, 4.0, 0, 1);

    new string[128],
        Float:z;

    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        Obj_FloorDoors[i][0]    = CreateObject(18757, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);
        Obj_FloorDoors[i][1]    = CreateObject(18756, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);

        format(string, sizeof(string), "%s\nAperte 'F' para Chamar o Elevador", FloorNames[i]);

        if(i == 0)
            z = 13.4713;
        else
            z = 13.4713 + 8.7396 + ((i-1) * 5.45155);

        Label_Floors[i]         = Create3DTextLabel(string, 0xFFFFDD, 1783.9799, -1300.7660, z, 10.5, 0, 1);
        // Label_Elevator, Text3D:Label_Floors[21];
    }

    // Open ground floor doors:
    Floor_OpenDoors(0);
    Elevator_OpenDoors();

    return 1;
}

stock Elevator_Destroy()
{
    // Destroys the elevator.

    DestroyObject(Obj_Elevator);
    DestroyObject(Obj_ElevatorDoors[0]);
    DestroyObject(Obj_ElevatorDoors[1]);
    Delete3DTextLabel(Label_Elevator);

    for(new i; i < sizeof(Obj_FloorDoors); i ++)
    {
        DestroyObject(Obj_FloorDoors[i][0]);
        DestroyObject(Obj_FloorDoors[i][1]);
        Delete3DTextLabel(Label_Floors[i]);
    }

    return 1;
}

stock Elevator_OpenDoors()
{
    // Opens the elevator's doors.

    new Float:x, Float:y, Float:z;

    GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENED, y, z, DOORS_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENED, y, z, DOORS_SPEED);

    return 1;
}

stock Elevator_CloseDoors()
{
    // Closes the elevator's doors.

    if(ElevatorState == ELEVATOR_STATE_MOVING)
        return 0;

    new Float:x, Float:y, Float:z;

    GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, y, z, DOORS_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, y, z, DOORS_SPEED);

    return 1;
}

stock Floor_OpenDoors(floorid)
{
    // Opens the doors at the specified floor.

    MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_L_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_R_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);

    return 1;
}

stock Floor_CloseDoors(floorid)
{
    // Closes the doors at the specified floor.

    MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
    MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);

    return 1;
}

stock Elevator_MoveToFloor(floorid)
{
    // Moves the elevator to specified floor (doors are meant to be already closed).

    ElevatorState = ELEVATOR_STATE_MOVING;
    ElevatorFloor = floorid;

    // Move the elevator slowly, to give time to clients to sync the object surfing. Then, boost it up:
    MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), 0.5);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
    Delete3DTextLabel(Label_Elevator);

    ElevatorBoostTimer = SetTimerEx("Elevator_Boost", 2000, 0, "i", floorid);

    return 1;
}

public Elevator_Boost(floorid)
{
    // Increases the elevator's speed until it reaches 'floorid'

    MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), ELEVATOR_SPEED);
    MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
    MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);

    return 1;
}

public Elevator_TurnToIdle()
{
    ElevatorState = ELEVATOR_STATE_IDLE;
    ReadNextFloorInQueue();

    return 1;
}

stock RemoveFirstQueueFloor()
{
    // Removes the data in ElevatorQueue[0], and reorders the queue accordingly.

    for(new i; i < sizeof(ElevatorQueue) - 1; i ++)
        ElevatorQueue[i] = ElevatorQueue[i + 1];

    ElevatorQueue[sizeof(ElevatorQueue) - 1] = INVALID_FLOOR;

    return 1;
}

stock AddFloorToQueue(floorid)
{
    // Adds 'floorid' at the end of the queue.

    // Scan for the first empty space:
    new slot = -1;
    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        if(ElevatorQueue[i] == INVALID_FLOOR)
        {
            slot = i;
            break;
        }
    }

    if(slot != -1)
    {
        ElevatorQueue[slot] = floorid;

        // If needed, move the elevator.
        if(ElevatorState == ELEVATOR_STATE_IDLE)
            ReadNextFloorInQueue();

        return 1;
    }

    return 0;
}

stock ResetElevatorQueue()
{
    // Resets the queue.

    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        ElevatorQueue[i]    = INVALID_FLOOR;
        FloorRequestedBy[i] = INVALID_PLAYER_ID;
    }

    return 1;
}

stock IsFloorInQueue(floorid)
{
    // Checks if the specified floor is currently part of the queue.

    for(new i; i < sizeof(ElevatorQueue); i ++)
        if(ElevatorQueue[i] == floorid)
            return 1;

    return 0;
}

stock ReadNextFloorInQueue()
{
    // Reads the next floor in the queue, closes doors, and goes to it.

    if(ElevatorState != ELEVATOR_STATE_IDLE || ElevatorQueue[0] == INVALID_FLOOR)
        return 0;

    Elevator_CloseDoors();
    Floor_CloseDoors(ElevatorFloor);

    return 1;
}

stock DidPlayerRequestElevator(playerid)
{
    for(new i; i < sizeof(FloorRequestedBy); i ++)
        if(FloorRequestedBy[i] == playerid)
            return 1;

    return 0;
}

stock ShowElevatorDialog(playerid)
{
    new string[512];
    for(new i; i < sizeof(ElevatorQueue); i ++)
    {
        if(FloorRequestedBy[i] != INVALID_PLAYER_ID)
            strcat(string, "{FF0000}");

        strcat(string, FloorNames[i]);
        strcat(string, "\n");
    }

    ShowPlayerDialog(playerid, DIALOG_ID, DIALOG_STYLE_LIST, "Elevador", string, "Aceitar", "Cancelar");

    return 1;
}

stock CallElevator(playerid, floorid)
{
    // Calls the elevator (also used with the elevator dialog).

    if(FloorRequestedBy[floorid] != INVALID_PLAYER_ID || IsFloorInQueue(floorid))
        return 0;

    FloorRequestedBy[floorid] = playerid;
    AddFloorToQueue(floorid);

    return 1;
}

stock Float:GetElevatorZCoordForFloor(floorid)
    return (GROUND_Z_COORD + FloorZOffsets[floorid] + ELEVATOR_OFFSET); // A small offset for the elevator object itself.

stock Float:GetDoorsZCoordForFloor(floorid)
    return (GROUND_Z_COORD + FloorZOffsets[floorid]);
tem skype mano eu nao conseguir vc pode me ajuda? add la uj_victor
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#14

n tenho skype vey, verifiquei os ids das dialogs do seu gm e a do elevador, pode haver conflito... pois eu testei aqui esta em perfeito estado
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#15

Quote:
Originally Posted by MatheusDalZot
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n tenho skype vey, verifiquei os ids das dialogs do seu gm e a do elevador, pode haver conflito... pois eu testei aqui esta em perfeito estado
mais eu nao sei fazer isso man pode me explicar melhor?
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#16

Alguem pode me ajudar? ae na moral
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#17

olha, procura na callback ondialogresponse, e verifique os numeros que estгo apуs o dialogid == "aki" verifique os numeros deste, e certifique-se de que nenhum estб igual a este id 874 que atй entгo й o id do dialog do elevador
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#18

Quote:
Originally Posted by MatheusDalZot
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n tenho skype vey, verifiquei os ids das dialogs do seu gm e a do elevador, pode haver conflito... pois eu testei aqui esta em perfeito estado
Provavelmente este й o problema..
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#19

Quote:
Originally Posted by victorlus
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Alguem pode me ajudar? ae na moral
Conseguiu arrumar??
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#20

Quote:
Originally Posted by MatheusDalZot
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Conseguiu arrumar??
Nao mano!
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