Lock with Password Car
#1

I would like to make a Password Protection for Car Model 502

If players enter the car , he will be asked to enter the Password of Car , then only he can start the engine..

Here is my start engine Command
pawn Код:
forward SetVehicleEngine(vehicleid, playerid);
public SetVehicleEngine(vehicleid, playerid)
{
    new string[128];
    new engine,lights,alarm,doors,bonnet,boot,objective;
    GetVehicleParamsEx(vehicleid,engine,lights,alarm,doors,bonnet,boot,objective);
    if(engine == VEHICLE_PARAMS_ON)
    {
        SetVehicleParamsEx(vehicleid,VEHICLE_PARAMS_OFF,lights,alarm,doors,bonnet,boot,objective);
        SendClientMessageEx(playerid, COLOR_WHITE, "Vehicle engine stopped successfully.");
        DeletePVar(playerid, "fuelonoff");
        DestroyProgressBar(FuelBar[playerid]);
        textdrawscount--;
        FuelBar[playerid] = INVALID_BAR_ID;
        arr_Engine{vehicleid} = 0;
    }
    else if(engine == VEHICLE_PARAMS_OFF || engine == VEHICLE_PARAMS_UNSET)
    {
        new
            Float: f_vHealth;

        GetVehicleHealth(vehicleid, f_vHealth);
        if(f_vHealth < 350.0) return SendClientMessageEx(playerid, COLOR_RED, "The car won't start - it's totalled!");
        if(VehicleFuel[vehicleid] <= 0.0) return SendClientMessageEx(playerid, COLOR_RED, "The car won't start - there's no fuel in the tank!");
        SetVehicleParamsEx(vehicleid,VEHICLE_PARAMS_ON,lights,alarm,doors,bonnet,boot,objective);
        SendClientMessageEx(playerid, COLOR_WHITE, "Vehicle engine started successfully (/car engine to turn the engine off).");
        arr_Engine{vehicleid} = 1;
        if(GetChased[playerid] < 999 && VehicleBomb[vehicleid] == 1)
        {
            if(PlayerInfo[playerid][pHeadValue] >= 1)
            {
                if(PlayerInfo[GetChased[playerid]][pMember] == 8 || PlayerInfo[GetChased[playerid]][pLeader] == 8)
                {
                    new Float:boomx, Float:boomy, Float:boomz;
                    GetPlayerPos(playerid,boomx, boomy, boomz);
                    CreateExplosion(boomx, boomy , boomz, 7, 1);
                    VehicleBomb[vehicleid] = 0;
                    PlacedVehicleBomb[GetChased[playerid]] = INVALID_VEHICLE_ID;
                    new takemoney = PlayerInfo[playerid][pHeadValue] / 4 * 2;
                    GivePlayerCash(GetChased[playerid], takemoney);
                    GivePlayerCash(playerid, -takemoney);
                    format(string,sizeof(string),"Hitman %s has fulfilled the contract on %s and collected $%d.",GetPlayerNameEx(GetChased[playerid]),GetPlayerNameEx(playerid),PlayerInfo[playerid][pHeadValue] / 4 * 2);
                    SendFamilyMessage(8, COLOR_YELLOW, string);
                    format(string,sizeof(string),"You have been critically injured by a hitman and lost $%d!",takemoney);
                    ResetPlayerWeaponsEx(playerid);
                    // SpawnPlayer(playerid);
                    SendClientMessageEx(playerid, COLOR_YELLOW, string);
                    PlayerInfo[playerid][pHeadValue] = 0;
                    PlayerInfo[GetChased[playerid]][pCHits] += 1;
                    SetPlayerHealth(playerid, 0.0);
                    // KillEMSQueue(playerid);
                    GoChase[GetChased[playerid]] = 999;
                    PlayerInfo[GetChased[playerid]][pC4Used] = 0;
                    PlayerInfo[GetChased[playerid]][pC4] = 0;
                    GotHit[playerid] = 0;
                    GetChased[playerid] = 999;
                    return 1;
                }
            }
        }

        SetPVarInt(playerid, "fuelonoff", 1);
        FuelBar[playerid] = CreateProgressBar(548.00, 26.00, 57.50, 3.20, 866792447, 100.0);
        textdrawscount++;
        SetProgressBarValue(FuelBar[playerid], VehicleFuel[vehicleid]);
        ShowProgressBarForPlayer(playerid, FuelBar[playerid]);
    }
    return 1;
}
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