20.06.2012, 21:18
Hey..
So i am trying to put in walking styles but im having trouble.. What happens is when a player purchases a walking style and then then do /usewalkstyle and choose which one they want to use it automatically ApplyAnimation and i dont want that.. I want it so when a player chooses what walk style they want to use it open happens when they walk and the text draw does not pop up..
This is what i have..
If you need any more code just post here
Thanks
So i am trying to put in walking styles but im having trouble.. What happens is when a player purchases a walking style and then then do /usewalkstyle and choose which one they want to use it automatically ApplyAnimation and i dont want that.. I want it so when a player chooses what walk style they want to use it open happens when they walk and the text draw does not pop up..
This is what i have..
pawn Code:
command(buywalkstyle, playerid, params[])
{
if(Businesses[Player[playerid][InBusiness]][bType] == 10)
{
ShowPlayerDialog(playerid, 4595, DIALOG_STYLE_LIST, "Walking Stlyes", "Gangsta Walk One($2500)\nGangsta Walk Two($2500)\nMuscle Walk($2500)\nSneaky Walk($2500)", "Select", "Cancel");
}
return 1;
}
pawn Code:
case 4595:
{
switch(listitem)
{
case 0:
{
if(Player[playerid][GangWalkOne] == 0)
{
if(Player[playerid][Money] >= 2500)
{
Player[playerid][Money] -= 2500;
Player[playerid][GangWalkOne] = 1;
Businesses[Player[playerid][InBusiness]][bVault] += 2500;
SendClientMessage(playerid, WHITE, "You have purchased the Gangsta Walk One Style (type /usewalkstyle).");
}
else
{
SendClientMessage(playerid, WHITE, "You do not have enough money.");
}
}
else
{
SendClientMessage(playerid, WHITE, "You already have this style.");
}
}
case 1:
{
if(Player[playerid][GangWalkTwo] == 0)
{
if(Player[playerid][Money] >= 2500)
{
Player[playerid][Money] -= 2500;
Player[playerid][GangWalkTwo] = 1;
Businesses[Player[playerid][InBusiness]][bVault] += 2500;
SendClientMessage(playerid, WHITE, "You have purchased the Gangsta Walk Two Style (type /usewalkstyle).");
}
else
{
SendClientMessage(playerid, WHITE, "You do not have enough money.");
}
}
else
{
SendClientMessage(playerid, WHITE, "You already have this style.");
}
}
case 2:
{
if(Player[playerid][MuscleWalk] == 0)
{
if(Player[playerid][Money] >= 2500)
{
Player[playerid][Money] -= 200;
Player[playerid][MuscleWalk] = 1;
Businesses[Player[playerid][InBusiness]][bVault] +=2500;
SendClientMessage(playerid, WHITE, "You have purchased the Muscle Walk Style (type /usewalkstyle).");
}
else
{
SendClientMessage(playerid, WHITE, "You do not have enough money.");
}
}
else
{
SendClientMessage(playerid, WHITE, "You already have this style.");
}
}
case 3:
{
if(Player[playerid][SneakyWalk] == 0)
{
if(Player[playerid][Money] >= 2500)
{
Player[playerid][Money] -= 2500;
Player[playerid][SneakyWalk] = 1;
Businesses[Player[playerid][InBusiness]][bVault] += 2500;
SendClientMessage(playerid, WHITE, "You have purchased the Sneaky Walk Style (type /usewalkstyle).");
}
else
{
SendClientMessage(playerid, WHITE, "You do not have enough money.");
}
}
else
{
SendClientMessage(playerid, WHITE, "You already have this style.");
}
}
}
}
pawn Code:
command(usewalkstyle, playerid, params[])
{
ShowPlayerDialog(playerid, 4597, DIALOG_STYLE_LIST, "Walking Styles", "Gangsta Walk One\nGangsta Walk Two\nMuscle Walk\nSneaky Walk", "Select", "Cancel");
return 1;
}
pawn Code:
case 4597:
{
switch(listitem)
{
case 0:
{
if(Player[playerid][GangWalkOne] == 1)
{
ApplyAnimationEx(playerid, "PED", "WALK_gang1", 4.0, 1, 1, 1, 1, 1);
}
else
{
SendClientMessage(playerid, WHITE, "Please purchase this style from a Gym first.");
}
}
case 1:
{
if(Player[playerid][GangWalkTwo] == 1)
{
ApplyAnimationEx(playerid, "PED", "WALK_gang2", 4.0, 1, 1, 1, 1, 1);
}
else
{
SendClientMessage(playerid, WHITE, "Please purchase this style from a Gym first.");
}
}
case 2:
{
if(Player[playerid][MuscleWalk] == 1)
{
ApplyAnimationEx(playerid, "MUSCULAR", "MuscleWalk", 4.0, 1, 1, 1, 1, 1);
}
else
{
SendClientMessage(playerid, WHITE, "Please purchase this style from a Gym first.");
}
}
case 3:
{
if(Player[playerid][SneakyWalk] == 1)
{
ApplyAnimationEx(playerid, "PED", "Player_Sneak", 4.0, 1, 1, 1, 1, 1);
}
else
{
SendClientMessage(playerid, WHITE, "Please purchase this style from a Gym first.");
}
}
}
}
Thanks

