[Ayuda]Keys
#1

edith:
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#2

postea la linea 879 que es bastante dificil buscar el error en todo ese cуdigo, se nos hace mбs fбcil si nos mustra la linea exacta del error.
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#3

pawn Код:
if (newkeys == KEY_SECONDARY_ATTACK)
arriba House_Exit(playerid, HouseID)
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#4

pawn Код:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if (newkeys == KEY_SECONDARY_ATTACK)
{
    // Setup local variables
    new HouseID, IntID;

    // If a player hasn't logged in properly, he cannot use this command
    if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;

    // Check if the player isn't inside a vehicle (the player must be on foot to use this command)
    if (GetPlayerVehicleSeat(playerid) == -1)
    {
        // Loop through all houses
        for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
        {
            // Check if the house exists
            if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
            {
                // Check if the player is in range of the house-pickup
                if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
                {
                    // Check if the house is closed to the public
                    if (AHouseData[HouseID][HouseOpened] == false)
                    {
                        // The house isn't open to the public, so keep anyone out who isn't the owner of the house
                        if (House_PlayerIsOwner(playerid, HouseID) == 0)
                        {
                            // Let the player know that this house isn't open to the public and he can't enter it
                            SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Esta casa no estб abierta al pъblico, no se puede entrar en йl");
                            return 1;
                        }
                    }

                    // The house is open to the public, or the player trying to enter is the owner, so let the player inside the house

                    // Get the interior to put the player in
                    IntID = AHouseData[HouseID][HouseLevel]; // Get the level of the house

                    // Set the worldid so other players cannot see him anymore (but allow all players in the same house to see eachother)
                    SetPlayerVirtualWorld(playerid, 5000 + HouseID);
                    // Set the player inside the interior of the house
                    SetPlayerInterior(playerid, AHouseInteriors[IntID][InteriorID]);
                    // Set the position of the player at the spawn-location of the house's interior
                    SetPlayerPos(playerid, AHouseInteriors[IntID][IntX], AHouseInteriors[IntID][IntY], AHouseInteriors[IntID][IntZ]);
                    // Also set a tracking-variable to enable /housemenu to track in which house the player is
                    APlayerData[playerid][CurrentHouse] = HouseID;
                    // Also let the player know he can use /housemenu to upgrade/exit his house
                    SendClientMessage(playerid, 0xFFFFFFFF, "{3399FF}Use {FF0000}/hmenu{3399FF} para cambiar las opciones de su casa");

                    // Exit the function
                    return 1;
                }
            }
        }
    }
}
House_Exit(playerid, HouseID)
{
    // Set the player in the normal world again
    SetPlayerVirtualWorld(playerid, 0);
    SetPlayerInterior(playerid, 0);
    // Set the position of the player at the entrance of his house
    SetPlayerPos(playerid, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]);
    // Also clear the tracking-variable to track in which house the player is
    APlayerData[playerid][CurrentHouse] = 0;

    // Check if there is a timer-value set for exiting the house (this timer freezes the player while the environment is being loaded)
    if (ExitHouseTimer > 0)
    {
        // Don't allow the player to fall
        TogglePlayerControllable(playerid, 0);
        // Let the player know he's frozen for 5 seconds
        GameTextForPlayer(playerid, "", ExitHouseTimer, 4);
        // Start a timer that will allow the player to fall again when the environment has loaded
        SetTimerEx("House_ExitTimer", ExitHouseTimer, false, "ii", playerid, HouseID);
        SetPlayerVirtualWorld(playerid,0);

    }
return 0;
}
return 1;
}
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