25.12.2013, 16:47
hey,
weet iemand hoe je bovenop de speedcamera text toevoegt waar de kilometers automatisch op staan die ingestelt is bij de camera? zodat je het script maar 1x in je file kan zetten en het in een x bij alle kamers zitten...
dit is een .inc bestand
weet iemand hoe je bovenop de speedcamera text toevoegt waar de kilometers automatisch op staan die ingestelt is bij de camera? zodat je het script maar 1x in je file kan zetten en het in een x bij alle kamers zitten...
dit is een .inc bestand
Quote:
// Forward the function needed to update the speedometer (used by a timer) forward Speedometer_Update(playerid); forward RefuelVehicle(playerid); // This function sets up the speedometer for the given player Speedometer_Setup(playerid) { // Setup the speedometer for the player APlayerData[playerid][SpeedometerText] = TextDrawCreate(500.0, 395.0, " "); APlayerData[playerid][FuelGauge] = TextDrawCreate(500.0, 410.0, " "); // Enable the TextDraw for this player TextDrawShowForPlayer(playerid, APlayerData[playerid][SpeedometerText]); TextDrawShowForPlayer(playerid, APlayerData[playerid][FuelGauge]); // Start the speedometer timer APlayerData[playerid][SpeedometerTimer] = SetTimerEx("Speedometer_Update", 500, true, "i", playerid); return 1; } // This function cleans up the speedometer for the given player Speedometer_Cleanup(playerid) { // Destroy the speedometer textdraw TextDrawDestroy(APlayerData[playerid][SpeedometerText]); TextDrawDestroy(APlayerData[playerid][FuelGauge]); // Kill the speedometer timer KillTimer(APlayerData[playerid][SpeedometerTimer]); // Set player speed to 0 APlayerData[playerid][PlayerSpeed] = 0; return 1; } // This function gets called by a timer which runs every 500ms to display and update the speedometer public Speedometer_Update(playerid) { // Setup local variables new vehicleid, Floatpeed_x, Floatpeed_y, Floatpeed_z, Float:final_speed, speed_string[50], final_speed_int, Float:vehiclehealth; new FuelString[50], FuelStatus[20]; new Msg[128], Name[24]; // Get the ID of the player's vehicle vehicleid = GetPlayerVehicleID(playerid); //************************************************** ************************************************** ************************** // Anti-hack stuff //************************************************** ************************************************** ************************** AntiHack(playerid); //************************************************** ************************************************** ************************** // End of anti-hack stuff //************************************************** ************************************************** ************************** // Check and toggle spectate-mode when needed (when target player entered or exited his vehicle) if (GetPlayerState(playerid) == PLAYER_STATE_SPECTATING) { // Get the target player's ID and name new OtherPlayer = APlayerData[playerid][SpectateID]; GetPlayerName(OtherPlayer, Name, sizeof(Name)); // Use the same worldid and interiorid as the OtherPlayer SetPlayerVirtualWorld(playerid, GetPlayerVirtualWorld(OtherPlayer)); SetPlayerInterior(playerid, GetPlayerInterior(OtherPlayer)); // Check if the player is spectating a player if (APlayerData[playerid][SpectateType] == ADMIN_SPEC_TYPE_PLAYER) { // Check if the target player has entered a vehicle if (GetPlayerVehicleSeat(OtherPlayer) != -1) { // Change spectate mode to vehicle PlayerSpectateVehicle(playerid, GetPlayerVehicleID(OtherPlayer)); APlayerData[playerid][SpectateID] = OtherPlayer; APlayerData[playerid][SpectateVehicle] = GetPlayerVehicleID(OtherPlayer); APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_VEHICLE; format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} has entered a vehicle, changing spectate mode to match", Name); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } } else // The player is spectating a vehicle { // Check if the target player has exited a vehicle if (GetPlayerVehicleSeat(OtherPlayer) == -1) { // Change spectate mode to player PlayerSpectatePlayer(playerid, OtherPlayer); SetPlayerInterior(playerid, GetPlayerInterior(OtherPlayer)); APlayerData[playerid][SpectateID] = OtherPlayer; APlayerData[playerid][SpectateType] = ADMIN_SPEC_TYPE_PLAYER; format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} has exited a vehicle, changing spectate mode to match", Name); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } } } // When the player got a wanted level and a police player warned him to stop, a timer is started and a variable is set to "true" // Check if this variable has been set if (APlayerData[playerid][PoliceWarnedMe] == true) { // Check if the player has no wanted level anymore (after finishing a overloaded mission, player got fined, ...) if (GetPlayerWantedLevel(playerid) == 0) { APlayerData[playerid][PoliceCanJailMe] = false; // Clear the variable APlayerData[playerid][PoliceWarnedMe] = false; // Clear the variable APlayerData[playerid][Value_PoliceCanJailMe] = 0; // Clear the remaining time for the timer KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]); // Kill the timer } } // If the player is inside a vehicle if(vehicleid != 0) { // Get the vehicles velocity GetVehicleVelocity(vehicleid, speed_x, speed_y, speed_z); // Calculate the speed (in kph) final_speed = floatsqroot(((speed_x * speed_x) + (speed_y * speed_y)) + (speed_z * speed_z)) * 158.179; // Convert the float value to an int value final_speed_int = floatround(final_speed, floatround_round); // Also save the speed for the player APlayerData[playerid][PlayerSpeed] = final_speed_int; // Setup the string to display for the player and display it format(speed_string, 50, TXT_SpeedometerSpeed, final_speed_int); TextDrawSetString(APlayerData[playerid][SpeedometerText], speed_string); // Add the speed to the stats (this will be the meters driven in total) APlayerData[playerid][StatsMetersDriven] = APlayerData[playerid][StatsMetersDriven] + (final_speed / 7.2); // Also display the vehicle's health through the player-health bar GetVehicleHealth(vehicleid, vehiclehealth); SetPlayerHealth(playerid, vehiclehealth / 10.0); // Check if the speed is above 10kph and the fuel of the vehicle isn't empty yet if ((final_speed_int > 10) && (AVehicleData[vehicleid][Fuel] > 0)) AVehicleData[vehicleid][Fuel] = AVehicleData[vehicleid][Fuel] - 1; // Decrease the fuel for this vehicle every time the timer is run // Construct the fuelgauge if ((AVehicleData[vehicleid][Fuel] > 0) && (AVehicleData[vehicleid][Fuel] < 100000)) format(FuelStatus, 20, "~g~%s~r~%s", "I", "IIIIIIIII"); // Fuel is between 0% and 10% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 1)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 2))) format(FuelStatus, 20, "~g~%s~r~%s", "II", "IIIIIIII"); // Fuel is between 10% and 20% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 2)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 3))) format(FuelStatus, 20, "~g~%s~r~%s", "III", "IIIIIII"); // Fuel is between 20% and 30% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 3)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 4))) format(FuelStatus, 20, "~g~%s~r~%s", "IIII", "IIIIII"); // Fuel is between 30% and 40% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 4)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 5))) format(FuelStatus, 20, "~g~%s~r~%s", "IIIII", "IIIII"); // Fuel is between 40% and 50% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 5)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 6))) format(FuelStatus, 20, "~g~%s~r~%s", "IIIIII", "IIII"); // Fuel is between 50% and 60% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 6)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 7))) format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIII", "III"); // Fuel is between 60% and 70% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 7)) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * )) format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIIII", "II"); // Fuel is between 70% and 80% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * ) && (AVehicleData[vehicleid][Fuel] < ((MaxFuel / 10) * 9))) format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIIIII", "I"); // Fuel is between 80% and 90% full if ((AVehicleData[vehicleid][Fuel] >= ((MaxFuel / 10) * 9)) && (AVehicleData[vehicleid][Fuel] <= MaxFuel)) format(FuelStatus, 20, "~g~%s", "IIIIIIIIII"); // Fuel is between 90% and 100% full (all bars are green) if (AVehicleData[vehicleid][Fuel] == 0) format(FuelStatus, 20, "~r~%s", "IIIIIIIIII"); // Fuel is empty (all bars are red) // Format the final fuel-gauge readout format(FuelString, 50, TXT_SpeedometerFuel, FuelStatus); // Display the fuel-gauge TextDrawSetString(APlayerData[playerid][FuelGauge], FuelString); // Check if the vehicle is out of fuel if (AVehicleData[vehicleid][Fuel] == 0) { // Stop the engine and turn off the lights new engine,lights,alarm,doors,bonnet,boot,objective; GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective); SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective); } // Check if the player is not in any plane or helicopter (those cannot be caught by speedcamera's) if (IsVehicleAirVehicle(vehicleid) == 0) if (APlayerData[playerid][PlayerClass] != ClassPolice) // Check if the player isn't speeding (cops won't get caught) CheckPlayerSpeeding(playerid); } else { // If the player is not inside a vehicle, display an empty string (looks like the speedometer is gone) TextDrawSetString(APlayerData[playerid][SpeedometerText], " "); TextDrawSetString(APlayerData[playerid][FuelGauge], " "); // Set the speed of the player to 0 APlayerData[playerid][PlayerSpeed] = 0; } } // This timer-function is called when a player picks up a refuelpickup public RefuelVehicle(playerid) { new RefuelMsg[128]; // Get the vehicle-id of the player's vehicle new vID = GetPlayerVehicleID(playerid); // Calculate the amount of fuel that needs to be refuelled new Amount = MaxFuel - AVehicleData[vID][Fuel]; // Calculate the price to refuel new RefuelPrice = (Amount * RefuelMaxPrice) / MaxFuel; // Check if the player has enough cash if (APlayerData[playerid][PlayerMoney] >= RefuelPrice) { // Refuel the vehicle AVehicleData[vID][Fuel] = MaxFuel; // Withdraw the money from the player RewardPlayer(playerid, -RefuelPrice, 0); // Let the player know he refuelled his vehicle format(RefuelMsg, 128, TXT_RefuelledVehicle, RefuelPrice); SendClientMessage(playerid, 0xFFFFFFFF, RefuelMsg); } else SendClientMessage(playerid, 0xFFFFFFFF, TXT_CannotRefuelVehicle); // Allow the player to move again TogglePlayerControllable(playerid, 1); return 1; } // This function checks if the player is speeding near a speedcamera CheckPlayerSpeeding(playerid) { // Setup local variables new Name[24], Msg[128]; // Check if the player hasn't been caught speeding recently if (APlayerData[playerid][PlayerCaughtSpeeding] == 0) { // Loop through all speedcameras for (new CamID; CamID < MAX_CAMERAS; CamID++) { // Check if this camera has been created if (ACameras[CamID][CamSpeed] != 0) { // Check if the player is the driver of the vehicle if (GetPlayerVehicleSeat(playerid) == 0) { // Check if the player's speed is greater than the speed allowed by this camera (no need to process a distance-check if not speeding) if (APlayerData[playerid][PlayerSpeed] > ACameras[CamID][CamSpeed]) { // Check if the player is near the camera if (IsPlayerInRangeOfPoint(playerid, 50.0, ACameras[CamID][CamX], ACameras[CamID][CamY], ACameras[CamID][CamZ])) { // Prevent the player being caught multiple times by the same speed-camera APlayerData[playerid][PlayerCaughtSpeeding] = 20; // Increase the wanted-level of this player by 1 star SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid) + 1); // Let the player know he's been caught speeding SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerCaughtSpeeding); // Get the name of the player GetPlayerName(playerid, Name, sizeof(Name)); // Also inform all police players that this player is caught speeding format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} is caught speeding, pursue and fine him", Name); Police_SendMessage(Msg); } } } } } } else // If the player has been caught before, reduce the value until it's 0 again, then he can be caught again APlayerData[playerid][PlayerCaughtSpeeding]--; } // This function processes anti-hack stuff stock AntiHack(playerid) { // Setup local variables new Float:Armour; // Skip checking for hacks used by the player if he was reported by the Anti-Hack system already if (APlayerData[playerid][AutoReportTime] > 0) { // Reduce the time so the player can be reported again soon if he doesn't stop using hacks APlayerData[playerid][AutoReportTime]--; // Exit the function, this skips the hack-checks until the AutoReportTime has reached 0 // Otherwise the player is reported every half a second until he stops using hacks return 1; } // Check if a filterscript gave some money (or took it) to the player if (GetPVarInt(playerid, "PVarMoney") != 0) { // Add the money to the players account APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] + GetPVarInt(playerid, "PVarMoney"); // Clear the PVar SetPVarInt(playerid, "PVarMoney", 0); } if (GetPVarInt(playerid, "PVarScore") != 0) { // Add the money to the players account APlayerData[playerid][PlayerScore] = APlayerData[playerid][PlayerScore] + GetPVarInt(playerid, "PVarScore"); // Clear the PVar SetPVarInt(playerid, "PVarScore", 0); } // Reset the player's money and set it to the stored value in the player's account (do the same for scorepoints) ResetPlayerMoney(playerid); GivePlayerMoney(playerid, APlayerData[playerid][PlayerMoney]); SetPlayerScore(playerid, APlayerData[playerid][PlayerScore]); // Limit the cash that the player can have if (APlayerData[playerid][PlayerMoney] > 999000000) APlayerData[playerid][PlayerMoney] = 999000000; // Limit the cash that the player can have below 0 if (APlayerData[playerid][PlayerMoney] < -1000000) APlayerData[playerid][PlayerMoney] = -1000000; // Port anyone out of the area who is not an admin and inside the area 69 Player_PortOutAdminZone(playerid, 106.0, 1805.0, -50.0, 285.0, 1940.0, 40.0, 15.0, 1732.0, 25.0); // Weapon hacks are also neutralized here, except for police players (if they are allowed to have weapons) if ((PoliceGetsWeapons == true) && (APlayerData[playerid][PlayerClass] == ClassPolice)) { // Do nothing } else // Extended check to allow parachute { if (GetPlayerWeapon(playerid) != 46) // Check if the current weapons isn't a parachute (ID: 46) ResetPlayerWeapons(playerid); // If it's not, remove weapon } // Check if the player got any armour (= health-hack) GetPlayerArmour(playerid, Armour); // Send an automated report to the admins so they're informed about it and can take action if (Armour > 1.0) SendReportToAdmins(playerid, "Health-hack", true); // Check if the speed is higher than 300 (kick player if it is) // Send an automated report to the admins so they're informed about it and can take action if (APlayerData[playerid][PlayerSpeed] > 300) SendReportToAdmins(playerid, "Speed-hack", true); // Check if the player is not allowed to have a jetpack (admins lvl 3 and higher can use /fly, so they will be excluded) if (APlayerData[playerid][PlayerLevel] < 3) { // Check if the player is using a jetpack // Send an automated report to the admins so they're informed about iar t and can take action if (GetPlayerSpecialAction(playerid) == 2) SendReportToAdmins(playerid, "Jetpack-hack", true); } // Detect airbreak hack if (GetPlayerVehicleSeat(playerid) == 0) { // Check if the player is nearly standing still if (APlayerData[playerid][PlayerSpeed] < 10) { // Check if the player switched interior-id's if (GetPlayerInterior(playerid) != APlayerData[playerid][PreviousInt]) { // Check if the new interior is the normal world or any mod-shop switch (GetPlayerInterior(playerid)) { case 0, 1, 2, 3: // Check interiors 0, 1, 2 and 3 (normal world and all mod-shops) { // Store the player's current location and interior-id for the next iteration GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]); APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid); // Exit the function return 1; } } } // Check if the player is still near the same place he was half a second ago if (IsPlayerInRangeOfPoint(playerid, 7.5, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ])) { } else // Send an automated report to the admins so they're informed about it and can take action SendReportToAdmins(playerid, "Airbreak-hack", true); } } // Store the player's current location and interior-id for the next iteration GetPlayerPos(playerid, APlayerData[playerid][PreviousX], APlayerData[playerid][PreviousY], APlayerData[playerid][PreviousZ]); APlayerData[playerid][PreviousInt] = GetPlayerInterior(playerid); return 1; } |