HELP: Spawning Cars In Virtual World
#5

Here would be the OnDialogResponse from the Trucking Gamemode:
Quote:

// This callback gets called when a player interacts with a dialog
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
// Select the proper dialog to process
switch (dialogid)
{
case DialogRegister: Dialog_Register(playerid, response, inputtext); // The "Register"-dialog
case DialogLogin: Dialog_Login(playerid, response, inputtext); // The "Login"-dialog

case DialogStatsOtherPlayer: Dialog_StatsOtherPlayer(playerid, response, listitem);
case DialogStatsHouse: Dialog_StatsHouse(playerid, response, listitem);
case DialogStatsGoHouse: Dialog_StatsGoHouse(playerid, response, listitem);
case DialogStatsGoBusiness: Dialog_StatsGoBusiness(playerid, response, listitem);

case DialogRescue: Dialog_Rescue(playerid, response, listitem); // The rescue-dialog

case DialogBuyLicenses: Dialog_BuyLicenses(playerid, response, listitem); // The license-dialog (allows the player to buy trucker/busdriver licenses)

case DialogRules: Dialog_Rules(playerid, response);

case DialogTruckerJobMethod: Dialog_TruckerSelectJobMethod(playerid, response, listitem); // The work-dialog for truckers (shows the loads he can carry and lets the player choose the load)
case DialogTruckerSelectLoad: Dialog_TruckerSelectLoad(playerid, response, listitem); // The load-selection dialog for truckers (shows the startlocations for the selected load and let the player choose his startlocation)
case DialogTruckerStartLoc: Dialog_TruckerSelectStartLoc(playerid, response, listitem); // The start-location dialog for truckers (shows the endlocations for the selected load and let the player choose his endlocation)
case DialogTruckerEndLoc: Dialog_TruckerSelectEndLoc(playerid, response, listitem); // The end-location dialog for truckers (processes the selected endlocation and starts the job)

case DialogBusJobMethod: Dialog_BusSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)
case DialogBusSelectRoute: Dialog_BusSelectRoute(playerid, response, listitem); // Choose the busroute and start the job

case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);

case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog
case DialogCar: Dialog_Car(playerid, response, listitem); // The car-dialog (which uses a split dialog structure)
case DialogPlane: Dialog_Plane(playerid, response, listitem); // The plane-dialog (which uses a split dialog structure)
case DialogTrailer: Dialog_Trailer(playerid, response, listitem); // The trailer-dialog (which uses a split dialog structure)
case DialogBoat: Dialog_Boat(playerid, response, listitem); // The boat-dialog
case DialogNeon: Dialog_Neon(playerid, response, listitem); // The neon-dialog

case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle
case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before

case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure
case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);
case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);

case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog
case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog

case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);

case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu
case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses
case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house
case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house
case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle
case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case DialogSellCar: Dialog_SellCar(playerid, response, listitem);
case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response);
case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem);
case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem);
case DialogUnclampVehicles: Dialog_UnclampVehicles(playerid, response);

case DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem);
case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem);
case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem);
case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your business
case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business

case DialogBankPasswordRegister: Dialog_BankPasswordRegister(playerid, response, inputtext);
case DialogBankPasswordLogin: Dialog_BankPasswordLogin(playerid, response, inputtext);
case DialogBankOptions: Dialog_BankOptions(playerid, response, listitem);
case DialogBankDeposit: Dialog_BankDeposit(playerid, response, inputtext);
case DialogBankWithdraw: Dialog_BankWithdraw(playerid, response, inputtext);
case DialogBankTransferMoney: Dialog_BankTransferMoney(playerid, response, inputtext);
case DialogBankTransferName: Dialog_BankTransferName(playerid, response, inputtext);
case DialogBankCancel: Dialog_BankCancel(playerid, response);

case DialogHelpItemChosen: Dialog_HelpItemChosen(playerid, response, listitem);
case DialogHelpItem: Dialog_HelpItem(playerid, response);

case DialogOldPassword: Dialog_OldPassword(playerid, response, inputtext);
case DialogNewPassword: Dialog_NewPassword(playerid, response, inputtext);
case DialogConfirmPassword: Dialog_ConfirmPassword(playerid, response);
}

return 1;
}

And Here is the CarListCreate:
Quote:

// This function creates a list of cars, starting from the FirstCar and automatically shows the dialog
CarList_Create(playerid)
{
// Setup local variables
new Counter, CarList[500], DialogTitle[128];

// Only add 10 cars to the list, starting from the FirstCar
for (new i = APlayerData[playerid][DialogCarFirstCar]; i < sizeof(ACars); i++)
{
// Increase a counter (which holds the number of cars that have been added to the list
Counter++;

// Check if the maximum hasn't been reached yet
if (Counter <= 10)
{
// Add the carname to the list
if (strlen(CarList) == 0) // If this is the start of the list (no cars have been added yet)
format(CarList, 500, "%s", ACars[i][CarName]); // Add the name of the car at the start of the carlist
else
format(CarList, 500, "%s%s%s", CarList, "\n", ACars[i][CarName]); // Add the name of the next car to the list on the next line
}
else // 10 cars have been added to the list (now Counter = 11)
{
// Add an empty line and "Next..." to the list to let the player know there are more cars to choose from
format(CarList, 500, "%s%s%s", CarList, "\n \n", TXT_DialogEntryNext);
// Also stop the For-loop
break;
}
}

// Construct the title for the dialog (to include a page number)
format(DialogTitle, 128, TXT_DialogCarTitle, (APlayerData[playerid][DialogCarFirstCar] / 10) + 1);
// Ask which car the player wants to have by showing the dialog
ShowPlayerDialog(playerid, DialogCar, DIALOG_STYLE_LIST, DialogTitle, CarList, TXT_DialogButtonSpawn, TXT_DialogButtonCancel);

return 1;
}

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