need help with OnPlayerUpdate
#1

Well I'm working on my Trucker Job but I need to make it so when a player attaches a trailer, it sends him a message as a test. I made that part successfully. But then I had to make it so when a player unattaches his trailer he gets another test message. That part was successfully made too. But how do I make it so when a player attaches a trailer again, the function gets reset and starts again? Becouse now whenever I deattach my trailer and attach it again, it won't send me the test message.
This is my code.

Код:
public OnPlayerUpdate(playerid)
{
	new vehicleid = GetPlayerVehicleID(playerid);
	if(IsTrailerAttachedToVehicle(vehicleid) && AttachedTrailer1[playerid])
	{
		SendClientMessage(playerid, COLOR_MAXZONE, "Test");
		AttachedTrailer1[playerid] = 0;
		TrailerIsAttached[playerid] = 0;
	}
	else if (AttachedTrailer1[playerid]) AttachedTrailer1[playerid] = -1;
	
	if(TrailerIsNotAttached[playerid] && !IsTrailerAttachedToVehicle(vehicleid) && IsPlayerInAnyVehicle(playerid) && TrailerIsAttached[playerid] == 0)
	{
		SendClientMessage(playerid, COLOR_MAXZONE, "Nu mai esti test.");
		TrailerIsNotAttached[playerid] = 0;
		TrailerIsAttached[playerid] = -1;
	}
	else if(TrailerIsNotAttached[playerid]) TrailerIsNotAttached[playerid] = -1;
	return 1;
}
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#2

Something such as this should suffice, perhaps?

pawn Код:
#include <a_samp>
#include <foreach>

#define TRAILER_STATE_DETACHED 0
#define TRAILER_STATE_ATTACHED 1
new VehicleUpdateTimer;
new Attached[MAX_VEHICLES];
public OnFilterScriptInit()
{
      VehicleUpdateTimer = SetTimer("OnVehicleUpdate", 1000, true);
      return 1;
}

public OnFilterScriptExit() return KillTimer(VehicleUpdateTimer);

forward OnTrailerStateChange(trailerid, newstate, oldstate, ext=0, playerid=INVALID_PLAYER_ID);
forward VehicleUpdateTimer();
public VehicleUpdateTimer() {
        foreach(new i: Vehicle) {
             if(IsTrailerAttachedToVehicle(i) && !Attached_[i])) {
                Attached[i] = GetVehicleTrailer(i);
                CallLocalFunction("OnTrailerStateChange", "dd", i, GetVehicleTrailer(i), TRAILER_STATE_ATTACHED, TRAILER_STATE_DETACHED, i, GetVehicleDriver(i));
            }
            else if(!IsTrailerAttachedToVehicle(i) && Attached_[i])) {
                CallLocalFunction("OnTrailerStateChange", "dd", i, Attached[i], TRAILER_STATE_DETACHED, TRAILER_STATE_ATTACHED, i, GetVehicleDriver(i)));
                Attached[i] = 0;
            }
       }
       return 1;
}

static GetVehicleDriver(vehicleid) {
    foreach(new i: Player)
    {
        if(IsPlayerInAnyVehicle(i) && GetPlayerVehicleID(i) == vehicleid && GetPlayerState(playerid) == PLAYER_STATE_DRIVER) {
            return i;
        }
    }
   
    return INVALID_PLAYER_ID;
}
Then you can do:

pawn Код:
public OnTrailerStateChange(vehicleid, newstate, oldstate, ext, playerid)
{
       
       if(newstate == TRAILER_STATE_ATTACHED) {
            SendClientMessage(playerid, COLOR_WHITE, "Test");
       }
       else
            SendClientMessage(playerid, COLOR_WHITE, "Nu mai esti test.");
       }
 
       return 1;
}
You can also just use the callback to set the variable. If this works as it should, it'll be called when a trailer gets attached and detached from a vehicle(similar to other state change callbacks).

ext - The vehicle ID the trailer is interacting with
playerid - The (if applicable) player operating the vehicle interacting with the trailer(aka the ext parameter).

Though I haven't tested this; it should work.
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#3

considering the new update there is a much better way of doing this then checking it every update.
or even by a timer ! you should consider that.

pawn Код:
public OnPlayerUpdate(playerid)
{
    new vehicleid = GetPlayerVehicleID(playerid);
    TrailerIsAttached[playerid] = IsTrailerAttachedToVehicle(vehicleid)
    if(IsTrailerAttachedToVehicle(vehicleid)==1)//trailer attached
    {
        SendClientMessage(playerid, COLOR_MAXZONE, "Test");
    }else if(IsPlayerInAnyVehicle(playerid) && TrailerIsAttached[playerid] == 1) return SendClientMessage(playerid, COLOR_MAXZONE, "Nu mai esti test.");
    return 1;
}
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