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| | Автор | Сообщение |
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Гость Гость
| Тема: Codes //By King Пн 3 Ноя - 18:33 | |
| Добрый день/утро/вечер/ночь, Тут я собрал несколько кодов, на criminal-staff. Надеюсь хоть часть попадёт на сервер. - Фракция ДПС:
По просьбе Mixa_Slon написал код В самое начало ставим: - Код:
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#define TEAM_DPS 26 далее идут скины ДПС пишем их в: - Код:
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new JoinPed[118][1] = { внизу идут скины и после этого там где [118] ставим столько,сколько скинов стало больше, например вы добавили 9 скинjd и пишешь [127].
В конце строк пишешь:
{267},//DPS-1 {282},//DPS-2 {282},//DPS-3 {255},//DPS-4 {255},//DPS-5 {255},//DPS-6 {255},//DPS-7 {61},//DPS-8 {61},//DPS-9 - Код:
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public SetPlayerSpawn(playerid) // пишем информацию респауна банды - Код:
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if(PlayerInfo[playerid][pMember] == 1 || PlayerInfo[playerid][pLeader] == 26)//DPS { SetPlayerToTeamColor(playerid); SetPlayerInterior(playerid, 0); SetPlayerPos(playerid,1530.5560,-1670.8887,6.2188); PlayerInfo[playerid][pInt] = 0; OnWeapon[playerid] = 0; SetPlayerColor(playerid,0x440592AA); return 1; } дальше в public ShowStats(playerid,targetid) - Код:
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else if(PlayerInfo[targetid][pMember] == 26 || PlayerInfo[targetid][pLeader] == 26) { ttext = "ДПС"; } Дальше ищешь команду /invite и добавляешь там - Код:
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else if(PlayerInfo[playerid][pLeader] == 26) { PlayerInfo[para1][pTeam] = 26; gTeam[para1] = 26; ftext = "ДПС"; new File = iniOpen("fraction/fraction26.ini"); iniGetInt(File,"q1",skinn); iniClose(File); SetPlayerSkin(para1, skinn); } И в команде /makeleader - Код:
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else if(level == 26) { PlayerInfo[para1][pChar] = 61; }//DPS - Код:
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gTeam[para1] = 12; PlayerInfo[para1][pTeam] = 12; // числа 12 заменяем на столько сколько у вас получается фракций, раз было 11, а мы создаем еще одну, то пишем 12. И конечно диапазон id: PHP код: if(level > 11 || level < 0) Изменить число 11 на столько, сколько у вас фракций.
Дальше в - Код:
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public OnPlayerText(playerid, text[]) //ищем кейсы со скинами при выборе Тут как раз и пригодятся те скины что добавляли мы в joinPed - Код:
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case 24: //DPS { if(SelectCharPlace[playerid] == 1) { SetPlayerSkin(playerid, JoinPed[0][0]); SelectCharPlace[playerid] = 2; ChosenSkin[playerid] = JoinPed[0][0]; } else if(SelectCharPlace[playerid] == 2) { SetPlayerSkin(playerid, JoinPed[1][0]); SelectCharPlace[playerid] = 3; ChosenSkin[playerid] = JoinPed[1][0]; } else if(SelectCharPlace[playerid] == 3) { SetPlayerSkin(playerid, JoinPed[2][0]); SelectCharPlace[playerid] = 4; ChosenSkin[playerid] = JoinPed[2][0]; } else if(SelectCharPlace[playerid] == 4) { SetPlayerSkin(playerid, JoinPed[3][0]); SelectCharPlace[playerid] = 5; ChosenSkin[playerid] = JoinPed[3][0]; } else if(SelectCharPlace[playerid] == 5) { SetPlayerSkin(playerid, JoinPed[4][0]); SelectCharPlace[playerid] = 6; ChosenSkin[playerid] = JoinPed[4][0]; } else if(SelectCharPlace[playerid] == 6) { SetPlayerSkin(playerid, JoinPed[5][0]); SelectCharPlace[playerid] = 7; ChosenSkin[playerid] = JoinPed[5][0]; } else if(SelectCharPlace[playerid] == 7) { SetPlayerSkin(playerid, JoinPed[6][0]); SelectCharPlace[playerid] = 8; ChosenSkin[playerid] = JoinPed[6][0]; } else if(SelectCharPlace[playerid] == 8) { SetPlayerSkin(playerid, JoinPed[7][0]); SelectCharPlace[playerid] = 9; ChosenSkin[playerid] = JoinPed[7][0]; } else if(SelectCharPlace[playerid] == 9) { SetPlayerSkin(playerid, JoinPed[8][0]); SelectCharPlace[playerid] = 10; ChosenSkin[playerid] = JoinPed[8][0]; } } } И конечно же чтобы работал командный чат /f делаем так: находим - Код:
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if(strcmp(cmd, "/family", true) == 0 || strcmp(cmd, "/f", true) == 0) и добавляем - Код:
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else if(member==26||leader==26) { if(PlayerInfo[playerid][pRank] == 9) { format(string, sizeof(string), "** Командир Батальона %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 8) { format(string, sizeof(string), "** Полковник %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 7) { format(string, sizeof(string), "** Подполковник %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 6) { format(string, sizeof(string), "** Майор %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 5) { format(string, sizeof(string), "** Капитан %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 4) { format(string, sizeof(string), "** Ст.Лейтенант %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 3) { format(string, sizeof(string), "** Лейтенант %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 2) { format(string, sizeof(string), "** Мл.Лейтенант %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 1) { format(string, sizeof(string), "** Стажёр %s: %s. )) **", sendername, result); } else { format(string, sizeof(string), "** Стажёр %s: %s. )) **", sendername, result); } SendFamilyMessage(23, TEAM_AZTECAS_COLOR, string); printf("%s", string); return 1; }
- Дом (пожалуйста):
CreateObject(1231,1028.9000000,-791.4000200,104.7000000,0.0000000,0.0000000,0.0000000); //object(streetlamp2) (1) CreateObject(1232,1030.3000000,-795.0999800,104.3000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (1) CreateObject(1231,1019.1000000,-794.7999900,103.9000000,0.0000000,0.0000000,0.0000000); //object(streetlamp2) (2) CreateObject(1232,1022.2000000,-802.0999800,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (2) CreateObject(1232,1024.0000000,-806.0000000,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (3) CreateObject(1232,1031.7000000,-798.7999900,104.0000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (4) CreateObject(1232,1034.8000000,-806.7999900,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (5) CreateObject(1232,1025.7000000,-810.2000100,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (6) CreateObject(2600,1027.5000000,-829.0000000,101.6000000,0.0000000,0.0000000,354.0000000); //object(cj_view_tele) (2) CreateObject(3031,1030.9000000,-824.2999900,107.2000000,0.0000000,0.0000000,0.0000000); //object(wong_dish) (1) CreateObject(997,1025.0000000,-819.2000100,101.0000000,0.0000000,0.0000000,270.5000000); //object(lhouse_barrier3) (1) CreateObject(997,1020.7000000,-798.7999900,100.8000000,0.0000000,0.0000000,296.0000000); //object(lhouse_barrier3) (3) CreateObject(997,1022.4000000,-802.5000000,100.9000000,0.0000000,0.0000000,295.9990000); //object(lhouse_barrier3) (4) CreateObject(997,1019.1000000,-795.2999900,100.8000000,0.0000000,0.0000000,295.9990000); //object(lhouse_barrier3) (5) CreateObject(997,1029.0000000,-791.5999800,101.9000000,0.0000000,2.0000000,291.9990000); //object(lhouse_barrier3) (6) CreateObject(997,1033.4000000,-803.0999800,101.0000000,0.0000000,2.0000000,291.9950000); //object(lhouse_barrier3) (7) CreateObject(1232,1020.5000000,-798.5999800,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (7) CreateObject(997,1030.5000000,-795.2998000,101.6000000,0.0000000,2.0000000,291.9950000); //object(lhouse_barrier3) (8) CreateObject(1232,1033.1000000,-802.4000200,103.7000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (8) CreateObject(997,1031.7998000,-799.0996100,101.3000000,0.0000000,2.0000000,291.9950000); //object(lhouse_barrier3) (9) CreateObject(997,1034.9000000,-807.4000200,100.9000000,0.0000000,360.0000000,289.9950000); //object(lhouse_barrier3) (10) CreateObject(997,1032.5000000,-790.4000200,102.3000000,0.0000000,2.0000000,193.9950000); //object(lhouse_barrier3) (11) CreateObject(996,1031.1000000,-825.5999800,97.4000000,0.0000000,0.0000000,292.0000000); //object(lhouse_barrier1) (1) CreateObject(1231,1043.0000000,-830.4000200,99.4000000,0.0000000,0.0000000,22.0000000); //object(streetlamp2) (3) CreateObject(996,1035.6000000,-832.9000200,97.4000000,0.0000000,0.0000000,19.9950000); //object(lhouse_barrier1) (2) CreateObject(1231,1034.2998000,-833.0996100,99.4000000,0.0000000,0.0000000,345.9980000); //object(streetlamp2) (4) CreateObject(1231,1054.8000000,-826.2000100,99.4000000,0.0000000,0.0000000,21.9950000); //object(streetlamp2) (5) CreateObject(1231,1051.2998000,-827.5996100,99.4000000,0.0000000,0.0000000,21.9950000); //object(streetlamp2) (6) CreateObject(997,1030.9000000,-827.9000200,100.9000000,0.0000000,0.0000000,17.9960000); //object(lhouse_barrier3) (13) CreateObject(996,1044.0000000,-830.0996100,97.4000000,0.0000000,0.0000000,19.9900000); //object(lhouse_barrier1) (4) CreateObject(996,1042.5000000,-823.7998000,101.6000000,0.0000000,0.0000000,19.9900000); //object(lhouse_barrier1) (5) CreateObject(996,1034.7002000,-826.5996100,101.6000000,0.0000000,0.0000000,19.9900000); //object(lhouse_barrier1) (6) CreateObject(997,1051.5000000,-827.2998000,96.6000000,0.0000000,0.0000000,17.9960000); //object(lhouse_barrier3) (14) CreateObject(997,1027.8000000,-829.0000000,100.9000000,0.0000000,0.0000000,17.9960000); //object(lhouse_barrier3) (15) CreateObject(996,1025.1000000,-822.5999800,101.6000000,0.0000000,0.0000000,289.9900000); //object(lhouse_barrier1) (7) CreateObject(16092,1024.5000000,-793.7999900,101.3000000,0.0000000,0.0000000,288.7500000); //object(des_pipestrut05) (1) CreateObject(1215,1030.9000000,-791.7000100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (3) CreateObject(1215,1029.4000000,-792.2000100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (4) CreateObject(1215,1020.9000000,-795.0000000,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (5) CreateObject(1215,1028.0000000,-792.5996100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (6) CreateObject(1215,1026.5996000,-793.0996100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (7) CreateObject(1215,1025.2002000,-793.5996100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (8) CreateObject(1215,1023.7002000,-794.0996100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (9) CreateObject(1215,1022.2998000,-794.5000000,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (10) CreateObject(1215,1019.5000000,-795.5000000,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (11) CreateObject(1215,1018.1000000,-796.0000000,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (12) CreateObject(1215,1034.9000000,-832.2000100,97.2000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (13) CreateObject(1215,1032.4004000,-825.5996100,97.2000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (14) CreateObject(1215,1041.8000000,-829.7999900,97.2000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (15) CreateObject(1215,1039.2998000,-823.0996100,97.2000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (16) CreateObject(14780,1037.0000000,-828.0000000,97.5000000,0.0000000,0.0000000,110.0000000); //object(in_bxing04) (1) CreateObject(2714,1034.9000000,-813.5000000,104.1000000,0.0000000,0.0000000,202.0000000); //object(cj_open_sign_2) (1) CreateObject(3406,1027.1000000,-817.4000200,98.9000000,0.0000000,0.0000000,289.5000000); //object(cxref_woodjetty) (1) CreateObject(3406,1025.2000000,-818.0999800,98.9000000,0.0000000,0.0000000,289.4950000); //object(cxref_woodjetty) (2) CreateObject(3406,1024.5000000,-816.0000000,98.9000000,0.0000000,0.0000000,289.4950000); //object(cxref_woodjetty) (3) CreateObject(3406,1026.4000000,-815.2999900,98.9000000,0.0000000,0.0000000,289.4950000); //object(cxref_woodjetty) (4) CreateObject(997,1022.4000000,-811.9000200,100.9000000,0.0000000,0.0000000,21.7450000); //object(lhouse_barrier3) (17) CreateObject(1232,1022.3000000,-812.0000000,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (9) CreateObject(996,1022.7000000,-812.9000200,101.6000000,0.0000000,0.0000000,289.9900000); //object(lhouse_barrier1) (8) CreateObject(997,1024.2002000,-806.5000000,100.9000000,0.0000000,0.0000000,291.9950000); //object(lhouse_barrier3) (18) CreateObject(996,1049.1000000,-813.5000000,101.6000000,0.0000000,0.0000000,289.9900000); //object(lhouse_barrier1) (9) CreateObject(997,1048.6000000,-821.5000000,100.9000000,0.0000000,0.0000000,19.9960000); //object(lhouse_barrier3) (19) CreateObject(1736,1036.4000000,-823.0000000,103.8000000,0.0000000,0.0000000,22.0000000); //object(cj_stags_head) (1) CreateObject(3406,1048.9000000,-816.2000100,99.0000000,0.0000000,358.0000000,110.0000000); //object(cxref_woodjetty) (6) CreateObject(16151,1044.1000000,-820.9000200,96.6000000,0.0000000,0.0000000,110.0000000); //object(ufo_bar) (2)
- Музыка на сервере:
перейдём в OnPlayerCommandText и там вставляем команду - Код:
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if(strcmp(cmd,"/music", true) == 0) { if(PlayerInfo[playerid][pAdmin] >= 6) { ShowPlayerDialog(playerid,345,DIALOG_STYLE_INPUT,"Музыку всем","Введите ссылку на песенку","Вкл","отмена"); return true; } return 1; } C командой покончено теперь идём в OnDialogResponse и вставляем данный кейс - Код:
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case 345: { if(response) { new giveplayerid; if(!strval(inputtext)) return ShowPlayerDialog(playerid,345,DIALOG_STYLE_INPUT,"Музыку всем","Введите ссылку на песенку","Вкл","отмена"); SendClientMessageToAll(0xFF0000FF,"Администратор включил музыку всем"); PlayAudioStreamForPlayer(giveplayerid,inputtext); } return 1; }
|
| | | Гость Гость
| Тема: Re: Codes //By King Пн 3 Ноя - 20:00 | |
| - Oleg_King пишет:
Добрый день/утро/вечер/ночь, Тут я собрал несколько кодов, на criminal-staff. Надеюсь хоть часть попадёт на сервер. - Фракция ДПС:
По просьбе Mixa_Slon написал код В самое начало ставим: - Код:
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#define TEAM_DPS 26 далее идут скины ДПС пишем их в: - Код:
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new JoinPed[118][1] = { внизу идут скины и после этого там где [118] ставим столько,сколько скинов стало больше, например вы добавили 9 скинjd и пишешь [127].
В конце строк пишешь:
{267},//DPS-1 {282},//DPS-2 {282},//DPS-3 {255},//DPS-4 {255},//DPS-5 {255},//DPS-6 {255},//DPS-7 {61},//DPS-8 {61},//DPS-9 - Код:
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public SetPlayerSpawn(playerid) // пишем информацию респауна банды - Код:
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if(PlayerInfo[playerid][pMember] == 1 || PlayerInfo[playerid][pLeader] == 26)//DPS { SetPlayerToTeamColor(playerid); SetPlayerInterior(playerid, 0); SetPlayerPos(playerid,1530.5560,-1670.8887,6.2188); PlayerInfo[playerid][pInt] = 0; OnWeapon[playerid] = 0; SetPlayerColor(playerid,0x440592AA); return 1; } дальше в public ShowStats(playerid,targetid) - Код:
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else if(PlayerInfo[targetid][pMember] == 26 || PlayerInfo[targetid][pLeader] == 26) { ttext = "ДПС"; } Дальше ищешь команду /invite и добавляешь там - Код:
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else if(PlayerInfo[playerid][pLeader] == 26) { PlayerInfo[para1][pTeam] = 26; gTeam[para1] = 26; ftext = "ДПС"; new File = iniOpen("fraction/fraction26.ini"); iniGetInt(File,"q1",skinn); iniClose(File); SetPlayerSkin(para1, skinn); } И в команде /makeleader - Код:
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else if(level == 26) { PlayerInfo[para1][pChar] = 61; }//DPS - Код:
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gTeam[para1] = 12; PlayerInfo[para1][pTeam] = 12; // числа 12 заменяем на столько сколько у вас получается фракций, раз было 11, а мы создаем еще одну, то пишем 12. И конечно диапазон id: PHP код: if(level > 11 || level < 0) Изменить число 11 на столько, сколько у вас фракций.
Дальше в - Код:
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public OnPlayerText(playerid, text[]) //ищем кейсы со скинами при выборе Тут как раз и пригодятся те скины что добавляли мы в joinPed - Код:
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case 24: //DPS { if(SelectCharPlace[playerid] == 1) { SetPlayerSkin(playerid, JoinPed[0][0]); SelectCharPlace[playerid] = 2; ChosenSkin[playerid] = JoinPed[0][0]; } else if(SelectCharPlace[playerid] == 2) { SetPlayerSkin(playerid, JoinPed[1][0]); SelectCharPlace[playerid] = 3; ChosenSkin[playerid] = JoinPed[1][0]; } else if(SelectCharPlace[playerid] == 3) { SetPlayerSkin(playerid, JoinPed[2][0]); SelectCharPlace[playerid] = 4; ChosenSkin[playerid] = JoinPed[2][0]; } else if(SelectCharPlace[playerid] == 4) { SetPlayerSkin(playerid, JoinPed[3][0]); SelectCharPlace[playerid] = 5; ChosenSkin[playerid] = JoinPed[3][0]; } else if(SelectCharPlace[playerid] == 5) { SetPlayerSkin(playerid, JoinPed[4][0]); SelectCharPlace[playerid] = 6; ChosenSkin[playerid] = JoinPed[4][0]; } else if(SelectCharPlace[playerid] == 6) { SetPlayerSkin(playerid, JoinPed[5][0]); SelectCharPlace[playerid] = 7; ChosenSkin[playerid] = JoinPed[5][0]; } else if(SelectCharPlace[playerid] == 7) { SetPlayerSkin(playerid, JoinPed[6][0]); SelectCharPlace[playerid] = 8; ChosenSkin[playerid] = JoinPed[6][0]; } else if(SelectCharPlace[playerid] == 8) { SetPlayerSkin(playerid, JoinPed[7][0]); SelectCharPlace[playerid] = 9; ChosenSkin[playerid] = JoinPed[7][0]; } else if(SelectCharPlace[playerid] == 9) { SetPlayerSkin(playerid, JoinPed[8][0]); SelectCharPlace[playerid] = 10; ChosenSkin[playerid] = JoinPed[8][0]; } } } И конечно же чтобы работал командный чат /f делаем так: находим - Код:
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if(strcmp(cmd, "/family", true) == 0 || strcmp(cmd, "/f", true) == 0) и добавляем - Код:
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else if(member==26||leader==26) { if(PlayerInfo[playerid][pRank] == 9) { format(string, sizeof(string), "** Командир Батальона %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 8) { format(string, sizeof(string), "** Полковник %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 7) { format(string, sizeof(string), "** Подполковник %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 6) { format(string, sizeof(string), "** Майор %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 5) { format(string, sizeof(string), "** Капитан %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 4) { format(string, sizeof(string), "** Ст.Лейтенант %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 3) { format(string, sizeof(string), "** Лейтенант %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 2) { format(string, sizeof(string), "** Мл.Лейтенант %s: %s. )) **", sendername, result); } else if(PlayerInfo[playerid][pRank] == 1) { format(string, sizeof(string), "** Стажёр %s: %s. )) **", sendername, result); } else { format(string, sizeof(string), "** Стажёр %s: %s. )) **", sendername, result); } SendFamilyMessage(23, TEAM_AZTECAS_COLOR, string); printf("%s", string); return 1; }
- Дом (пожалуйста):
CreateObject(1231,1028.9000000,-791.4000200,104.7000000,0.0000000,0.0000000,0.0000000); //object(streetlamp2) (1) CreateObject(1232,1030.3000000,-795.0999800,104.3000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (1) CreateObject(1231,1019.1000000,-794.7999900,103.9000000,0.0000000,0.0000000,0.0000000); //object(streetlamp2) (2) CreateObject(1232,1022.2000000,-802.0999800,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (2) CreateObject(1232,1024.0000000,-806.0000000,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (3) CreateObject(1232,1031.7000000,-798.7999900,104.0000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (4) CreateObject(1232,1034.8000000,-806.7999900,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (5) CreateObject(1232,1025.7000000,-810.2000100,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (6) CreateObject(2600,1027.5000000,-829.0000000,101.6000000,0.0000000,0.0000000,354.0000000); //object(cj_view_tele) (2) CreateObject(3031,1030.9000000,-824.2999900,107.2000000,0.0000000,0.0000000,0.0000000); //object(wong_dish) (1) CreateObject(997,1025.0000000,-819.2000100,101.0000000,0.0000000,0.0000000,270.5000000); //object(lhouse_barrier3) (1) CreateObject(997,1020.7000000,-798.7999900,100.8000000,0.0000000,0.0000000,296.0000000); //object(lhouse_barrier3) (3) CreateObject(997,1022.4000000,-802.5000000,100.9000000,0.0000000,0.0000000,295.9990000); //object(lhouse_barrier3) (4) CreateObject(997,1019.1000000,-795.2999900,100.8000000,0.0000000,0.0000000,295.9990000); //object(lhouse_barrier3) (5) CreateObject(997,1029.0000000,-791.5999800,101.9000000,0.0000000,2.0000000,291.9990000); //object(lhouse_barrier3) (6) CreateObject(997,1033.4000000,-803.0999800,101.0000000,0.0000000,2.0000000,291.9950000); //object(lhouse_barrier3) (7) CreateObject(1232,1020.5000000,-798.5999800,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (7) CreateObject(997,1030.5000000,-795.2998000,101.6000000,0.0000000,2.0000000,291.9950000); //object(lhouse_barrier3) (8) CreateObject(1232,1033.1000000,-802.4000200,103.7000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (8) CreateObject(997,1031.7998000,-799.0996100,101.3000000,0.0000000,2.0000000,291.9950000); //object(lhouse_barrier3) (9) CreateObject(997,1034.9000000,-807.4000200,100.9000000,0.0000000,360.0000000,289.9950000); //object(lhouse_barrier3) (10) CreateObject(997,1032.5000000,-790.4000200,102.3000000,0.0000000,2.0000000,193.9950000); //object(lhouse_barrier3) (11) CreateObject(996,1031.1000000,-825.5999800,97.4000000,0.0000000,0.0000000,292.0000000); //object(lhouse_barrier1) (1) CreateObject(1231,1043.0000000,-830.4000200,99.4000000,0.0000000,0.0000000,22.0000000); //object(streetlamp2) (3) CreateObject(996,1035.6000000,-832.9000200,97.4000000,0.0000000,0.0000000,19.9950000); //object(lhouse_barrier1) (2) CreateObject(1231,1034.2998000,-833.0996100,99.4000000,0.0000000,0.0000000,345.9980000); //object(streetlamp2) (4) CreateObject(1231,1054.8000000,-826.2000100,99.4000000,0.0000000,0.0000000,21.9950000); //object(streetlamp2) (5) CreateObject(1231,1051.2998000,-827.5996100,99.4000000,0.0000000,0.0000000,21.9950000); //object(streetlamp2) (6) CreateObject(997,1030.9000000,-827.9000200,100.9000000,0.0000000,0.0000000,17.9960000); //object(lhouse_barrier3) (13) CreateObject(996,1044.0000000,-830.0996100,97.4000000,0.0000000,0.0000000,19.9900000); //object(lhouse_barrier1) (4) CreateObject(996,1042.5000000,-823.7998000,101.6000000,0.0000000,0.0000000,19.9900000); //object(lhouse_barrier1) (5) CreateObject(996,1034.7002000,-826.5996100,101.6000000,0.0000000,0.0000000,19.9900000); //object(lhouse_barrier1) (6) CreateObject(997,1051.5000000,-827.2998000,96.6000000,0.0000000,0.0000000,17.9960000); //object(lhouse_barrier3) (14) CreateObject(997,1027.8000000,-829.0000000,100.9000000,0.0000000,0.0000000,17.9960000); //object(lhouse_barrier3) (15) CreateObject(996,1025.1000000,-822.5999800,101.6000000,0.0000000,0.0000000,289.9900000); //object(lhouse_barrier1) (7) CreateObject(16092,1024.5000000,-793.7999900,101.3000000,0.0000000,0.0000000,288.7500000); //object(des_pipestrut05) (1) CreateObject(1215,1030.9000000,-791.7000100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (3) CreateObject(1215,1029.4000000,-792.2000100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (4) CreateObject(1215,1020.9000000,-795.0000000,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (5) CreateObject(1215,1028.0000000,-792.5996100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (6) CreateObject(1215,1026.5996000,-793.0996100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (7) CreateObject(1215,1025.2002000,-793.5996100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (8) CreateObject(1215,1023.7002000,-794.0996100,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (9) CreateObject(1215,1022.2998000,-794.5000000,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (10) CreateObject(1215,1019.5000000,-795.5000000,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (11) CreateObject(1215,1018.1000000,-796.0000000,110.1000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (12) CreateObject(1215,1034.9000000,-832.2000100,97.2000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (13) CreateObject(1215,1032.4004000,-825.5996100,97.2000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (14) CreateObject(1215,1041.8000000,-829.7999900,97.2000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (15) CreateObject(1215,1039.2998000,-823.0996100,97.2000000,0.0000000,0.0000000,0.0000000); //object(bollardlight) (16) CreateObject(14780,1037.0000000,-828.0000000,97.5000000,0.0000000,0.0000000,110.0000000); //object(in_bxing04) (1) CreateObject(2714,1034.9000000,-813.5000000,104.1000000,0.0000000,0.0000000,202.0000000); //object(cj_open_sign_2) (1) CreateObject(3406,1027.1000000,-817.4000200,98.9000000,0.0000000,0.0000000,289.5000000); //object(cxref_woodjetty) (1) CreateObject(3406,1025.2000000,-818.0999800,98.9000000,0.0000000,0.0000000,289.4950000); //object(cxref_woodjetty) (2) CreateObject(3406,1024.5000000,-816.0000000,98.9000000,0.0000000,0.0000000,289.4950000); //object(cxref_woodjetty) (3) CreateObject(3406,1026.4000000,-815.2999900,98.9000000,0.0000000,0.0000000,289.4950000); //object(cxref_woodjetty) (4) CreateObject(997,1022.4000000,-811.9000200,100.9000000,0.0000000,0.0000000,21.7450000); //object(lhouse_barrier3) (17) CreateObject(1232,1022.3000000,-812.0000000,103.5000000,0.0000000,0.0000000,0.0000000); //object(streetlamp1) (9) CreateObject(996,1022.7000000,-812.9000200,101.6000000,0.0000000,0.0000000,289.9900000); //object(lhouse_barrier1) (8) CreateObject(997,1024.2002000,-806.5000000,100.9000000,0.0000000,0.0000000,291.9950000); //object(lhouse_barrier3) (18) CreateObject(996,1049.1000000,-813.5000000,101.6000000,0.0000000,0.0000000,289.9900000); //object(lhouse_barrier1) (9) CreateObject(997,1048.6000000,-821.5000000,100.9000000,0.0000000,0.0000000,19.9960000); //object(lhouse_barrier3) (19) CreateObject(1736,1036.4000000,-823.0000000,103.8000000,0.0000000,0.0000000,22.0000000); //object(cj_stags_head) (1) CreateObject(3406,1048.9000000,-816.2000100,99.0000000,0.0000000,358.0000000,110.0000000); //object(cxref_woodjetty) (6) CreateObject(16151,1044.1000000,-820.9000200,96.6000000,0.0000000,0.0000000,110.0000000); //object(ufo_bar) (2)
- Музыка на сервере:
перейдём в OnPlayerCommandText и там вставляем команду - Код:
-
if(strcmp(cmd,"/music", true) == 0) { if(PlayerInfo[playerid][pAdmin] >= 6) { ShowPlayerDialog(playerid,345,DIALOG_STYLE_INPUT,"Музыку всем","Введите ссылку на песенку","Вкл","отмена"); return true; } return 1; } C командой покончено теперь идём в OnDialogResponse и вставляем данный кейс - Код:
-
case 345: { if(response) { new giveplayerid; if(!strval(inputtext)) return ShowPlayerDialog(playerid,345,DIALOG_STYLE_INPUT,"Музыку всем","Введите ссылку на песенку","Вкл","отмена"); SendClientMessageToAll(0xFF0000FF,"Администратор включил музыку всем"); PlayAudioStreamForPlayer(giveplayerid,inputtext); } return 1; }
ДПС - Бред Дом - только под мою ответственность Музыка - не нужна, у каждого свои вкусы и /music |
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