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От Bolotovka
Привет, пытаюсь создать маппинг но он не отображается в игре, не интерьеры, ничего. Помогите пожалуйста
Pawn: stock LoadObject() { new tmpobjid; #include <objects/mapping> #include <objects/dorogga> #include <objects/interior> #include <objects/mentovka> #include <objects/intaavtosh> // интерьер //#include <objects/autoschool_int> #include <objects/lesopilka> // лесопилка #include <objects/church> // инт церковь #include <objects/dps> // инт ДПС #include <objects/opg_ug> #include <objects/opg_arz_int> #include <objects/shata> #include <objects/int_shahta> #include <objects/rinok> #include <objects/low_kvartira> #include <objects/voenkomat_int> #include <objects/select_skin_map> #include <objects/flamemapp> #include <objects/flamemap2> #include <objects/garage_int> #include <objects/OBJ_avtobus> #include <objects/ammo> #include <objects/kreml> #include <objects/zavod> #include <objects/Parkur> #include <objects/opginta> #include <objects/mappflame> #include <objects/klubinta> #include <objects/rieltor> #include <objects/bolka> }
Вот что у меня в моде
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От sergeenko
Если писать просто команду /a, то выдаёт /a [текст]
А если написать какой-то текст то ничего не просиходит
Код:
stock SendAdminMessage(color, text[]) { foreach(new i: Player) { if(PI[i][data_CADMIN] != 1||PI[i][data_ADMLVL] >= 1) { SendClientMessage(i, color, text); } } return 1; } Команда: CMD:a(playerid, params[]) { if(PI[playerid][data_ADMLVL] > 1) { new text[90]; if(sscanf(params, "s[90]", text)) return SendClientMessage(playerid, CG, "Используйте /a [текст]"); if(antiflood[playerid] > 0) return SendClientMessage(playerid, COLOR_BLACK,"Пожалуйста, подождите пару секунд..."); antiflood[playerid]++; if(PI[playerid][data_LOGGED] == false) return SendClientMessage(playerid, CG, "Вы не авторизированы. Пожалуйста авторизируйтесь."); new string[19 + (20 + (-2) + 1 + (-2)) + (MAX_PLAYER_NAME + (-2) + 3 + (-2)) + 90]; format(string, sizeof(string), "[%s #%i] %s[%i]: %s", GSName[PI[playerid][data_ADMLVL]], PI[playerid][ADMINSNUMBER], PI[playerid][data_NAME], playerid, text); return SendAdminMessage(COLOR_BLUE, string); } return 1; }
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От sergeenko
Как можно сделать худ, спидометр и т.д как на намальске, малиновке, и т.д. На этих проектах подключение происходит не по внешнему подключению, а по локальному (по сборке в игре). Возьмём к примеру Намальск - в сборке игры есть папка namalsk где есть hudimg.txd, в нём есть иконки, худ, спидометр, карта и т.д.
Как это сделать? Тутора не нашёл
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От sergeenko
Драсте, мне нужен тутор на плагин vehiclesIdFix (снятие лимитов машин), база сан андреас, а сборка крмп.
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От Денис0403
При вводе команды /fly спавнит в непонятном месте.
Скрин: https://imgur.com/a/jOkD7sl
cmd:fly(playerid) return SetPlayerFlyStatus(playerid, 2); #if defined _included_fly #endinput #endif #define _included_fly static Float:fly_x[MAX_PLAYERS], Float:fly_y[MAX_PLAYERS], Float:fly_z[MAX_PLAYERS], Float:fly_a[MAX_PLAYERS], fly_world[MAX_PLAYERS], fly_int[MAX_PLAYERS], bool:fly_spawn[MAX_PLAYERS], fly_state[MAX_PLAYERS], fly_object[MAX_PLAYERS], fly_last_move[MAX_PLAYERS], fly_mode[MAX_PLAYERS], fly_last_ud[MAX_PLAYERS], fly_last_lr[MAX_PLAYERS], Float:fly_accelmul[MAX_PLAYERS]; enum { CAMERA_MODE_NONE = 0, CAMERA_MODE_FLY = 1, CAMERA_MODE_REVERSE = 2 }; enum { MOVE_FORWARD = 1, MOVE_BACK, MOVE_LEFT, MOVE_RIGHT, MOVE_FORWARD_LEFT, MOVE_FORWARD_RIGHT, MOVE_BACK_LEFT, MOVE_BACK_RIGHT }; const Float:MOVE_SPEED = 100.0, Float:ACCEL_RATE = 0.03; public OnPlayerConnect(playerid) { fly_x[playerid] = 0.0; fly_y[playerid] = 0.0; fly_z[playerid] = 0.0; fly_a[playerid] = 0.0; fly_world[playerid] = 0; fly_int[playerid] = 0; fly_state[playerid] = CAMERA_MODE_NONE; fly_object[playerid] = -1, bool:fly_spawn[playerid] = false; fly_last_move[playerid] = 0; fly_mode[playerid] = 0; fly_last_ud[playerid] = 0; fly_last_lr[playerid] = 0; fly_accelmul[playerid] = 0.0; #if defined _included_fly_OnPlayerConnect return _included_fly_OnPlayerConnect(playerid); #else return 1; #endif } #if defined _ALS_OnPlayerConnect #undef OnPlayerConnect #else #define _ALS_OnPlayerConnect #endif #define OnPlayerConnect _included_fly_OnPlayerConnect #if defined _included_fly_OnPlayerConnect forward _included_fly_OnPlayerConnect(playerid); #endif stock SetPlayerFlyStatus(playerid, status = 2) { if(status == CAMERA_MODE_FLY && fly_state[playerid] == CAMERA_MODE_FLY) return true; else if(status == CAMERA_MODE_NONE && fly_state[playerid] == CAMERA_MODE_NONE) return true; switch(status) { case CAMERA_MODE_NONE: { CancelEdit(playerid); GetPlayerCameraPos(playerid, fly_x[playerid], fly_y[playerid], fly_z[playerid]); TogglePlayerSpectating(playerid, false); fly_state[playerid] = CAMERA_MODE_NONE; fly_spawn[playerid] = true; } case CAMERA_MODE_FLY: { GetPlayerPos(playerid, fly_x[playerid], fly_y[playerid], fly_z[playerid]); fly_world[playerid] = GetPlayerVirtualWorld(playerid); fly_int[playerid] = GetPlayerInterior(playerid); GetPlayerFacingAngle(playerid, fly_a[playerid]); fly_object[playerid] = CreatePlayerObject(playerid, 19300, fly_x[playerid], fly_y[playerid], fly_z[playerid], 0.0, 0.0, 0.0); TogglePlayerSpectating(playerid, true); AttachCameraToPlayerObject(playerid, fly_object[playerid]); fly_state[playerid] = CAMERA_MODE_FLY; } case CAMERA_MODE_REVERSE: { if(fly_state[playerid] == CAMERA_MODE_NONE) return SetPlayerFlyStatus(playerid, CAMERA_MODE_FLY); else return SetPlayerFlyStatus(playerid, CAMERA_MODE_NONE); } default: return SendClientMessage(playerid, -1, "Your argument is not valid.") & 0; } return 1; } stock IsPlayerFlying(playerid) return fly_state[playerid]; public OnPlayerDeath(playerid, killerid, reason) { if(IsPlayerFlying(playerid)) SetPlayerFlyStatus(playerid, false); #if defined _included_fly_OnPlayerDeath return _included_fly_OnPlayerDeath(playerid, killerid, reason); #else return 1; #endif } #if defined _ALS_OnPlayerDeath #undef OnPlayerDeath #else #define _ALS_OnPlayerDeath #endif #define OnPlayerDeath _included_fly_OnPlayerDeath #if defined _included_fly_OnPlayerDeath forward _included_fly_OnPlayerDeath(playerid, killerid, reason); #endif public OnPlayerSpawn(playerid) { if(fly_spawn[playerid] == true) SetTimerEx("@OnPlayerSpawnEx", 100, false, "i", playerid); #if defined _included_fly_OnPlayerSpawn return _included_fly_OnPlayerSpawn(playerid); #else return 1; #endif } #if defined _ALS_OnPlayerSpawn #undef OnPlayerSpawn #else #define _ALS_OnPlayerSpawn #endif #define OnPlayerSpawn _included_fly_OnPlayerSpawn #if defined _included_fly_OnPlayerSpawn forward _included_fly_OnPlayerSpawn(playerid); #endif @OnPlayerSpawnEx(playerid); @OnPlayerSpawnEx(playerid) { SetPlayerPos(playerid, fly_x[playerid], fly_y[playerid], fly_z[playerid]); SetPlayerFacingAngle(playerid, fly_a[playerid]); SetPlayerVirtualWorld(playerid, fly_world[playerid]); SetPlayerInterior(playerid, fly_int[playerid]); fly_spawn[playerid] = false; return 1; } public OnPlayerUpdate(playerid) { if(fly_state[playerid] == CAMERA_MODE_FLY) { new keys, ud, lr; GetPlayerKeys(playerid, keys, ud, lr); if(fly_mode[playerid] && (GetTickCount() - fly_last_move[playerid] > 100)) MoveCamera(playerid); if(fly_last_ud[playerid] != ud || fly_last_lr[playerid] != lr) { if((fly_last_ud[playerid] != 0 || fly_last_lr[playerid] != 0) && ud == 0 && lr == 0) { StopPlayerObject(playerid, fly_object[playerid]); fly_mode[playerid] = 0; fly_accelmul[playerid] = 0.0; } else { fly_mode[playerid] = GetMoveDirectionFromKeys(ud, lr); MoveCamera(playerid); } } fly_last_ud[playerid] = ud; fly_last_lr[playerid] = lr; return 0; } #if defined _included_fly_OnPlayerUpdate return _included_fly_OnPlayerUpdate(playerid); #else return 1; #endif } #if defined _ALS_OnPlayerUpdate #undef OnPlayerUpdate #else #define _ALS_OnPlayerUpdate #endif #define OnPlayerUpdate _included_fly_OnPlayerUpdate #if defined _included_fly_OnPlayerUpdate forward _included_fly_OnPlayerUpdate(playerid); #endif stock MoveCamera(playerid) { new Float:cam_pos_x, Float:cam_pos_y, Float:cam_pos_z, Float:cam_front_x, Float:cam_front_y, Float:cam_front_z; GetPlayerCameraPos(playerid, cam_pos_x, cam_pos_y, cam_pos_z); GetPlayerCameraFrontVector(playerid, cam_front_x, cam_front_y, cam_front_z); if(fly_accelmul[playerid] <= 1) fly_accelmul[playerid] += ACCEL_RATE; new Float:speed = MOVE_SPEED * fly_accelmul[playerid], Float:x, Float:y, Float:z; GetNextCameraPosition(fly_mode[playerid], cam_pos_x, cam_pos_y, cam_pos_z, cam_front_x, cam_front_y, cam_front_z, x, y, z); MovePlayerObject(playerid, fly_object[playerid], x, y, z, speed); fly_last_move[playerid] = GetTickCount(); return 1; } stock GetNextCameraPosition ( move_mode, Float:cam_pos_x, Float:cam_pos_y, Float:cam_pos_z, Float:cam_front_x, Float:cam_front_y, Float:cam_front_z, &Float:x, &Float:y, &Float:z ) { new const Float:change = 6000.0, Float:pos_x = cam_front_x * change, Float:pos_y = cam_front_y * change, Float:pos_z = cam_front_z * change; switch(move_mode) { case MOVE_FORWARD: { x = cam_pos_x + pos_x; y = cam_pos_y + pos_y; z = cam_pos_z + pos_z; } case MOVE_BACK: { x = cam_pos_x - pos_x; y = cam_pos_y - pos_y; z = cam_pos_z - pos_z; } case MOVE_LEFT: { x = cam_pos_x - pos_y; y = cam_pos_y + pos_x; z = cam_pos_z; } case MOVE_RIGHT: { x = cam_pos_x + pos_y; y = cam_pos_y - pos_x; z = cam_pos_z; } case MOVE_BACK_LEFT: { x = cam_pos_x + (-pos_x - pos_y); y = cam_pos_y + (-pos_y + pos_x); z = cam_pos_z - pos_z; } case MOVE_BACK_RIGHT: { x = cam_pos_x + (-pos_x + pos_y); y = cam_pos_y + (-pos_y - pos_x); z = cam_pos_z - pos_z; } case MOVE_FORWARD_LEFT: { x = cam_pos_x + (pos_x - pos_y); y = cam_pos_y + (pos_y + pos_x); z = cam_pos_z + pos_z; } case MOVE_FORWARD_RIGHT: { x = cam_pos_x + (pos_x + pos_y); y = cam_pos_y + (pos_y - pos_x); z = cam_pos_z + pos_z; } } } stock GetMoveDirectionFromKeys(ud, lr) { new direction = 0; if(lr < 0) { if(ud < 0) direction = MOVE_FORWARD_LEFT; else if(ud > 0) direction = MOVE_BACK_LEFT; else direction = MOVE_LEFT; } else if(lr > 0) { if(ud < 0) direction = MOVE_FORWARD_RIGHT; else if(ud > 0) direction = MOVE_BACK_RIGHT; else direction = MOVE_RIGHT; } else if(ud < 0) direction = MOVE_FORWARD; else if(ud > 0) direction = MOVE_BACK; return direction; }
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