В теме 1 сообщение

Автор : KOSMOS

Спойлер

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baceca2c53379c62e144d53af1a6eb30.jpg

Спойлер

  CreateDynamicObject(4315, 2439.93, -1427.73, 85.98,   0.00, 0.00, -90.00);
  CreateDynamicObject(3401, 2443.07, -1452.77, 82.02,   0.00, 0.00, 0.00);
  CreateDynamicObject(4871, 2403.77, -1440.48, 77.52,   0.00, 0.00, 0.00);
  CreateDynamicObject(10149, 2428.84, -1431.23, 80.20,   0.00, 0.00, 0.00);
  CreateDynamicObject(4523, 2460.00, -1444.78, 79.36,   0.00, 0.00, -180.00);
  CreateDynamicObject(1782, 2387.70, -1445.72, 79.48,   0.00, 0.00, -97.00);
  CreateDynamicObject(3707, 2447.34, -1410.96, 67.14,   0.00, 0.00, 0.00);
  CreateDynamicObject(3714, 2422.39, -1451.51, 60.66,   0.00, 0.00, 0.00);
  CreateDynamicObject(1497, 2463.85, -1422.96, 68.25,   0.00, 0.00, 0.00);
  CreateDynamicObject(2118, 2464.63, -1422.98, 69.51,   0.00, 0.00, 90.00);
  CreateDynamicObject(3181, 2447.52, -1415.10, 66.33,   0.00, 0.00, 90.00);
  CreateDynamicObject(3181, 2442.96, -1421.16, 66.33,   0.00, 0.00, 0.00);
  CreateDynamicObject(3181, 2437.66, -1421.18, 66.33,   0.00, 0.00, 0.00);
  CreateDynamicObject(3181, 2437.96, -1410.55, 66.33,   0.00, 0.00, 0.00);
  CreateDynamicObject(3182, 2433.45, -1424.57, 65.55,   0.00, 0.00, 90.00);
  CreateDynamicObject(3185, 2437.64, -1426.94, 66.44,   0.00, 0.00, -90.00);
  CreateDynamicObject(3185, 2437.66, -1424.86, 66.44,   0.00, 0.00, -90.00);
  CreateDynamicObject(3185, 2437.66, -1422.78, 66.44,   0.00, 0.00, -90.00);
  CreateDynamicObject(3178, 2438.72, -1424.59, 65.83,   0.00, 0.00, -90.00);
  CreateDynamicObject(3184, 2441.72, -1427.40, 65.63,   0.00, 0.00, 180.00);
  CreateDynamicObject(1733, 2445.45, -1419.00, 65.69,   0.00, 0.00, 0.00);
  CreateDynamicObject(1732, 2434.34, -1419.35, 65.69,   0.00, 0.00, 0.00);
  CreateDynamicObject(1732, 2434.31, -1415.98, 65.69,   0.00, 0.00, 0.00);
  CreateDynamicObject(1722, 2434.73, -1412.29, 65.60,   0.00, 0.00, -120.00);
  CreateDynamicObject(1724, 2445.97, -1412.27, 65.60,   0.00, 0.00, 0.00);
  CreateDynamicObject(1724, 2443.50, -1412.26, 65.60,   0.00, 0.00, 0.00);
  CreateDynamicObject(3184, 2442.35, -1403.00, 65.63,   0.00, 0.00, 0.00);
  CreateDynamicObject(2118, 2435.68, -1405.47, 66.58,   0.00, 0.00, 0.00);
  CreateDynamicObject(744, 2425.05, -1441.31, 56.77,   0.00, 0.00, 0.00);
  CreateDynamicObject(744, 2420.71, -1440.87, 56.77,   -11.00, 0.00, 0.00);
  CreateDynamicObject(816, 2421.25, -1435.79, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(816, 2423.31, -1430.52, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(816, 2421.95, -1422.39, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(816, 2423.75, -1416.52, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(816, 2421.55, -1411.80, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(816, 2423.24, -1406.62, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(816, 2424.04, -1407.62, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(816, 2421.61, -1417.79, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(829, 2423.96, -1418.05, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(851, 2422.48, -1414.15, 58.11,   -11.00, 0.00, 0.00);
  CreateDynamicObject(854, 2421.48, -1420.26, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(854, 2423.78, -1426.82, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(854, 2423.11, -1427.12, 57.86,   -11.00, 0.00, 0.00);
  CreateDynamicObject(867, 2424.69, -1422.46, 58.48,   -7.00, -22.00, 0.00);
  CreateDynamicObject(868, 2424.79, -1411.30, 58.48,   0.00, 0.00, 0.00);
  CreateDynamicObject(880, 2421.02, -1439.72, 58.48,   0.00, 0.00, 0.00);
  CreateDynamicObject(880, 2421.17, -1440.61, 62.23,   0.00, 0.00, 0.00);
  CreateDynamicObject(880, 2418.32, -1442.85, 63.71,   0.00, 0.00, 0.00);
  CreateDynamicObject(880, 2427.67, -1426.12, 57.92,   0.00, 0.00, 185.00);
  CreateDynamicObject(880, 2421.62, -1436.06, 57.92,   0.00, 0.00, 185.00);
  CreateDynamicObject(880, 2420.61, -1407.69, 57.92,   0.00, 0.00, 125.00);
  CreateDynamicObject(880, 2427.11, -1420.23, 57.92,   0.00, 0.00, 125.00);
  CreateDynamicObject(880, 2416.80, -1418.33, 57.92,   0.00, 0.00, 4.00);
  CreateDynamicObject(880, 2417.29, -1436.00, 57.92,   0.00, 0.00, 4.00);
  CreateDynamicObject(1731, 2422.35, -1413.22, 64.48,   0.00, 0.00, 90.00);
  CreateDynamicObject(1731, 2422.35, -1418.46, 64.48,   0.00, 0.00, 90.00);
  CreateDynamicObject(1731, 2422.35, -1424.00, 64.48,   0.00, 0.00, 90.00);
  CreateDynamicObject(1731, 2422.35, -1430.78, 64.48,   0.00, 0.00, 90.00);
  CreateDynamicObject(1731, 2422.35, -1406.45, 64.48,   0.00, 0.00, 90.00);
  CreateDynamicObject(880, 2423.18, -1402.49, 57.92,   0.00, 0.00, -18.00);

 

 

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    • Chopick
      От Chopick
      Всем здравствуйте! Делаю систему домов/бизнесов по туториалу knox know с плагином GoodArea. Есть проблема, если заходишь в интерьер бизнеса, то когда выходишь спавнит почему-то на пикап дома.

      Вот енумы:
       
      #define MAX_HOUSES 1000 #define MAX_BIZS 1000 enum house {         hID,         STREAMER_TAG_PICKUP:hPICKUP,         STREAMER_TAG_AREA:hAREA,         hOWNER[MAX_PLAYER_NAME],         STREAMER_TAG_3D_TEXT_LABEL:hTEXT[256],         STREAMER_TAG_MAP_ICON:hICON,         hPRICE,         hCLASS,         hINTERIOR,         Float:hX,         Float:hY,         Float:hZ,         Float:hA,         hCONDITION // Закрыт/Открыт } new House[MAX_HOUSES][house]; new Houses; new HouseGroup; enum biz {         bID,         STREAMER_TAG_PICKUP:bPICKUP,         STREAMER_TAG_AREA:bAREA,         bOWNER[MAX_PLAYER_NAME],         STREAMER_TAG_3D_TEXT_LABEL:bTEXT[256],         STREAMER_TAG_MAP_ICON:bICON,         bNAME[25],         bPRICE,         bTYPE,         bINTERIOR,         Float:bX,         Float:bY,         Float:bZ,         Float:bA } new Biz[MAX_BIZS][biz]; new Bizs; new BizGroup; enum interior_info {         intID,         intNAME[41],         intINTERIOR,         Float:intX,         Float:intY,         Float:intZ,         Float:intA,         STREAMER_TAG_AREA:intAREA } new Interior[MAX_INTERIORS][interior_info]; new Interiors; new InteriorGroup; Вот что у меня в OnGameModeInit:
      HouseGroup = CreateGroupGoodAreas(GoodArea:HouseEnter); InteriorGroup = CreateGroupGoodAreas(GoodArea:InteriorExit); BizGroup = CreateGroupGoodAreas(GoodArea:BizArea);  
      Вот стоки:
      GAResponse:HouseEnter(playerid, response, key, index) {         switch(response)         {             case GA_RESPONSE_PRESS_KEY:             {                 if(key & KEY_WALK)                 {                 if(House[index][hCONDITION] > 0 && House[index][hOWNER] == player_info[playerid][NAME] || House[index][hCONDITION] == 0)                 {                                         GoToInterior(playerid, House[index][hINTERIOR]);                                         SetPlayerVirtualWorld(playerid, index);                                 }                                 else if(House[index][hCONDITION] > 0 && House[index][hOWNER] != player_info[playerid][NAME]) return SCM(playerid, COLOR_RED, "[Ошибка]{ffffff}Этот дом закрыт на ключ!");                         }                 }                 case GA_RESPONSE_ENTER:                 {                     if(House[index][hOWNER] == 0)                     {                         CreateNoOwnerHouseTD(playerid);                         for(new i = 0; i < sizeof NoOwnerTextDraw_PTD[]; i++)                         {                             PlayerTextDrawShow(playerid, NoOwnerTextDraw_PTD[playerid][i]);                                 }                                 new price[8];                                 format(price, sizeof(price), "%d$", House[index][hPRICE]);                                 PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][2], price);                                 new id[9];                                 format(id, sizeof(id), "%d", House[index][hID]);                                 PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][0], id);                                 switch(House[index][hCLASS])                                 {                                     case 1: PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][1], "A");                                     case 2: PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][1], "B");                                     case 3: PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][1], "C");                                 }                                 for(new i = 0; i < sizeof NoOwnerTextDraw_TD; i++)                         {                             TextDrawShowForPlayer(playerid, NoOwnerTextDraw_TD[i]);                                 }                         }                 }                 case GA_RESPONSE_LEAVE:                 {                 for(new i = 0; i < sizeof NoOwnerTextDraw_PTD[]; i++)                 {                     PlayerTextDrawHide(playerid, NoOwnerTextDraw_PTD[playerid][i]);                         }                         for(new i = 0; i < sizeof NoOwnerTextDraw_TD; i++)                 {                     TextDrawHideForPlayer(playerid, NoOwnerTextDraw_TD[i]);                         }                 }         }         return 1; } GAResponse:BizArea(playerid, response, key, index) {         switch(response)         {             case GA_RESPONSE_PRESS_KEY:             {                 if(key & KEY_WALK)                 {                     GoToInteriorBiz(playerid, Biz[index][bINTERIOR]);                                 SetPlayerVirtualWorld(playerid, index);                 }                 }         }         return 1; } GAResponse:InteriorExit(playerid, response, key, index) {         switch(response)         {             case GA_RESPONSE_PRESS_KEY:             {                 new world = GetPlayerVirtualWorld(playerid);                 if(key & KEY_WALK)                 {                     if(world < MAX_HOUSES)                     {                         SetPlayerInterior(playerid, 0);                             SetPlayerVirtualWorld(playerid, 0);                             SetPlayerPos(playerid, House[world][hX], House[world][hY], House[world][hZ]);                             SetPlayerFacingAngle(playerid, House[world][hA]);                                 }                                 else if(world < MAX_HOUSES + MAX_BIZS)                     {                         world -= MAX_HOUSES;                                         printf("%d index world", world);                         SetPlayerInterior(playerid, 0);                             SetPlayerVirtualWorld(playerid, 0);                             SetPlayerPos(playerid, Biz[world][bX], Biz[world][bY], Biz[world][bZ]);                             SetPlayerFacingAngle(playerid, Biz[world][bA]);                                 }                         }                         if(key & KEY_CTRL_BACK)                         {                             if(player_info[playerid][HOUSE] != House[world][hID]) return SCM(playerid, COLOR_RED, "[Ошибка]{ffffff}Вы не владелец данного дома!");                             new dialog[256];                                 format(dialog, sizeof(dialog),                                         "{ffd900}[1]{ffffff}Информация о доме\n\                                         {ffd900}[2]{ffffff}%s дом",                                 (House[world][hCONDITION] == 1) ? ("{00ff00}Открыть") : ("{ff0000}Закрыть"));                             SPD(playerid, DLG_HMENU, DIALOG_STYLE_LIST, "{ffd900}Меню дома", dialog, "Выбрать", "Закрыть");                             return 1;                         }                 }         }         return 1; } stock GoToInterior(playerid, interior) {     for(new i = 0; i < Interiors; i++)         {             if(Interior[i][intID] != interior) continue;             SetPlayerInterior(playerid, Interior[i][intINTERIOR]);             SetPlayerPos(playerid, Interior[i][intX], Interior[i][intY], Interior[i][intZ]);             SetPlayerFacingAngle(playerid, Interior[i][intA]);             SetPlayerCheckpoint(playerid, Interior[i][intX], Interior[i][intY], Interior[i][intZ], 1.0);             new str[128];             format(str, sizeof(str),                         "Нажмите \"ALT\" для выхода\n\                         Нажмите \"H\", чтобы открыть меню дома");             Create3DTextLabel(str, -1, Interior[i][intX], Interior[i][intY], Interior[i][intZ], 15.0, 0, 1);             return 1;         }         return 0; } stock GoToInteriorBiz(playerid, interior) {     for(new i = 0; i < Interiors; i++)         {             if(Interior[i][intID] != interior) continue;             SetPlayerInterior(playerid, Interior[i][intINTERIOR]);             SetPlayerPos(playerid, Interior[i][intX], Interior[i][intY], Interior[i][intZ]);             SetPlayerFacingAngle(playerid, Interior[i][intA]);             SetPlayerCheckpoint(playerid, Interior[i][intX], Interior[i][intY], Interior[i][intZ], 1.0);             new str[128];             format(str, sizeof(str),                         "Нажмите \"ALT\" для выхода");             Create3DTextLabel(str, -1, Interior[i][intX], Interior[i][intY], Interior[i][intZ], 15.0, 0, 1);             return 1;         }         return 0; }  
       
      Что мне делать, подскажите пожалуйста?