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// -----------------------------------------------------------------------------
// Example Filterscript for the Area 51 (69) Base Objects
// ------------------------------------------------------
// By Matite in March 2015
//
//
// This script removes the existing GTASA Area 51 (69) land section, fence and
// buildings. It then replaces the land section and buildings with the new
// enterable versions. It also replaces the perimeter fence and adds two
// gates that can be opened or closed.
//
// Warning...
// This script uses a total of:
// * 11 objects = 1 for the replacement land object, 7 for the replacement
// building objects, 1 for the outer fence and 2 for the gates
// * Enables the /a51 command to teleport the player to the Area 51 (69) Base
// * 2 3D Text Labels = 1 on each gate
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// Includes
// --------
// SA-MP include
#include <a_samp>
// For PlaySoundForPlayersInRange()
#include "../include/gl_common.inc"
// -----------------------------------------------------------------------------
// Defines
// -------
// Used for messages sent to the player
#define COLOR_MESSAGE_YELLOW 0xFFDD00AA
// Used for the northern and eastern A51 (69) gates status flags
#define GATES_CLOSED 0
#define GATES_CLOSING 1
#define GATES_OPEN 2
#define GATES_OPENING 3
// -----------------------------------------------------------------------------
// Constants
// ---------
// Gate names for the 3D text labels
static GateNames[2][] =
{
"Northern Gate",
"Eastern Gate"
};
// -----------------------------------------------------------------------------
// Variables
// ---------
// Stores the created object numbers of the replacement Area 51 (69) land object,
// buildings and fence so they can be destroyed when the filterscript is unloaded
new A51LandObject; // Land object
new A51Buildings[7]; // Building object
new A51Fence; // Fence
new A51NorthernGate; // Northern Gate
new A51EasternGate; // Eastern Gate
// Stores a reference to the 3D text labels used on each set of gates so they
// can be destroyed when the filterscript is unloaded
new Text3D:LabelGates[2];
// Stores the current status of the northern gate
new NorthernGateStatus = GATES_CLOSED;
// Stores the current status of the eastern gate
new EasternGateStatus = GATES_CLOSED;
// -----------------------------------------------------------------------------
// Callbacks
// ---------
public OnPlayerCommandText(playerid, cmdtext[])
{
// Check command text
if (strcmp("/a51", cmdtext, true, 4) == 0)
{
// Set the interior (outside)
SetPlayerInterior(playerid, 0);
// Set player position and facing angle (outside the northern gate)
SetPlayerPos(playerid, 135.20, 1948.51, 19.74);
SetPlayerFacingAngle(playerid, 180);
// Fix camera position after teleporting
SetCameraBehindPlayer(playerid);
// Send a gametext message to the player
GameTextForPlayer(playerid, "~b~~h~Area 51 (69) Base!", 3000, 3);
// Exit here
return 1;
}
// Exit here (return 0 as the command was not handled in this filterscript)
return 0;
}
public OnFilterScriptInit()
{
// Display information in the Server Console
print("\n");
print(" |---------------------------------------------------");
print(" |--- Area 51 (69) Building Objects Filterscript");
print(" |-- Script v1.01");
print(" |-- 28th March 2015");
print(" |---------------------------------------------------");
// Create the A51 Land object
A51LandObject = CreateObject(11692, 199.344, 1943.79, 18.2031, 0, 0, 0);
// Display information in the Server Console
print(" |-- Area 51 (69) Land object created");
// Create the A51 Fence object
A51Fence = CreateObject(19312, 191.141, 1870.04, 21.4766, 0, 0, 0);
// Display information in the Server Console
print(" |-- Area 51 (69) Fence object created");
// Create the A51 Building objects
A51Buildings[0] = CreateObject(19905, 206.798950, 1931.643432, 16.450595, 0, 0, 0);
A51Buildings[1] = CreateObject(19905, 188.208908, 1835.033569, 16.450595, 0, 0, 0);
A51Buildings[2] = CreateObject(19905, 230.378875, 1835.033569, 16.450595, 0, 0, 0);
A51Buildings[3] = CreateObject(19907, 142.013977, 1902.538085, 17.633581, 0, 0, 270.0);
A51Buildings[4] = CreateObject(19907, 146.854003, 1846.008056, 16.533580, 0, 0, 0);
A51Buildings[5] = CreateObject(19909, 137.900390, 1875.024291, 16.836734, 0, 0, 270.0);
A51Buildings[6] = CreateObject(19909, 118.170387, 1875.184326, 16.846735, 0, 0, 0);
// Display information in the Server Console
print(" |-- Area 51 (69) Building objects created");
// Create the Northern gate object
A51NorthernGate = CreateObject(19313, 134.545074, 1941.527709, 21.691408, 0, 0, 180.0);
// Create the Eastern gate object
A51EasternGate = CreateObject(19313, 286.008666, 1822.744628, 20.010623, 0, 0, 90.0);
// Display information in the Server Console
print(" |-- Area 51 (69) Gate objects created");
// Create variable
new string[192];
// Create 3D Text Label at the prisons eastern gates
format(string, sizeof(string), "{CCCCCC}[%s]\n{CCCCCC}Press '{FFFFFF}~k~~CONVERSATION_YES~{CCCCCC}' to open or close the gate", GateNames[0]);
LabelGates[0] = Create3DTextLabel(string, 0xCCCCCCAA, 135.09, 1942.37, 19.82, 10.5, 0, 0);
// Create 3D Text Label at the prisons eastern gates
format(string, sizeof(string), "{CCCCCC}[%s]\n{CCCCCC}Press '{FFFFFF}~k~~CONVERSATION_YES~{CCCCCC}' to open or close the gate", GateNames[1]);
LabelGates[1] = Create3DTextLabel(string, 0xCCCCCCAA, 287.12, 1821.51, 18.14, 10.5, 0, 0);
// Display information in the Server Console
print(" |-- Area 51 (69) Gates 3D Text Labels created");
print(" |---------------------------------------------------");
// Loop
for (new i = 0; i < MAX_PLAYERS; i++)
{
// Check if the player is connected and not a NPC
if (IsPlayerConnected(i) && !IsPlayerNPC(i))
{
// Remove default GTASA Area 51 (69) land and buildings for the player
// (so any player currently ingame does not have to rejoin for them to
// be removed when this filterscript is loaded)
RemoveBuildingForPlayer(i, 16203, 199.344, 1943.79, 18.2031, 250.0); // Land
RemoveBuildingForPlayer(i, 16590, 199.344, 1943.79, 18.2031, 250.0); // Land LOD
RemoveBuildingForPlayer(i, 16323, 199.336, 1943.88, 18.2031, 250.0); // Buildings
RemoveBuildingForPlayer(i, 16619, 199.336, 1943.88, 18.2031, 250.0); // Buildings LOD
RemoveBuildingForPlayer(i, 1697, 228.797, 1835.34, 23.2344, 250.0); // Solar Panels (they poke through the roof inside)
RemoveBuildingForPlayer(i, 16094, 191.141, 1870.04, 21.4766, 250.0); // Outer Fence
}
}
// Exit here
return 1;
}
public OnFilterScriptExit()
{
// Check for valid object
if (IsValidObject(A51LandObject))
{
// Destroy the A51 land object
DestroyObject(A51LandObject);
// Display information in the Server Console
print(" |---------------------------------------------------");
print(" |-- Area 51 (69) Land object destroyed");
}
// Check for valid object
if (IsValidObject(A51Fence))
{
// Destroy the A51 fence object
DestroyObject(A51Fence);
// Display information in the Server Console
print(" |-- Area 51 (69) Fence object destroyed");
}
// Check for valid object
if (IsValidObject(A51NorthernGate))
{
// Destroy the A51 northern gate object
DestroyObject(A51NorthernGate);
// Display information in the Server Console
print(" |-- Area 51 (69) Northern Gate object destroyed");
}
// Check for valid object
if (IsValidObject(A51EasternGate))
{
// Destroy the A51 eastern gate object
DestroyObject(A51EasternGate);
// Display information in the Server Console
print(" |-- Area 51 (69) Eastern Gate object destroyed");
}
// Loop
for (new i = 0; i < sizeof(A51Buildings); i++)
{
// Check for valid object
if (IsValidObject(A51Buildings[i]))
{
// Destroy the A51 building object
DestroyObject(A51Buildings[i]);
// Display information in the Server Console
printf(" |-- Area 51 (69) Building object %d destroyed", i + 1);
}
}
// Destroy 3D Text Labels on the northern and eastern gates
Delete3DTextLabel(LabelGates[0]);
Delete3DTextLabel(LabelGates[1]);
// Display information in the Server Console
print(" |-- Deleted the 3D Text Labels on the Area 51 (69) Gates");
// Display information in the Server Console
print(" |---------------------------------------------------");
print(" |-- Area 51 (69) Base Objects Filterscript Unloaded");
print(" |---------------------------------------------------");
// Exit here
return 1;
}
public OnPlayerConnect(playerid)
{
// Remove default GTASA Area 51 (69) land and buildings for the player
RemoveBuildingForPlayer(playerid, 16203, 199.344, 1943.79, 18.2031, 250.0); // Land
RemoveBuildingForPlayer(playerid, 16590, 199.344, 1943.79, 18.2031, 250.0); // Land LOD
RemoveBuildingForPlayer(playerid, 16323, 199.336, 1943.88, 18.2031, 250.0); // Buildings
RemoveBuildingForPlayer(playerid, 16619, 199.336, 1943.88, 18.2031, 250.0); // Buildings LOD
RemoveBuildingForPlayer(playerid, 1697, 228.797, 1835.34, 23.2344, 250.0); // Solar Panels (they poke through the roof inside)
RemoveBuildingForPlayer(playerid, 16094, 191.141, 1870.04, 21.4766, 250.0); // Outer Fence
// Exit here (return 1 so this callback is handled in other scripts too)
return 1;
}
public OnObjectMoved(objectid)
{
// Check if the object that moved was the northern gate
if (objectid == A51NorthernGate)
{
// Check if the northern gate was closing
if (NorthernGateStatus == GATES_CLOSING)
{
// Set status flag for northern gates
NorthernGateStatus = GATES_CLOSED;
}
else
{
// Set status flag for northern gates
NorthernGateStatus = GATES_OPEN;
}
}
// Check if the object that moved was the eastern gate
else if (objectid == A51EasternGate)
{
// Check if the eastern gate was closing
if (EasternGateStatus == GATES_CLOSING)
{
// Set status flag for eastern gate
EasternGateStatus = GATES_CLOSED;
}
else
{
// Set status flag for eastern gate
EasternGateStatus = GATES_OPEN;
}
}
// Exit here
return 1;
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
// Check if the player pressed the conversation yes key (normally the Y key)
if (newkeys & KEY_YES)
{
// Check if the player is near the eastern A51 gate
if (IsPlayerInRangeOfPoint(playerid, 10.0, 287.12, 1821.51, 18.14))
{
// Debug
//printf("-->Player ID %d within 10m of the Eastern A51 Gate", playerid);
// Check if the eastern gate is currently opening (ie moving)
if (EasternGateStatus == GATES_OPENING)
{
// Send chat text message and exit here
SendClientMessage(playerid, COLOR_MESSAGE_YELLOW, "* Sorry, you must wait for the eastern gate to fully open first.");
return 1;
}
// Check if the eastern gate is currently closing (ie moving)
else if (EasternGateStatus == GATES_CLOSING)
{
// Send chat text message and exit here
SendClientMessage(playerid, COLOR_MESSAGE_YELLOW, "* Sorry, you must wait for the eastern gate to fully close first.");
return 1;
}
// Play gate opening sound
PlaySoundForPlayersInRange(1035, 50.0, 287.12, 1821.51, 18.14);
// Check if the eastern gate is currently closed
if (EasternGateStatus == GATES_CLOSED)
{
// Send a gametext message to the player
GameTextForPlayer(playerid, "~b~~h~Eastern Gate Opening!", 3000, 3);
// Animate the eastern gate opening
MoveObject(A51EasternGate, 286.008666, 1833.744628, 20.010623, 1.1, 0, 0, 90);
// Set status flag for eastern gate
EasternGateStatus = GATES_OPENING;
}
else
{
// Send a gametext message to the player
GameTextForPlayer(playerid, "~b~~h~Eastern Gate Closing!", 3000, 3);
// Animate the eastern gates closing
MoveObject(A51EasternGate, 286.008666, 1822.744628, 20.010623, 1.1, 0, 0, 90);
// Set status flag for eastern gate
EasternGateStatus = GATES_CLOSING;
}
}
// Check if the player is near the northern A51 gate
else if (IsPlayerInRangeOfPoint(playerid, 10.0, 135.09, 1942.37, 19.82))
{
// Debug
//printf("-->Player ID %d within 10m of the Northern A51 Gate", playerid);
// Check if the northern gate is currently opening (ie moving)
if (NorthernGateStatus == GATES_OPENING)
{
// Send chat text message and exit here
SendClientMessage(playerid, COLOR_MESSAGE_YELLOW, "* Sorry, you must wait for the northern gate to fully open first.");
return 1;
}
// Check if the northern gates is currently closing (ie moving)
else if (NorthernGateStatus == GATES_CLOSING)
{
// Send chat text message and exit here
SendClientMessage(playerid, COLOR_MESSAGE_YELLOW, "* Sorry, you must wait for the northern gate to fully close first.");
return 1;
}
// Play gate opening sound
PlaySoundForPlayersInRange(1035, 50.0, 135.09, 1942.37, 19.82);
// Check if the northern gate is currently closed
if (NorthernGateStatus == GATES_CLOSED)
{
// Send a gametext message to the player
GameTextForPlayer(playerid, "~b~~h~Northern Gate Opening!", 3000, 3);
// Animate the northern gates opening
MoveObject(A51NorthernGate, 121.545074, 1941.527709, 21.691408, 1.3, 0, 0, 180);
// Set status flag for northern gates
NorthernGateStatus = GATES_OPENING;
}
else
{
// Send a gametext message to the player
GameTextForPlayer(playerid, "~b~~h~Northern Gate Closing!", 3000, 3);
// Animate the northern gates closing
MoveObject(A51NorthernGate, 134.545074, 1941.527709, 21.691408, 1.3, 0, 0, 180);
// Set status flag for northern gates
NorthernGateStatus = GATES_CLOSING;
}
}
}
// Exit here (return 1 so this callback is handled in other scripts too)
return 1;
}