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