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//==============================================================================
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/* FALLOUT EVENT CODED BY Flamehaze, you can edit the entire code as your needs,
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if you use it in your Gamemode just give me the credits! If you could that would
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be awesome!
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                         THANK YOU FOR DOWNLOADING IT
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Changelog: Nothing atm :^)
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*/
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//================================ INCLUDES ====================================
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#include <a_samp>
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#include <zcmd>
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//==============================================================================
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new FalloutPlayer[MAX_PLAYERS], //Player Variable that let us know if the player is inside the event or not
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FalloutStarted = 0, //Global Variable to know if the Event has started or not
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FalloutPlayers = 0, //Global Variable to know how much players we have in the event, if < 1 the event will NOT start.
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FalloutWaiting = 0; //Global variable to know if we're waiting for the event to start or not
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//Do not edit this
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#define PLATFORMS 63 //Number of platforms in the game (Don't change it)
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//Editable settings
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#define EVENT_START 1 //Calculated in minutes you have to change it (1 = 1 minute)
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#define MONEY 10000 //The money that the player wins, change it from there if you want
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//Forwards
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forward FalloutStarting(playerid);
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forward CheckPlayer();
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forward FallingPlat();
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forward RegenPlatforms();
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//Platforms
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new PlatformObject[63];
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//Some random colors needed
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#define Red 0xFF0000FF
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#define Grey 0xAFAFAFAA
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#define Green 0x33AA33AA
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#define Yellow 0xFFFF00AA
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#define White 0xFFFFFFAA
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#define Blue 0x0000BBAA
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#define Lightblue 0x33CCFFAA
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#define Orange 0xFF9900AA
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#define Lime 0x10F441AA
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#define Magenta 0xFF00FFFFT
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#define Navy 0x000080AA
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#define Aqua 0xF0F8FFAA
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#define Crimson 0xDC143CAA
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#define Black 0x000000AA
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#define Brown 0XA52A2AAA
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#define Gold 0xB8860BAA
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#define Limegreen 0x32CD32AA
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//==============================================================================
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public OnPlayerConnect(playerid)
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{
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	FalloutPlayer[playerid] = 0; //Let's define that whenever a new player connects we set his Fallout variable to 0
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	return 1;
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}
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public OnPlayerDisconnect(playerid, reason)
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{
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	//If a Fallout Player leaves
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	if(FalloutPlayer[playerid] == 1)
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	{
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	   FalloutPlayers--;
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	   new string[100];
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	   new name[22];
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	   GetPlayerName(playerid,name,22);
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	   format(string,sizeof(string),"%s has been eliminated from the Fallout Event (Disconnect)",name);
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	   SendClientMessageToAll(Red,string);
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	}
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	return 1;
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}
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//========================== [ COMMANDS ] ======================================
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COMMAND:startevent(playerid,params[])
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{
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	//Warnings
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	if(FalloutWaiting == 1) return SendClientMessage(playerid,Red,"You can't start another Fallout Event!"); //If the player tries to start again the event while FalloutWaiting is 1 so that means that the event is currently waiting for players
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	if(FalloutStarted == 1) return SendClientMessage(playerid,Red,"The Fallout Event has already started!"); //If the players tries to start the event while the event is active
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	if(!IsPlayerAdmin(playerid)) return SendClientMessage(playerid,Red,"You need to be Admin to use that command!"); //If the player that tries to do that command is not admin we send him a warning
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	//If the requirements are met then let's do this:
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	new string[100];
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	format(string,sizeof(string),"The Fallout event is about to start in %d minute(s), join it by typing '/joinfallout'",EVENT_START); //let's send everyone a string with the time until start and the join command
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	SendClientMessageToAll(Green,string); //If the event has triggered and it's about to be started (60 secs)
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	SetTimer("FalloutStarting",60000*EVENT_START,0); //Timer till the event starts
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	FalloutWaiting = 1; //Variable for the waiting time meanwhile searching for players
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	FalloutPlayer[playerid] = 1; //The player is now a Fallout Partecipant
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	FalloutPlayers++; //Increase the Fallout Players number by 1
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	return 1;
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}
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COMMAND:joinfallout(playerid,params[])
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{
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	if(FalloutWaiting == 0) return SendClientMessage(playerid,Red,"There's no active Fallout Event!"); //If the player tries to join it while there's no active event
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	if(FalloutStarted == 1) return SendClientMessage(playerid,Red,"The Fallout event has already started, you can't join it now!"); //If the players tries to join it while the Event has already started
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	if(FalloutPlayer[playerid] == 1) return SendClientMessage(playerid,Red,"You can't join this, you're already in the event!"); //If the player tries to join the event but he's already inside it.
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	//Join the event
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	FalloutPlayers++; //Increase the players in the event
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	FalloutPlayer[playerid] = 1; //The player is now a Fallout Partecipant
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	SendClientMessage(playerid,Green,"You joined the Fallout Event! Just wait until the event starts!");
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	return 1;
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}
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//=============================== FALLOUT CORE FUNCTIONS =======================
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public FalloutStarting(playerid) //The function from the timer: We do start the event or delete it if there are not enough players
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{
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	if(FalloutPlayers < 2) //If the players that joined the event are less than 2 then it triggers this
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	{
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	    SendClientMessageToAll(Red,"Sadly there were not enough players to start the Fallout Event :("); //Send the player a message to let him know that the event isn't started cause of missing players
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	    FalloutPlayers = 0; //Reset the fallout players to 0
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	    FalloutWaiting = 0; //Reset the fallout Waiting to 0
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	    FalloutPlayer[playerid] = 0; //Let's reset the player variable
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	} else { //Otherwise the event begins
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	    FalloutWaiting = 0; //Let's avoid more players to join the event by putting this to 0
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	    FalloutStarted = 1; //Put this to 1 to start the event
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	    Platforms(); //Let's create the platforms
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	    SetTimer("FallingPlat",1000,1);
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	    SetTimer("CheckPlayer",1000,1);
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	//We're now cycling into all players to see if they are Players of the Fallout Event and teleport them if they are so.
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	    for(new i; i < MAX_PLAYERS; i++)
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	    {
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		    if(FalloutPlayer[i] == 1)
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		    {
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			    SetPlayerPos(i,-1737.18042, 845.63318, 435.79611);
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			    SetPlayerVirtualWorld(i,5000); //Set all the players in the Virtual World 5000
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		    }
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	    }
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	} //Close
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}
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/* Here we do check the player and see if he's still in the platform or he has fallen
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   this gets checked every 1 second.
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*/
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public CheckPlayer()
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{
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    //If there is only 1 player remaining he's the winner
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    if(FalloutPlayers == 1) //Checking if there's 1 player remaining
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    {
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        for ( new z; z < MAX_PLAYERS; z++)
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        {
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            if(FalloutPlayer[z] == 1) //Checking if he's a fallout player
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            {
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               SendClientMessage(z,Green,"Congratz, you're the last man standing on the platform, you won! And you got some extra money for it!"); //Let's send him a message
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               GivePlayerMoney(z,MONEY); //Give him the money for the victory you can change it from the top of the Filterscript
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               SpawnPlayer(z); //Spawn him
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               SetPlayerVirtualWorld(z,0); //Reset his virtual world
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               //Reset everything for a new run
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               FalloutPlayer[z] = 0;
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               FalloutStarted = 0;
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               FalloutPlayers = 0;
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	           SetTimer("RegenPlatforms",5000,0); //Let's recreate all the platforms in 20 seconds meanwhile they get destroyed and recreated
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               //Now let's destroy all objects and reset them
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               for(new o=0;o<sizeof(PlatformObject);o++) //Cycle to get all the objects
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               {
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                    if(IsValidObject(PlatformObject[o])) //Then destroy it
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                    {
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                        DestroyObject(PlatformObject[o]);
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                    }
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               }
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        }
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    }
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    } else { //Otherwise do the following
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	for(new i; i < MAX_PLAYERS; i++) //Cycle it to get all players id
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	{
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        new Float: px, Float: py, Float: pz; //Let's define px, py, pz
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        GetPlayerPos(i,px,py,pz); //Get everyone position
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        if(IsPlayerConnected(i))
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        {
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		    if(FalloutPlayer[i] == 1)
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		    {
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	            if(pz < 400) //Let's check who has fallen from the platform
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	            {
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	            new name[25];
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	            new string[100];
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	            GetPlayerName(i,name,25);
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                format(string,sizeof(string),"%s has been eliminated from the Fallout Event, Players Remaining: %d",name, FalloutPlayers);
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	            SendClientMessageToAll(Red,string);
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	            FalloutPlayers--; //Decrease by 1 the Fallout Players count
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	            FalloutPlayer[i] = 0; //Reset his variables
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	            SpawnPlayer(i); //Spawn him
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	            SetPlayerVirtualWorld(i,0); //Reset his virtual world
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		        }
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            }
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	    }
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	}
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    }
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}
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public FallingPlat() //Destroyer of the platforms :^) It destroys a random object from the platform
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{
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    if(IsValidObject(PlatformObject[random(PLATFORMS)]))
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    {
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        DestroyObject(PlatformObject[random(PLATFORMS)]);
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    }
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}
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public RegenPlatforms() //Regenerate all the platform for a second run
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{
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	 Platforms();
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}
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//================================= PLATFORMS ==================================
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stock Platforms()
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{
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     //Platform objects
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     PlatformObject[0] = CreateObject(1649, -1740.44092, 845.66888, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[1] = CreateObject(1649, -1737.18042, 845.63318, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[2] = CreateObject(1649, -1740.48816, 841.32959, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[3] = CreateObject(1649, -1737.22803, 841.29327, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[4] = CreateObject(1649, -1743.76868, 841.38629, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[5] = CreateObject(1649, -1743.70081, 845.68628, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[6] = CreateObject(1649, -1743.67358, 850.00671, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[7] = CreateObject(1649, -1740.37341, 849.96948, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[8] = CreateObject(1649, -1737.11243, 849.93317, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[9] = CreateObject(1649, -1733.85181, 849.89679, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[10] = CreateObject(1649, -1733.93787, 845.51715, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[11] = CreateObject(1649, -1733.96399, 841.24866, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[12] = CreateObject(1649, -1730.74585, 841.14685, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[13] = CreateObject(1649, -1730.63953, 845.54553, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[14] = CreateObject(1649, -1730.59717, 849.84680, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[15] = CreateObject(1649, -1743.81250, 837.06433, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[16] = CreateObject(1649, -1740.53174, 837.00037, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[17] = CreateObject(1649, -1737.23096, 836.97479, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[18] = CreateObject(1649, -1734.09045, 836.91614, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[19] = CreateObject(1649, -1730.79199, 836.81165, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[20] = CreateObject(1649, -1747.12341, 837.09131, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[21] = CreateObject(1649, -1747.06689, 841.43445, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[22] = CreateObject(1649, -1747.01526, 845.75745, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[23] = CreateObject(1649, -1746.95740, 849.99884, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[24] = CreateObject(1649, -1730.82996, 832.48993, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[25] = CreateObject(1649, -1734.09753, 832.52924, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[26] = CreateObject(1649, -1737.34229, 832.58447, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[27] = CreateObject(1649, -1740.63342, 832.60742, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[28] = CreateObject(1649, -1743.83813, 832.65540, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[29] = CreateObject(1649, -1747.13342, 832.65881, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[30] = CreateObject(1649, -1750.43262, 832.73029, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[31] = CreateObject(1649, -1750.41174, 837.09027, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[32] = CreateObject(1649, -1750.32996, 841.42944, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[33] = CreateObject(1649, -1750.28845, 845.78906, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[34] = CreateObject(1649, -1750.24622, 850.10901, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[35] = CreateObject(1649, -1730.54651, 854.22644, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[36] = CreateObject(1649, -1733.78687, 854.29486, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[37] = CreateObject(1649, -1737.08728, 854.30304, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[38] = CreateObject(1649, -1740.26367, 854.29370, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[39] = CreateObject(1649, -1743.52954, 854.32788, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[40] = CreateObject(1649, -1746.84167, 854.36127, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[41] = CreateObject(1649, -1750.14624, 854.45685, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[42] = CreateObject(1649, -1753.71252, 832.77502, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[43] = CreateObject(1649, -1753.56506, 837.16809, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[44] = CreateObject(1649, -1753.59863, 841.46564, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[45] = CreateObject(1649, -1753.53516, 845.80377, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[46] = CreateObject(1649, -1753.46643, 850.09772, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[47] = CreateObject(1649, -1753.44092, 854.44940, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[48] = CreateObject(1649, -1730.49390, 858.64581, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[49] = CreateObject(1649, -1733.77344, 858.66431, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[50] = CreateObject(1649, -1737.05298, 858.68329, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[51] = CreateObject(1649, -1740.31287, 858.70197, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[52] = CreateObject(1649, -1743.45178, 858.75903, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[53] = CreateObject(1649, -1746.75024, 858.76831, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[54] = CreateObject(1649, -1750.05212, 858.79803, 428.79611, -90.00000, 0.00000, -90.60000);
295
     PlatformObject[55] = CreateObject(1649, -1753.37537, 858.88470, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[56] = CreateObject(1649, -1756.61438, 858.90198, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[57] = CreateObject(1649, -1756.71008, 854.54590, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[58] = CreateObject(1649, -1756.71973, 850.21057, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[59] = CreateObject(1649, -1756.76819, 845.92291, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[60] = CreateObject(1649, -1756.84387, 841.63708, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[61] = CreateObject(1649, -1756.79749, 837.29614, 428.79611, -90.00000, 0.00000, -90.60000);
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     PlatformObject[62] = CreateObject(1649, -1756.81995, 832.97583, 428.79611, -90.00000, 0.00000, -90.60000);
303
}