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Csatlakozott: 2017.08.09. 17:01 Hozzászólások: 266
Megköszönt másnak: 61 alkalommal Megköszönték neki: 72 alkalommal
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saxxo írta: Sziasztok! @HellEnergY elkészítette nekem az átláthatóbb SkinMenüt, amivel semmi gond nincs, csak ha hozzá írok egy Skin {"AK47 | RedLine", "model/darkdszerver/ak47/v_ak47_redline.mdl", 100}, Ha ezt így megcsinálom akkor, lefórdítom amxxre felrakom a szerverre és nem jelenik meg a felrakott skin az Ak47 skin menüben. Aki esetleg tudna segíteni benne azt meg köszönném! Csatolmány: teszztmod1_1 (2).sma Persze hogy nem jelenik meg ha nem irod át azt amit mutattam. case 1: { for(new i = 0; i < 1; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[0][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[0][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } }
Ezeket 0tól 13ig számolja. new const gWeaponList[][eData] = { {"M4a1 | Default", "models/v_m4a1.mdl", 0}, //IDE M4 jon {"Ak47 | Default", "models/v_ak47.mdl", 0}, //IDE AK jon {"Awp | Default", "models/v_awp.mdl", 0}, //IDE AWP jon {"Scout | Default", "models/v_scout.mdl", 0}, //IDE SCOUT jon {"Famas | Default", "models/v_famas.mdl", 0}, //IDE FAMAS jon {"Galil | Default", "models/v_galil.mdl", 0}, //IDE GALIL jon {"Aug | Default", "models/v_aug.mdl", 0}, //IDE AUG jon {"M3 | Default", "models/v_m3.mdl", 0}, //IDE M3 jon {"XM1014 | Default", "models/v_xm1014.mdl", 0}, //IDE XM1014 jon {"Knife | Default", "models/v_knife.mdl", 0}, //IDE Knife jon {"Deagle | Default", "models/v_deagle.mdl", 0}, //IDE Deagle jon {"Usp | Default", "models/v_usp.mdl", 0}, //IDE USP jon {"Glock18 | Default", "models/v_glock18.mdl", 0}//Ha bĹ‘vited ne felejtsd a vesszĹ‘t! //IDE GLOCK jon };
Ha megtoldod ezzel, akkor már 0..14ig számolja: {"AK47 | RedLine", "model/darkdszerver/ak47/v_ak47_redline.mdl", 100},
Ami így nézne ki: new const gWeaponList[][eData] = { {"M4a1 | Default", "models/v_m4a1.mdl", 0}, //IDE M4 jon {"Ak47 | Default", "models/v_ak47.mdl", 0}, {"AK47 | RedLine", "model/darkdszerver/ak47/v_ak47_redline.mdl", 100}, //IDE AK jon {"Awp | Default", "models/v_awp.mdl", 0}, //IDE AWP jon {"Scout | Default", "models/v_scout.mdl", 0}, //IDE SCOUT jon {"Famas | Default", "models/v_famas.mdl", 0}, //IDE FAMAS jon {"Galil | Default", "models/v_galil.mdl", 0}, //IDE GALIL jon {"Aug | Default", "models/v_aug.mdl", 0}, //IDE AUG jon {"M3 | Default", "models/v_m3.mdl", 0}, //IDE M3 jon {"XM1014 | Default", "models/v_xm1014.mdl", 0}, //IDE XM1014 jon {"Knife | Default", "models/v_knife.mdl", 0}, //IDE Knife jon {"Deagle | Default", "models/v_deagle.mdl", 0}, //IDE Deagle jon {"Usp | Default", "models/v_usp.mdl", 0}, //IDE USP jon {"Glock18 | Default", "models/v_glock18.mdl", 0}//Ha bĹ‘vited ne felejtsd a vesszĹ‘t! //IDE GLOCK jon };
Eddig oké, megtoldottad, de hol van az hogy meg is jelenítse ? Habokban. Ennél a résznél jeleníti meg neked a constból a neveket: switch(iNum) { case 1: { for(new i = 0; i < 1; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[0][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[0][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 2: { for(new i = 1; i < 2; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[1][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[1][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 3: { for(new i = 2; i < 3; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[2][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[2][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 4: { for(new i = 3; i < 4; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[3][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[3][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 5: { for(new i = 4; i < 5; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[4][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[4][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 6: { for(new i = 5; i < 6; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[5][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[5][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 7: { for(new i = 6; i < 7; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[6][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[6][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 8: { for(new i = 7; i < 8; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[7][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[7][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 9: { for(new i = 8; i < 9; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[8][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[8][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 10: { for(new i = 9; i < 10; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[9][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[9][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 11: { for(new i = 10; i < 11; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[10][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[10][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 12: { for(new i = 11; i < 12; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[11][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[11][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 13: { for(new i = 12; i < 13; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[12][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[12][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } }
Itt mindegyik 1 elemet jelenít meg a case 1ben 0tól 1ig, azaz 1. elem(vagyis a nulladik lesz). Ami a constból kinézve az első alap m4 lenne. Ha megtoldod egy db AKval akkor azzal is számolni kell hogy a 2-3 már más lesz a case 3nál, onnantól már mindegyik +1 el növekedik. Vagyis akkor az aknál nem 1 elemet kell megjeleníteni, hanem 2db-ot. a case 2nél jeleníted meg az Ak fegyvereket, akkor onnéttól lefele írod át: switch(iNum) { case 1: { for(new i = 0; i < 1; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[0][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[0][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 2: { for(new i = 1; i < 3; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[1][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[1][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 3: { for(new i = 3; i < 4; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[2][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[2][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 4: { for(new i = 4; i < 6; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[3][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[3][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 5: { for(new i = 5; i < 6; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[4][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[4][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 6: { for(new i = 7; i < 8; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[5][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[5][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 7: { for(new i = 8; i < 9; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[6][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[6][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 8: { for(new i = 9; i < 10; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[7][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[7][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 9: { for(new i = 10; i < 11; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[8][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[8][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 10: { for(new i = 11; i < 12; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[9][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[9][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 11: { for(new i = 12; i < 13; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[10][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[10][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 12: { for(new i = 13; i < 14; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[11][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[11][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } case 13: { for(new i = 14; i < 15; i++) { formatex(sTitle, charsmax(sTitle), gWeaponList[i][gWeaponKill] <= gWeaponKills[12][id] ? "\w%s \y[\d%d\w/\r%d\y]":"\w%s \y*ElĂ©rhetĹ‘", gWeaponList[i][gWeaponName], gWeaponKills[12][id], gWeaponList[i][gWeaponKill]) menu_additem(iMenu, sTitle); } } }
Tessék a for definíciója és felépítése: https://hu.wikipedia.org/wiki/Ciklus_(programoz%C3%A1s)#Sz%C3%A1ml%C3%A1l%C3%B3s_(FOR)_ciklusneked ez a resze kell csak: int sum = 0; // Kezdetben a szumma 0 for(int i=1; i<201; ++i) // Kezdőérték; feltétel; növelés sum = sum + i; // Az i hozzáadása sum-hoz
Annyi hogy amxmodxben a cvel ellentetben new-al tudsz deklaralni stringet, intet, boolt és stb(kb helyettesíti neked).
_________________ "Szeretek aludni... mert az álmaim szebbek, mint a valóság."
Ők köszönték meg HellEnergY nek ezt a hozzászólást: saxxo (2020.09.26. 19:20) |
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