its still not working, i just got home and tried it. here is my code
Code:
//////////////////////////////////////////////////////////////////////////////////////////
// Picklock
//////////////////////////////////////////////////////////////////////////////////////////
public picklocktwo(id) {
/*if(!cmd_access(id,level,cid,1)) {
return PLUGIN_HANDLED;
}*/
new doorid, doorbody, isdoor;
get_user_aiming(id,doorid,doorbody,9999);
if(is_valid_ent(doorid)) { // if valid ent
isdoor = is_door(doorid);
}
else { // if invalid ent
client_print(id,print_chat,"* [DOOR] Door is invalid or non-existant^n");
return PLUGIN_HANDLED;
}
if(isdoor == 0) { // if not a door entity
if(is_button(doorid)) { // if really a button
buttonuse(id); // go to button use
return PLUGIN_HANDLED;
}
client_print(id,print_chat,"* [LockPick] Must be near Door to lockpick^n");
return PLUGIN_HANDLED;
}
if(doorid > MAXDOORS-1) { // if exceeds our array
client_print(id,print_chat,"* [DOOR] ERROR: Too many entities^n");
return PLUGIN_HANDLED;
}
if(lockskill == 1) { // if lockpick doesnt work
set_task(0.1, "lockskillone", id);
return PLUGIN_HANDLED;
}
if(lockskill == 2) { // Breakpick
set_task(0.1, "lockskilltwo", id);
return PLUGIN_HANDLED;
}
if(lockskill == 3) { // Breakpick
set_task(0.1, "lockskillthree", id);
return PLUGIN_HANDLED;
}
if(lockskill == 4) { // Breakpick
set_task(0.1, "lockskillfour", id);
return PLUGIN_HANDLED;
}
if(lockskill == 5) { // Breakpick
set_task(0.1, "lockskillfive", id);
return PLUGIN_HANDLED;
}
Code:
//////////////////////////////////////////////////////////////////////////////////////////
// Lockskill level one
//////////////////////////////////////////////////////////////////////////////////////////
public lockskillone(id) {
/*if(!cmd_access(id,level,cid,1)) {
return PLUGIN_HANDLED;
}*/
new doorid, doorbody, isdoor;
new pick = random_num(0, 20)
new increase
new breakpick = random_num(0, 20)
get_user_aiming(id,doorid,doorbody,9999);
if(is_valid_ent(doorid)) { // if valid ent
isdoor = is_door(doorid);
}
else { // if invalid ent
client_print(id,print_chat,"* [DOOR] Door is invalid or non-existant^n");
return PLUGIN_HANDLED;
}
if(isdoor == 0) { // if not a door entity
if(is_button(doorid)) { // if really a button
buttonuse(id); // go to button use
return PLUGIN_HANDLED;
}
client_print(id,print_chat,"* [LockPick] Must be near Door to lockpick^n");
return PLUGIN_HANDLED;
}
if(doorid > MAXDOORS-1) { // if exceeds our array
client_print(id,print_chat,"* [DOOR] ERROR: Too many entities^n");
return PLUGIN_HANDLED;
}
if(pick < 15) { // if lockpick doesnt work
client_print(id,print_chat,"* [LockPick] LockPick not successfull^n");
return PLUGIN_HANDLED;
}
if(breakpick == 3) { // Breakpick
client_print(id,print_chat,"* [LockPick] You broke your lockpick^n");
canpick = 0;
return PLUGIN_HANDLED;
}
if(increase == 2) { // Breakpick
client_print(id,print_chat,"* [LockPick] Your lockpicking skill has increased to level 2^n");
lockskill = 2;
set_task(0.1, "employmentstatus", id);
return PLUGIN_HANDLED;
}
if(breakpick == 10) { // Breakpick
client_print(id,print_chat,"* [LockPick] You broke your lockpick^n");
canpick = 0;
return PLUGIN_HANDLED;
}
if(breakpick == 19) { // Breakpick
client_print(id,print_chat,"* [LockPick] You broke your lockpick^n");
canpick = 0;
return PLUGIN_HANDLED;
}
// gotta wait to picklock foo'
if(canpick <= 0) {
client_print(id,print_chat,"* [LOCKPICK] You do not have a lockpick, buy one from admin.^n");
return PLUGIN_HANDLED;
}
force_use(id,doorid); // use the darn door
client_print(id,print_chat,"* [LockPick] Door has been LockPicked Sucessfully^n");
increase += 1;
set_task(0.1, "picklock", id);
return PLUGIN_HANDLED;
}
//////////////////////////////////////////////////////////////////////////////////////////
// Lockskill level two
//////////////////////////////////////////////////////////////////////////////////////////
public lockskilltwo(id) {
/*if(!cmd_access(id,level,cid,1)) {
return PLUGIN_HANDLED;
}*/
new doorid, doorbody, isdoor;
new pick = random_num(0, 20)
new breakpick = random_num(0, 20)
new increase
get_user_aiming(id,doorid,doorbody,9999);
if(is_valid_ent(doorid)) { // if valid ent
isdoor = is_door(doorid);
}
else { // if invalid ent
client_print(id,print_chat,"* [DOOR] Door is invalid or non-existant^n");
return PLUGIN_HANDLED;
}
if(isdoor == 0) { // if not a door entity
if(is_button(doorid)) { // if really a button
buttonuse(id); // go to button use
return PLUGIN_HANDLED;
}
client_print(id,print_chat,"* [LockPick] Must be near Door to lockpick^n");
return PLUGIN_HANDLED;
}
if(doorid > MAXDOORS-1) { // if exceeds our array
client_print(id,print_chat,"* [DOOR] ERROR: Too many entities^n");
return PLUGIN_HANDLED;
}
if(pick < 12) { // if lockpick doesnt work
client_print(id,print_chat,"* [LockPick] LockPick not successfull^n");
return PLUGIN_HANDLED;
}
if(breakpick == 3) { // Breakpick
client_print(id,print_chat,"* [LockPick] You broke your lockpick^n");
canpick = 0;
return PLUGIN_HANDLED;
}
if(increase == 2) { // Breakpick
client_print(id,print_chat,"* [LockPick] Your lockpicking skill has increased to level 3^n");
lockskill = 3;
set_task(0.1, "employmentstatus", id);
return PLUGIN_HANDLED;
}
if(breakpick == 19) { // Breakpick
client_print(id,print_chat,"* [LockPick] You broke your lockpick^n");
canpick = 0;
return PLUGIN_HANDLED;
}
// gotta wait to picklock foo'
if(canpick <= 0) {
client_print(id,print_chat,"* [LOCKPICK] You do not have a lockpick, buy one from admin.^n");
return PLUGIN_HANDLED;
}
force_use(id,doorid); // use the darn door
client_print(id,print_chat,"* [LockPick] Door has been LockPicked Sucessfully^n");
increase += 1;
set_task(0.1, "picklock", id);
return PLUGIN_HANDLED;
}