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Old 08/11/2008, 04:38 PM   #1
Toad
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Default [INC] t-Jobs

t-Jobs by Toad

<> Script Type <>

- Include

<> Description <>

- With this Include, you can give a player a job, remove it and pay the player.
- At the moment, there are 4 jobs (police officer, doctor, dealer and taxi driver) but you can add more.

<> Installation <>

- Download the "t-Jobs.inc".
- Copy it in your /pawno/include folder.
- Open your gamemode and copy this line under "#include <a_samp>": "#include <t-Jobs>".

<> Commands & Function <>

> JobsModeInit() - must be added under OnGameModeInit(), to start the pay-timer and restore the information.
> SetPlayerJob(playerid,jobid) - gives the player the selected job.
> Ex: SetPlayerJob(playerid,1);
> SetJobPayment(jobid,payment) - sets the job's payment to the new selected one.
> Ex: SetJobPayment(1,10000);
> SetPaymentFrequency(frequencysecs) - stops the actual timer and starts a new with the selected frequency (in seconds).
> Ex: SetPaymentFrequency(7);
> GetPlayerJob(playerid) - gets the player's job.
> Ex: if(GetPlayerJob(playerid) == 1)
> RemovePlayerJob(playerid) - removes the player's job from him, so he has no job anymore.
> Ex: RemovePlayerJob(playerid);

<> Download <>

- English Version

Leave comments, please .
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Old 08/11/2008, 04:41 PM   #2
MadnessJohnson
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Default Re: [INC] t-Jobs

This looks dddaamn usefull, ima have a bash at usin this, TY
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Old 08/11/2008, 09:03 PM   #3
Rozzie
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Default Re: [INC] t-Jobs

:O idea from my jobs? :O
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Old 09/11/2008, 01:22 AM   #4
whooper
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Default Re: [INC] t-Jobs

sounds like it
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Old 09/11/2008, 11:08 AM   #5
Toad
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Default Re: [INC] t-Jobs

Quote:
Originally Posted by PeaToN^
:O idea from my jobs? :O
lol?
no i dont know "your jobs"...
do you mean the X_Jobs in your sig?
but there are some similarities like same functions cO
sorry i didnt know that you already released a job inc.......
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Old 09/11/2008, 11:17 AM   #6
Rozzie
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Default Re: [INC] t-Jobs

Quote:
Originally Posted by Toad
Quote:
Originally Posted by PeaToN^
:O idea from my jobs? :O
lol?
no i dont know "your jobs"...
do you mean the X_Jobs in your sig?
but there are some similarities like same functions cO
sorry i didnt know that you already released a job inc.......
no problem xD i just wanted to know if u didnt stealed my code,
But no u didnt, u use different code than me.
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Old 09/11/2008, 01:27 PM   #7
[WS]Hyper
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Default Re: [INC] t-Jobs

But.. there is no difference with the jobs? Lol I thought this was really jobs like when you shoot a suspect as cop u get money and when u drive someone u get cash.
Well, nice anyway..
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Old 09/11/2008, 01:35 PM   #8
Toad
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Default Re: [INC] t-Jobs

that wouldnt be an include that would be a filterscript
i think thats what you have to do when you have an include like this
make functions for the jobs like shooting suspects etc
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Old 12/11/2008, 03:21 PM   #9
Elder_Cruze
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Default Re: [INC] t-Jobs

It would be WAY too cool if u could add some specific cars at a single job
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Old 13/11/2008, 10:47 AM   #10
Toad
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Default Re: [INC] t-Jobs

Quote:
Originally Posted by Toad
that wouldnt be an include that would be a filterscript
i think thats what you have to do when you have an include like this
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