if(GangZoneWait == 1)
	{
  		if(GangZoneWaitTime <= 0)
    	{
    	    GangZoneWait = 0;
    		GangZoneWaitTime = 0;
		    if(AcceptedGangWar == 1)
    		{
    		    SendRadioMessage(AttackerGang, COLOR_LIGHTRED, "* Das GangWar hat gestartet.");
			    SendRadioMessage(DefenderGang, COLOR_LIGHTRED, "* Das GangWar hat gestartet.");
           	    GangZoneWar = 1;
				gangzone = SetTimer("AttackGangZone", 1000,1);
				for(new player = 0; player < MAX_PLAYERS; player++)
				{
				    if(IsPlayerConnected(player))
				    {
				        if(GangWarMember[player] == 1 || GangWarMember[player] == 2)
				        {
				            TogglePlayerControllable(player, 1);
				            TextDrawShowForPlayer(player, gkills[player]);
		    				TextDrawShowForPlayer(player, gpoints[player]);
						}
					}
				}
			}
			else
			{
				for(new a = 0; a < MAX_PLAYERS; a++)
				{
				    if(IsPlayerConnected(a))
				    {
				        if(GangWarMember[a] == 1)
				        {
				            TogglePlayerControllable(a, 1);
			    			GangWarEnd(a, Invade[a]);
						}
					}
				}
			}
		}Ist das Richtig?Und ist das hier: 
gangzone = SetTimer("AttackGangZone", 1000,1);
Also 1 Sekunde die Einnahme Zeit^^?
/invade Time
- Sergej
- Geschlossen
- Erledigt
- 
			
- 
			Das hätte ich gerne ... GangWarEnd 
- 
			forward GangWarEnd(playerid, gangzoneid); 
 public GangWarEnd(playerid, gangzoneid)
 {
 if(GangZoneInfo[gangzoneid][zGang] == 5)
 {
 GangZones[0]--;
 }
 if(GangZoneInfo[gangzoneid][zGang] == 6)
 {
 GangZones[1]--;
 }
 if(GangZoneInfo[gangzoneid][zGang] == 12)
 {
 GangZones[2]--;
 }
 if(GangZoneInfo[gangzoneid][zGang] == 13)
 {
 GangZones[3]--;
 }
 GangZoneInfo[gangzoneid][zGang] = GetPlayerGang(playerid);
 new gangstring[60];
 if(PlayerInfo[playerid][pMember] == 5 || PlayerInfo[playerid][pLeader] == 5)
 {
 format(gangstring, sizeof(gangstring), "La Cosa Nostra");
 GangZones[0] ++;
 }
 if(PlayerInfo[playerid][pMember] == 6 || PlayerInfo[playerid][pLeader] == 6)
 {
 format(gangstring, sizeof(gangstring), "Ballas");
 GangZones[1] ++;
 }
 if(PlayerInfo[playerid][pMember] == 12 || PlayerInfo[playerid][pLeader] == 12)
 {
 format(gangstring, sizeof(gangstring), "Grove Street Family");
 GangZones[2] ++;
 }
 if(PlayerInfo[playerid][pMember] == 13 || PlayerInfo[playerid][pLeader] == 13)
 {
 format(gangstring, sizeof(gangstring), "Yakuza");
 GangZones[3] ++;
 }
 strmid(GangZoneInfo[gangzoneid][zOwner], gangstring, 0, strlen(gangstring), 255);
 UpdateGangZone(gangzoneid);
 GangSafeInfo[GetPlayerGangSafeInfo(playerid)-1][sMoney] += GangZoneInfo[gangzoneid][zMoney];
 for(new g = 0; g < MAX_PLAYERS; g++)
 {
 if(IsAMember(g))
 {
 new rtext[64];
 if(PlayerInfo[playerid][pMember] == 5 || PlayerInfo[playerid][pLeader] == 5) { rtext = "L.C.N."; }
 if(PlayerInfo[playerid][pMember] == 6 || PlayerInfo[playerid][pLeader] == 6) { rtext = "Ballas"; }
 if(PlayerInfo[playerid][pMember] == 12 || PlayerInfo[playerid][pLeader] == 12) { rtext = "Grove Street Family"; }
 if(PlayerInfo[playerid][pMember] == 13 || PlayerInfo[playerid][pLeader] == 13) { rtext = "Yakuza"; }
 new string2[256];
 format(string2, sizeof(string2), "~y~Gang Zone Nr. %d gehoert nun der ~r~%s", GangZoneInfo[gangzoneid][zID],rtext);
 GameTextForPlayer(g, string2,5000, 4);
 }
 }
 GangZoneStopFlashForAll(gangzoneid);
 GangZoneInfo[gangzoneid][zOwned] = 1;
 GangZoneInfo[gangzoneid][zAttackAgain] = 1;
 OnGangZoneUpdate();
 GangZoneWar = 0;
 AttackedGangZone = 255;
 GangZoneWait = 0;
 GangZoneWaitTime = 0;
 AttackerGang = 255;
 DefenderGang = 255;
 GangSafeInfo[GetPlayerGangSafeInfo(playerid)-1][sKills] = 0;
 GangSafeInfo[GetPlayerGangSafeInfo(playerid)-1][sPoints] = 0;
 KillTimer(gangzone);
 SaveStuff();
 Attackers = 0;
 Defenders = 0;
 MaxGangWarTime = 0;
 for(new i = 0; i < MAX_PLAYERS; i++)
 {
 if(IsPlayerConnected(i))
 {
 if(Invade[i] != 255)
 {
 GangWarMember[i] = 0;
 Invade[i] = 255;
 SetPlayerVirtualWorld(i, 0);
 GangWarDeath[i] = 0;
 GangWarDeathTime[i] = 0;
 SpawnPlayer(i);
 }
 if(GangWarMember[i] == 1)
 {
 GangWarMember[i] = 0;
 Invade[i] = 255;
 SetPlayerVirtualWorld(i, 0);
 GangWarDeath[i] = 0;
 GangWarDeathTime[i] = 0;
 SpawnPlayer(i);
 }
 if(GangWarMember[i] == 2)
 {
 GangWarMember[i] = 0;
 Invade[i] = 255;
 SetPlayerVirtualWorld(i, 0);
 GangWarDeath[i] = 0;
 GangWarDeathTime[i] = 0;
 SpawnPlayer(i);
 }
 else
 {
 GangWarMember[i] = 0;
 Invade[i] = 255;
 SetPlayerVirtualWorld(i, 0);
 GangWarDeath[i] = 0;
 GangWarDeathTime[i] = 0;
 }
 }
 }
 }
- 
			GangSafeInfo[GetPlayerGangSafeInfo(playerid)-1][sMoney] += GangZoneInfo[gangzoneid][zMoney]; 
- 
			Also was es schon drine? Hinter das Plus die gewünschte Summe? 
 Andere Frage, denke auch die letzte wen das geklärt ist.
 gangzone = SetTimer("AttackGangZone", 1000,1);
 Also 1 Sekunde die Einnahme Zeit?
- 
			Muss ich den public "AttackGangZone" sehen... 
- 
			public AttackGangZone() 
 {
 new AttackerID, DefenderID, string[256];
 for(new i = 0; i < MAX_PLAYERS; i++)
 {
 if(IsPlayerConnected(i))
 {
 if(Invade[i] != 255)
 {
 format(string, sizeof(string), "Kills: ~r~%d",GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sKills]);
 TextDrawSetString(gkills[i], string);
 format(string, sizeof(string), "Punkte: ~g~%d",GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints]);
 TextDrawSetString(gpoints[i], string);
 pointtimer ++;
 if(pointtimer == 30)
 {
 if(PlayerInfo[i][pMember] == AttackerGang || PlayerInfo[i][pLeader] == AttackerGang)
 {
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] += Attackers;
 }
 if(PlayerInfo[i][pMember] == DefenderGang || PlayerInfo[i][pLeader] == DefenderGang)
 {
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] += Defenders;
 }
 format(string, sizeof(string), "Kills: ~r~%d",GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sKills]);
 TextDrawSetString(gkills[i], string);
 format(string, sizeof(string), "Punkte: ~g~%d",GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints]);
 TextDrawSetString(gpoints[i], string);
 pointtimer = 0;
 }
 if(GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] >= 150)
 {
 GangWarEnd(i, Invade[i]);
 }
 if(PlayerInfo[i][pMember] == AttackerGang || PlayerInfo[i][pLeader] == AttackerGang)
 {
 if(IsPlayerInRangeOfPoint(i,15.0, GangZoneInfo[Invade[i]][zSpawn1X], GangZoneInfo[Invade[i]][zSpawn1Y], GangZoneInfo[Invade[i]][zSpawn1Z]))
 {
 SpawnCampingTime[i] ++;
 if(SpawnCampingTime[i] == 15)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 }
 if(SpawnCampingTime[i] == 18)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 }
 if(SpawnCampingTime[i] == 20)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 if(SpawnCampingTime[i] == 25)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 if(SpawnCampingTime[i] >= 30)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 }
 else if(IsPlayerInRangeOfPoint(i,15.0, GangZoneInfo[Invade[i]][zSpawn2X], GangZoneInfo[Invade[i]][zSpawn2Y], GangZoneInfo[Invade[i]][zSpawn2Z]))
 {
 SpawnCampingTime[i] ++;
 if(SpawnCampingTime[i] == 3)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 }
 if(SpawnCampingTime[i] == 6)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 }
 if(SpawnCampingTime[i] == 9)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 if(SpawnCampingTime[i] == 12)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 if(SpawnCampingTime[i] >= 15)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 }
 else SpawnCampingTime[i] = 0;
 }
 if(PlayerInfo[i][pMember] == DefenderGang || PlayerInfo[i][pLeader] == DefenderGang)
 {
 if(IsPlayerInRangeOfPoint(i,15.0, GangZoneInfo[Invade[i]][zSpawn2X], GangZoneInfo[Invade[i]][zSpawn2Y], GangZoneInfo[Invade[i]][zSpawn2Z]))
 {
 SpawnCampingTime[i] ++;
 if(SpawnCampingTime[i] == 15)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 }
 if(SpawnCampingTime[i] == 18)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 }
 if(SpawnCampingTime[i] == 20)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 if(SpawnCampingTime[i] == 25)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 if(SpawnCampingTime[i] >= 30)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im eigenen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 }
 else if(IsPlayerInRangeOfPoint(i,15.0, GangZoneInfo[Invade[i]][zSpawn1X], GangZoneInfo[Invade[i]][zSpawn1Y], GangZoneInfo[Invade[i]][zSpawn1Z]))
 {
 SpawnCampingTime[i] ++;
 if(SpawnCampingTime[i] == 3)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 }
 if(SpawnCampingTime[i] == 6)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 }
 if(SpawnCampingTime[i] == 9)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 if(SpawnCampingTime[i] == 12)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 if(SpawnCampingTime[i] >= 15)
 {
 SendClientMessage(i, COLOR_LIGHTBLUE, "* Du befindest dich im feindlichen Spawngebiet, verlasse es.");
 GangSafeInfo[GetPlayerGangSafeInfo(i)-1][sPoints] --;
 }
 }
 else SpawnCampingTime[i] = 0;
 }
 }
 }
 }
 MaxGangWarTime++;
 if(MaxGangWarTime >= 180)
 {
 for(new attacker = 0; attacker < MAX_PLAYERS; attacker++)
 {
 if(IsPlayerConnected(attacker))
 {
 if(PlayerInfo[attacker][pMember] == AttackerGang || PlayerInfo[attacker][pLeader] == AttackerGang)
 {
 AttackerID = attacker;
 for(new defender = 0; defender < MAX_PLAYERS; defender++)
 {
 if(IsPlayerConnected(defender))
 {
 if(PlayerInfo[defender][pMember] == DefenderGang || PlayerInfo[attacker][pLeader] == DefenderGang)
 {
 DefenderID = defender;
 }
 }
 }
 }
 }
 }
 if(GangSafeInfo[GetPlayerGangSafeInfo(DefenderID)-1][sPoints] > GangSafeInfo[GetPlayerGangSafeInfo(AttackerID)-1][sPoints])
 {
 GangWarEnd(DefenderID, Invade[DefenderID]);
 }
 if(GangSafeInfo[GetPlayerGangSafeInfo(AttackerID)-1][sPoints] > GangSafeInfo[GetPlayerGangSafeInfo(DefenderID)-1][sPoints])
 {
 GangWarEnd(AttackerID, Invade[AttackerID]);
 }
 if(GangSafeInfo[GetPlayerGangSafeInfo(AttackerID)-1][sPoints] == GangSafeInfo[GetPlayerGangSafeInfo(DefenderID)-1][sPoints])
 {
 GangWarEnd(DefenderID, Invade[DefenderID]);
 }
 }
 }
- 
			Das ist die Zeit wie lang das Gangwar geht also 180 Sekunden (2 Minuten) 
- 
			if(MaxGangWarTime >= 180) einfach in if(MaxGangWarTime >= 6000) Für 10 Minuten. 
 Und wie ist das mit dem Gewinn, wen ich da die Zahl eingebe bekomme ich einen Error. Danke das du dir die mühe machst..
- 
			Wenn 6000 = 10 Minuten sind ja^^ 
 Musst in Sekunden rechnen.
 Und muss eh um 10 Arbeiten also von daher Und was willst du wo ändern  
- 
			GangSafeInfo[GetPlayerGangSafeInfo(playerid)-1][sMoney] += GangZoneInfo[gangzoneid][zMoney]; 
 Hast du mir ja geschickt, war in meinem Script schon drine.
 Wie mache ich jetzt das wen ich gewonnen habe 50k bar auf die Hand kriege xD
- 
			Wem soll der Spieler den Geld bekommen... jeder ? 
- 
			Nur der einnehmer. 
- 
			dann übergebe mit einer variable bei invade das playerid. und lese es bei gangwarend wieder aus 
- 
			  breadfish.deHat das Thema geschlossen.
 
		 
		
		
	