Hallo.
Ich habe folgendes Problem:
Wenn ein Spieler einem anderen Spieler ein Fahrzeug verkauft, wird es gespawnt, etc.
Aber wenn das Fahrzeug Neon besitzt, wird kein Neon dran gemacht. Das Neon wird dann auch nicht dran gemacht wenn das Fahrzeug zerstört wird.
Nach einem Relog ist das Neon ebenfalls nicht vorhanden.
Hier mal der Code:
CMD:carsellto(playerid, params[])
{
new pID, string[128];
if(sscanf(params, "u", pID))return SendClientMessage(playerid, COLOR_GREY, "* Benutze /carsellto [SpielerID/Name]");
if(pID == playerid)return SendClientMessage(playerid, COLOR_GREY, "Du kannst dir selbst kein Auto schenken.");
new Float:tempX, Float:tempY, Float:tempZ;
GetPlayerPos(pID, tempX, tempY, tempZ);
if(!IsPlayerInRangeOfPoint(playerid, 5.0, tempX, tempY, tempZ))return SendClientMessage(playerid, COLOR_GREY, "Der Spieler ist nicht in deiner Nähe.");
if(PlayerHaveCar[playerid][PlayerKey[playerid]])
{
if(!PlayerHaveCar[pID][PlayerKey[pID]])
{
format(string, sizeof(string), "* %s hat dir sein Fahrzeug gegeben.", GetName(playerid));
SendClientMessage(pID, COLOR_YELLOW, string);
format(string, sizeof(string), "* Du hast dein Fahrzeug an %s gegeben.", GetName(pID));
SendClientMessage(playerid, COLOR_YELLOW, string);
new oldname[128], newname[128];
new Float:x, Float:y, Float:z;
GetPlayerPos(playerid, x, y, z);
format(oldname, sizeof(oldname), "/Autos/%s_Car_%d.ini", GetName(playerid), PlayerKey[playerid]);
format(newname, sizeof(newname), "/Autos/%s_Car_%d.ini", GetName(pID), PlayerKey[pID]);
fcopy(oldname, newname);
fremove(oldname);
if(PlayerCar[playerid][PlayerKey[playerid]][CarNeon1] > 0 || PlayerCar[playerid][PlayerKey[playerid]][CarNeon2] > 0)
{
PlayerCar[playerid][PlayerKey[playerid]][CarNeon1] = 0;
PlayerCar[playerid][PlayerKey[playerid]][CarNeon2] = 0;
DestroyDynamicObject(PlayerCar[playerid][PlayerKey[playerid]][ObjectIDNeon1]);
DestroyDynamicObject(PlayerCar[playerid][PlayerKey[playerid]][ObjectIDNeon2]);
PlayerCar[playerid][PlayerKey[playerid]][ObjectIDNeon1] = INVALID_OBJECT_ID;
PlayerCar[playerid][PlayerKey[playerid]][ObjectIDNeon2] = INVALID_OBJECT_ID;
}
if(vSirene[PlayerCar[playerid][PlayerKey[playerid]][CarId]] != INVALID_VEHICLE_ID)
{
DestroyDynamicObject(vSirene[PlayerCar[playerid][PlayerKey[playerid]][CarId]]);
}
DestroyVehicle(PlayerCar[playerid][PlayerKey[playerid]][CarId]);
PlayerHaveCar[playerid][PlayerKey[playerid]] = 0;
PlayerCar[pID][PlayerKey[pID]][CarId]=0;
PlayerCar[pID][PlayerKey[pID]][CarModel]=PlayerCar[playerid][PlayerKey[playerid]][CarModel];
PlayerCar[pID][PlayerKey[pID]][CarPos_x]=x;
PlayerCar[pID][PlayerKey[pID]][CarPos_y]=y;
PlayerCar[pID][PlayerKey[pID]][CarPos_z]=z;
PlayerCar[pID][PlayerKey[pID]][CarRotate]=0.0;
PlayerCar[pID][PlayerKey[pID]][CarNitro]=PlayerCar[playerid][PlayerKey[playerid]][CarNitro];
PlayerCar[pID][PlayerKey[pID]][CarHyd]=PlayerCar[playerid][PlayerKey[playerid]][CarHyd];
PlayerCar[pID][PlayerKey[pID]][CarWheel]=PlayerCar[playerid][PlayerKey[playerid]][CarWheel];
PlayerCar[pID][PlayerKey[pID]][CarAusp]=PlayerCar[playerid][PlayerKey[playerid]][CarAusp];
PlayerCar[pID][PlayerKey[pID]][CarSideL]=PlayerCar[playerid][PlayerKey[playerid]][CarSideL];
PlayerCar[pID][PlayerKey[pID]][CarSideR]=PlayerCar[playerid][PlayerKey[playerid]][CarSideR];
PlayerCar[pID][PlayerKey[pID]][CarFB]=PlayerCar[playerid][PlayerKey[playerid]][CarFB];
PlayerCar[pID][PlayerKey[pID]][CarRB]=PlayerCar[playerid][PlayerKey[playerid]][CarRB];
PlayerCar[pID][PlayerKey[pID]][CarSpoiler]=PlayerCar[playerid][PlayerKey[playerid]][CarSpoiler];
PlayerCar[pID][PlayerKey[pID]][CarRoof]=PlayerCar[playerid][PlayerKey[playerid]][CarRoof];
PlayerCar[pID][PlayerKey[pID]][CarHood]=PlayerCar[playerid][PlayerKey[playerid]][CarHood];
PlayerCar[pID][PlayerKey[pID]][CarVents]=PlayerCar[playerid][PlayerKey[playerid]][CarVents];
PlayerCar[pID][PlayerKey[pID]][CarLamps]=PlayerCar[playerid][PlayerKey[playerid]][CarLamps];
PlayerCar[pID][PlayerKey[pID]][CarPJ]= PlayerCar[playerid][PlayerKey[playerid]][CarPJ];
PlayerCar[pID][PlayerKey[pID]][CarC1]=PlayerCar[playerid][PlayerKey[playerid]][CarC1];
PlayerCar[pID][PlayerKey[pID]][CarC2]=PlayerCar[playerid][PlayerKey[playerid]][CarC2];
PlayerCar[pID][PlayerKey[pID]][CarPreis]=PlayerCar[playerid][PlayerKey[playerid]][CarPreis];
PlayerCar[pID][PlayerKey[pID]][CarState]=PlayerCar[playerid][PlayerKey[playerid]][CarState];
PlayerCar[pID][PlayerKey[pID]][CarNeon1] = PlayerCar[playerid][PlayerKey[playerid]][CarNeon1];
PlayerCar[pID][PlayerKey[pID]][CarNeon2] = PlayerCar[playerid][PlayerKey[playerid]][CarNeon2];
PlayerCar[pID][PlayerKey[pID]][CarId] = CreateVehicle(PlayerCar[pID][PlayerKey[pID]][CarModel], x, y, z, 0.0, PlayerCar[pID][PlayerKey[pID]][CarC1], PlayerCar[pID][PlayerKey[pID]][CarC2], -1);
if(PlayerCar[pID][PlayerKey[pID]][CarNeon1] > 0 || PlayerCar[pID][PlayerKey[pID]][CarNeon2] > 0)
{
PlayerCar[pID][PlayerKey[pID]][ObjectIDNeon1] = CreateDynamicObject(PlayerCar[pID][PlayerKey[pID]][CarNeon1], 0,0,0,0,0,0,0);
PlayerCar[pID][PlayerKey[pID]][ObjectIDNeon2] = CreateDynamicObject(PlayerCar[pID][PlayerKey[pID]][CarNeon2], 0,0,0,0,0,0,0);
AttachDynamicObjectToVehicle(PlayerCar[pID][PlayerKey[pID]][ObjectIDNeon1], PlayerCar[pID][PlayerKey[pID]][CarId], -0.8, 0.0, -0.70, 0.0, 0.0, 0.0);
AttachDynamicObjectToVehicle(PlayerCar[pID][PlayerKey[pID]][ObjectIDNeon2], PlayerCar[pID][PlayerKey[pID]][CarId], 0.8, 0.0, -0.70, 0.0, 0.0, 0.0);
}
PlayerHaveCar[pID][PlayerKey[pID]] = 1;
LockCar(PlayerCar[pID][PlayerKey[pID]][CarId]);
}
else
{
SendClientMessage(playerid, COLOR_GREY, "Der Spieler hat auf dem Schlüssel bereits ein Fahrzeug.");
return 1;
}
}
else
{
SendClientMessage(playerid, COLOR_GREY, "Du hast auf dem Schlüssel kein Fahrzeug.");
return 1;
}
return 1;
}
Ich hoffe jemand kann helfen.