Das habe ich unter OnPlayerDeath:
//Paintball
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(PlayerInfo[i][pPaintball] == 5 || PlayerInfo[i][pPaintball] != 0)
{
new killss = GetPlayerScore(killerid);
if(killerid != INVALID_PLAYER_ID) SetPlayerScore(killerid, GetPlayerScore(killerid) + 1);
SetPlayerScore(i,0);
//////////////////////////////////////
GetPlayerName(killerid, pbname, sizeof(pbname));
GetPlayerName(i, kname, sizeof(kname));
//////////////////////////////////////
switch(killss)
{
case 3:
{
format(string, sizeof(string), "~r~%s ~y~- Dominating with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 4:
{
format(string, sizeof(string), "~r~%s ~y~- Rampage with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 5:
{
format(string, sizeof(string), "~r~%s ~y~- Killing Spree with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 6:
{
format(string, sizeof(string), "~r~%s ~y~- Monster Kill with %d Kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 7:
{
format(string, sizeof(string), "~r~%s ~y~- Unstoppable with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 8:
{
format(string, sizeof(string), "~r~%s ~y~- Ultra Kill with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 9:
{
format(string, sizeof(string), "~r~%s ~y~- Godlike with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 10:
{
format(string, sizeof(string), "~r~%s ~y~- Wicked Sick with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 11:
{
format(string, sizeof(string), "~r~%s ~y~- Ludacriss Kill with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 12:
{
format(string, sizeof(string), "~r~%s ~y~- Holy Shit with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 13:
{
format(string, sizeof(string), "~r~%s ~y~- Huge Killing Script with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 14:
{
format(string, sizeof(string), "~r~%s ~y~- Huge Killing Script with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 15:
{
format(string, sizeof(string), "~r~%s ~y~- Huge Killing Script with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 16:
{
format(string, sizeof(string), "~r~%s ~y~- Huge Killing Script with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 17:
{
format(string, sizeof(string), "~r~%s ~y~- Huge Killing Script with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 18:
{
format(string, sizeof(string), "~r~%s ~y~- Huge Killing Script with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 19:
{
format(string, sizeof(string), "~r~%s ~y~- Huge Killing Script with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
case 20:
{
format(string, sizeof(string), "~r~%s ~y~- Huge Killing Script with %d kills", pbname, killss);
TextDrawSetString(Textdraw0, string);
}
}
if(killss >=3)
{
TextDrawHideForAll(Textdraw0);
KillTimer(aaa);
aaa = SetTimer("blablabla", 5000, false);
TextDrawShowForAll(Textdraw0);
return 1;
}
}
}
Aber das klappt irgendwie nur für einen Spieler.
Sagen wir Spieler A killt Spieler B 3x. Dann kommt der Textdraw.
Aber wenn dann Spieler B Spieler A 3x killt passiert nichts.