Hallo leute
Der /frc befehl klappt nicht wie ich den haben möchte
Der /ramfa befehl habe ich kopiert und bei /frc eingefügt also sieht das jetzt so aus:
if(strcmp(cmd, "/frakrc", true) == 0 || strcmp(cmd, "/frc", true) == 0)
{
if(PlayerInfo[playerid][pLeader] == 1)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(PolizeiVehs); pv++)
{
if(!unwanted[PolizeiVehs[pv]]) SetVehicleToRespawn(PolizeiVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 2)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(FBIVehs); pv++)
{
if(!unwanted[FBIVehs[pv]]) SetVehicleToRespawn(FBIVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 3)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(BundeswehrVehs); pv++)
{
if(!unwanted[BundeswehrVehs[pv]]) SetVehicleToRespawn(BundeswehrVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 4)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(MedicVehs); pv++)
{
if(!unwanted[MedicVehs[pv]]) SetVehicleToRespawn(MedicVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 22)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(SWATVehs); pv++)
{
if(!unwanted[SWATVehs[pv]]) SetVehicleToRespawn(SWATVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 5)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(LCNVehs); pv++)
{
if(!unwanted[LCNVehs[pv]]) SetVehicleToRespawn(LCNVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 6)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(YakuzaVehs); pv++)
{
if(!unwanted[YakuzaVehs[pv]]) SetVehicleToRespawn(YakuzaVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 7)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(PraesiVehs); pv++)
{
if(!unwanted[PraesiVehs[pv]]) SetVehicleToRespawn(PraesiVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 8)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(HitmanVehs); pv++)
{
if(!unwanted[HitmanVehs[pv]]) SetVehicleToRespawn(HitmanVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 9)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(NewsVehs); pv++)
{
if(!unwanted[NewsVehs[pv]]) SetVehicleToRespawn(NewsVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 10)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(TaxiVehs); pv++)
{
if(!unwanted[TaxiVehs[pv]]) SetVehicleToRespawn(TaxiVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 11)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(FahrschulVehs); pv++)
{
if(!unwanted[FahrschulVehs[pv]]) SetVehicleToRespawn(FahrschulVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 12)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(FuegosVehs); pv++)
{
if(!unwanted[FuegosVehs[pv]]) SetVehicleToRespawn(FuegosVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 13)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(GroveVehs); pv++)
{
if(!unwanted[GroveVehs[pv]]) SetVehicleToRespawn(GroveVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 14)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(BallasVehs); pv++)
{
if(!unwanted[BallasVehs[pv]]) SetVehicleToRespawn(BallasVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 15)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(LSBC); pv++)
{
if(!unwanted[LSBC[pv]]) SetVehicleToRespawn(LSBC[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 16)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(VagosVehs); pv++)
{
if(!unwanted[VagosVehs[pv]]) SetVehicleToRespawn(VagosVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 17)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(AztecasVehs); pv++)
{
if(!unwanted[AztecasVehs[pv]]) SetVehicleToRespawn(AztecasVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 18)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(RifaVehs); pv++)
{
if(!unwanted[RifaVehs[pv]]) SetVehicleToRespawn(RifaVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
/*else if(PlayerInfo[playerid][pLeader] == 19)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(RSVehs); pv++)
{
if(!unwanted[RSVehs[pv]]) SetVehicleToRespawn(RSVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}*/
else if(PlayerInfo[playerid][pLeader] == 20)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(TerrorVehs); pv++)
{
if(!unwanted[TerrorVehs[pv]]) SetVehicleToRespawn(TerrorVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 21)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(WheelVehs); pv++)
{
if(!unwanted[WheelVehs[pv]]) SetVehicleToRespawn(WheelVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 23)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(RMVehs); pv++)
{
if(!unwanted[RMVehs[pv]]) SetVehicleToRespawn(RMVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 24)
{
/*for(new pv = 0; pv < sizeof(oAmtVehs); pv++)
{
SetVehicleToRespawn(oAmtVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}*/
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(oAmtVehs); pv++)
{
if(!unwanted[oAmtVehs[pv]]) SetVehicleToRespawn(oAmtVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(GetPlayerLeader(playerid)){
for(new pv;pv<sizeof(FactionCars);pv++){
if(FactionCars[pv][fVehid] >= 400 && FactionCars[pv][fVehid] <= 611){
if(FactionCars[pv][fFaction] == GetPlayerFaction(playerid)){
if(!IsVehicleInUse(FactionCars[pv][fCarid])){
DestroyAndCreateFactionCar(pv); //Oder FactionCars[fc][fCarid] ?
}
}
}
}
SendClientMessage(playerid,FACTION_COL_YELLOW,"Du hast deine Fraktionsfahrzeuge erfolgreich respawnt.");
}
else
{
SendClientMessage(playerid, COLOR_LIGHTRED, " Du bist kein Leader einer Fraktion!");
}
return 1;
}
{
if(PlayerInfo[playerid][pLeader] == 1)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(PolizeiVehs); pv++)
{
if(!unwanted[PolizeiVehs[pv]]) SetVehicleToRespawn(PolizeiVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 2)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(FBIVehs); pv++)
{
if(!unwanted[FBIVehs[pv]]) SetVehicleToRespawn(FBIVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 3)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(BundeswehrVehs); pv++)
{
if(!unwanted[BundeswehrVehs[pv]]) SetVehicleToRespawn(BundeswehrVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 4)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(MedicVehs); pv++)
{
if(!unwanted[MedicVehs[pv]]) SetVehicleToRespawn(MedicVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 22)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(SWATVehs); pv++)
{
if(!unwanted[SWATVehs[pv]]) SetVehicleToRespawn(SWATVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 5)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(LCNVehs); pv++)
{
if(!unwanted[LCNVehs[pv]]) SetVehicleToRespawn(LCNVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 6)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(YakuzaVehs); pv++)
{
if(!unwanted[YakuzaVehs[pv]]) SetVehicleToRespawn(YakuzaVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 7)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(PraesiVehs); pv++)
{
if(!unwanted[PraesiVehs[pv]]) SetVehicleToRespawn(PraesiVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 8)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(HitmanVehs); pv++)
{
if(!unwanted[HitmanVehs[pv]]) SetVehicleToRespawn(HitmanVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 9)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(NewsVehs); pv++)
{
if(!unwanted[NewsVehs[pv]]) SetVehicleToRespawn(NewsVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 10)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(TaxiVehs); pv++)
{
if(!unwanted[TaxiVehs[pv]]) SetVehicleToRespawn(TaxiVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 11)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(FahrschulVehs); pv++)
{
if(!unwanted[FahrschulVehs[pv]]) SetVehicleToRespawn(FahrschulVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 12)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(FuegosVehs); pv++)
{
if(!unwanted[FuegosVehs[pv]]) SetVehicleToRespawn(FuegosVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 13)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(GroveVehs); pv++)
{
if(!unwanted[GroveVehs[pv]]) SetVehicleToRespawn(GroveVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 14)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(BallasVehs); pv++)
{
if(!unwanted[BallasVehs[pv]]) SetVehicleToRespawn(BallasVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 15)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(LSBC); pv++)
{
if(!unwanted[LSBC[pv]]) SetVehicleToRespawn(LSBC[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 16)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(VagosVehs); pv++)
{
if(!unwanted[VagosVehs[pv]]) SetVehicleToRespawn(VagosVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 17)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(AztecasVehs); pv++)
{
if(!unwanted[AztecasVehs[pv]]) SetVehicleToRespawn(AztecasVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 18)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(RifaVehs); pv++)
{
if(!unwanted[RifaVehs[pv]]) SetVehicleToRespawn(RifaVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
/*else if(PlayerInfo[playerid][pLeader] == 19)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(RSVehs); pv++)
{
if(!unwanted[RSVehs[pv]]) SetVehicleToRespawn(RSVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}*/
else if(PlayerInfo[playerid][pLeader] == 20)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(TerrorVehs); pv++)
{
if(!unwanted[TerrorVehs[pv]]) SetVehicleToRespawn(TerrorVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 21)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(WheelVehs); pv++)
{
if(!unwanted[WheelVehs[pv]]) SetVehicleToRespawn(WheelVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 23)
{
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(RMVehs); pv++)
{
if(!unwanted[RMVehs[pv]]) SetVehicleToRespawn(RMVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(PlayerInfo[playerid][pLeader] == 24)
{
/*for(new pv = 0; pv < sizeof(oAmtVehs); pv++)
{
SetVehicleToRespawn(oAmtVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}*/
new bool:unwanted[CAR_AMOUNT];
for(new player=0; player<MAX_PLAYERS; player++)
{
if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
}
for(new pv = 0; pv < sizeof(oAmtVehs); pv++)
{
if(!unwanted[oAmtVehs[pv]]) SetVehicleToRespawn(oAmtVehs[pv]);
SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
}
return 1;
}
else if(GetPlayerLeader(playerid)){
for(new pv;pv<sizeof(FactionCars);pv++){
if(FactionCars[pv][fVehid] >= 400 && FactionCars[pv][fVehid] <= 611){
if(FactionCars[pv][fFaction] == GetPlayerFaction(playerid)){
if(!IsVehicleInUse(FactionCars[pv][fCarid])){
DestroyAndCreateFactionCar(pv); //Oder FactionCars[fc][fCarid] ?
}
}
}
}
SendClientMessage(playerid,FACTION_COL_YELLOW,"Du hast deine Fraktionsfahrzeuge erfolgreich respawnt.");
}
else
{
SendClientMessage(playerid, COLOR_LIGHTRED, " Du bist kein Leader einer Fraktion!");
}
return 1;
}
Nun möchte ich das alle Frak autos gepsawnt werden. Also wenn man die gekauft hat und wenn die vom Script aus so sind..
Könnte mir jemand helfen?
MfG SkillerZ