Nach Kill wieder mit Waffen spawnen!

Wichtiger Hinweis: Bitte ändert nicht manuell die Schriftfarbe auf schwarz sondern belasst es bei der Standardeinstellung. Somit tragt ihr dazu bei dass euer Text auch bei Verwendung unseren dunklen Forenstils noch lesbar ist!

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  • OnPlayerDeath
    {
    GetPlayerWaeponData( Kenn die Parameter jetzt nicht auswenig! )
    }
    OnPlayerSpawn
    {
    GivePlayerWeapon( Parameter :P )
    // Oder SetPlayerWeaponData falls es die Funktion gibt!
    V1rus

  • HI, danke erst mal für eure Antworten, meine On Player Spawn sieht so aus, wo soll ich da nun da rein hauen wegen der Waffe?


    public OnPlayerSpawn(playerid)
    {
    ScriptMoneyUpdated[playerid] = 1;
    SetRealMoney(playerid, ScriptMoney[playerid]);
    new pName[MAX_PLAYER_NAME];
    new string[128];
    InitLockDoors(playerid);
    if(IsPlayerNPC(playerid)) return 1;
    STDPlayer[playerid] = 0;
    gTeam[playerid] = PlayerInfo[playerid][pTeam]; //Set the Team
    if (gTeam[playerid] == 4) //medic / criminal reset team
    {
    gTeam[playerid] = 3;
    }
    if(gPlayerLogged[playerid] == 0)
    {
    SendClientMessage(playerid, COLOR_LIGHTRED, "** This server requires a Login BEFORE spawn (Kicked) **");
    Kick(playerid);
    }
    if(PlayerInfo[playerid][pAdminDuty] == 1)
    {
    Delete3DTextLabel(DutyLabel[playerid]);
    DutyLabel[playerid] = Create3DTextLabel("Admin On Duty \n Do NOT Attack",0xFF000099,0,0,0,50,-1,1);
    Attach3DTextLabelToPlayer(DutyLabel[playerid], playerid, 0,0,0);
    }
    else if(PlayerInfo[playerid][pTesterDuty] == 1)
    {
    Delete3DTextLabel(DutyLabel[playerid]);
    DutyLabel[playerid] = Create3DTextLabel("Tester On Duty \n Do NOT Attack",0x00AA0099,0,0,0,50,-1,1);
    Attach3DTextLabelToPlayer(DutyLabel[playerid], playerid, 0,0,0);
    }
    if(!gPlayerAnimLibsPreloaded[playerid])
    {
    PreloadAnimLib(playerid,"BOMBER");
    PreloadAnimLib(playerid,"RAPPING");
    PreloadAnimLib(playerid,"SHOP");
    PreloadAnimLib(playerid,"BEACH");
    PreloadAnimLib(playerid,"SMOKING");
    PreloadAnimLib(playerid,"FOOD");
    PreloadAnimLib(playerid,"ON_LOOKERS");
    PreloadAnimLib(playerid,"DEALER");
    PreloadAnimLib(playerid,"CRACK");
    PreloadAnimLib(playerid,"CARRY");
    PreloadAnimLib(playerid,"COP_AMBIENT");
    PreloadAnimLib(playerid,"PARK");
    PreloadAnimLib(playerid,"INT_HOUSE");
    PreloadAnimLib(playerid,"FOOD");
    PreloadAnimLib(playerid,"PED");
    PreloadAnimLib(playerid,"MISC");
    PreloadAnimLib(playerid,"BLOWJOBZ");
    PreloadAnimLib(playerid,"RIFLE");
    PreloadAnimLib(playerid,"UZI");
    PreloadAnimLib(playerid,"SHOTGUN");
    PreloadAnimLib(playerid,"COLT45");
    PreloadAnimLib(playerid,"SILENCED");
    PreloadAnimLib(playerid,"GYMNASIUM");
    PreloadAnimLib(playerid,"PARK");
    PreloadAnimLib(playerid,"BSKTBALL");
    PreloadAnimLib(playerid,"GANGS");
    PreloadAnimLib(playerid,"FIGHT_D");
    PreloadAnimLib(playerid,"PAULNMAC");
    gPlayerAnimLibsPreloaded[playerid] = 1;
    }
    TextDrawHideForPlayer(playerid, Textdraw39[playerid]);
    TextDrawHideForPlayer(playerid, Textdraw40[playerid]);
    if(gTeam[playerid] == 11 && PlayerInfo[playerid][pLeader] < 1)
    {
    MedicBill[playerid] = 0;
    new rand = random(sizeof(CIV));
    SendClientMessage(playerid, COLOR_LIGHTRED, "You are not an Approved Leader, you are now a Civilian !");
    PlayerInfo[playerid][pTeam] = 3;
    gTeam[playerid] = 3;
    SetSpawnInfo(playerid, gTeam[playerid], CIV[rand],0.0,0.0,0.0,0,0,0,0,0,0,0);
    PlayerInfo[playerid][pModel] = CIV[rand];
    SpawnPlayer(playerid);
    }
    if(gTeam[playerid] == 5)
    {
    if(PlayerInfo[playerid][pMember] < 1)
    {
    MedicBill[playerid] = 0;
    new rand = random(sizeof(CIV));
    SendClientMessage(playerid, COLOR_LIGHTRED, "You are not a Family Member, you are now a Civilian !");
    PlayerInfo[playerid][pTeam] = 3;
    gTeam[playerid] = 3;
    SetSpawnInfo(playerid, gTeam[playerid], CIV[rand],0.0,0.0,0.0,0,0,0,0,0,0,0);
    PlayerInfo[playerid][pModel] = CIV[rand];
    SpawnPlayer(playerid);
    }
    }
    if(gTeam[playerid] == 10)
    {
    if(PlayerInfo[playerid][pMember] != 8)
    {
    MedicBill[playerid] = 0;
    new rand = random(sizeof(CIV));
    SendClientMessage(playerid, COLOR_LIGHTRED, "You are not a Member of this Agency, you are now a Civilian !");
    PlayerInfo[playerid][pTeam] = 3;
    gTeam[playerid] = 3;
    SetSpawnInfo(playerid, gTeam[playerid], CIV[rand],0.0,0.0,0.0,0,0,0,0,0,0,0);
    PlayerInfo[playerid][pModel] = CIV[rand];
    SpawnPlayer(playerid);
    }
    }
    if(gTeam[playerid] == 2 && PlayerInfo[playerid][pMember] > 3)
    {
    MedicBill[playerid] = 0;
    new rand = random(sizeof(CIV));
    SendClientMessage(playerid, COLOR_LIGHTRED, "You haven't applied for being an Officer / FBI / National Guard, you are now a Civilian !");
    PlayerInfo[playerid][pTeam] = 3;
    gTeam[playerid] = 3;
    SetSpawnInfo(playerid, gTeam[playerid], CIV[rand],0.0,0.0,0.0,0,0,0,0,0,0,0);
    PlayerInfo[playerid][pModel] = CIV[rand];
    SpawnPlayer(playerid);
    }
    if(PlayerInfo[playerid][pRegularCount] <= 72000 && PlayerInfo[playerid][pRegularRank] == 0)
    {
    PlayerInfo[playerid][pRegularRank] = 1;
    GetPlayerName(playerid, pName, sizeof(pName));
    format(string, sizeof(string), "%s Has been Automatically Promoted to Regular Player!", pName);
    SendClientMessageToAll(COLOR_PINK, string);
    GameTextForPlayer(playerid, "~y~PROMOTED ~n~~p~REGULAR PLAYER !!!!!", 10000, 5);
    if (PlayerInfo[playerid][pHelper] == 0)
    {
    PlayerInfo[playerid][pHelper] = 1;
    SendClientMessage(playerid, COLOR_PINK, "You have been Promoted to a Helper!");
    }
    if (PlayerInfo[playerid][pAchievement7] == 0)
    {
    TextDrawSetString(Textdraw64[playerid],"Congratulations! ~n~~n~You have earned the medal ~n~~b~Regular Player (7) ~n~~n~~w~you won ~g~$200");
    ShowAchievement(playerid);
    SafeGivePlayerMoney(playerid,2500);
    PlayerInfo[playerid][pAchievement7] = 1;
    }
    }
    ...