Hallo,
zur Zeit ist das bei mir so, das man ohne Waffen Spawnt und nicht mehr on Duty ist sobald man gestorben ist, wie kann ich dieses Ändern?
MfG
Aulus
Hallo,
zur Zeit ist das bei mir so, das man ohne Waffen Spawnt und nicht mehr on Duty ist sobald man gestorben ist, wie kann ich dieses Ändern?
MfG
Aulus
Du verlierst normalerweiße immer deine Waffen wenn du stirbst,du machst am besten bei "OnPlayerSpawn" rein das er mit Waffen spawnen soll.
OnPlayerDeath
{
GetPlayerWaeponData( Kenn die Parameter jetzt nicht auswenig! )
}
OnPlayerSpawn
{
GivePlayerWeapon( Parameter )
// 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;
}
}
...