Wenn du genau dini brauchst dann kann ich meinen Befehl vorführen
enum attachInfo
{
index,
modelid,
bone,
Float:fOffsetX
Float:fOffsetY,
Float:fOffsetZ,
Float:fRotX,
Float:fRotY,
Float:fRotZ,
Float:fScaleX,
Float:fScaleY,
Float:fScaleZ,
materialcolor1,
materialcolor2 // Verdammt hat dieser Befehl viele eigenschaften !
}
new Attachment[MAX_PLAYERS][attachInfo];
Alles definieren wie ich es um vorigen Post gemacht habe.
public LoadAttachments()
{
new str[128],playername[20];
GetPlayerName(playerid,playername, sizeof(playername));
format(str, sizeof(str), "/Attachments/%s.ini", playername); // Hier wird für jeden Spieler eine eigene Datei angelegt
if(dini_Exists(str))
{
Attachment[playerid][index] = dini_Int(str,"Index");
Attachment[playerid][modelid] = dini_Int(str,"Modelid");
Attachment[playerid][bone] = dini_Int(str,"Bone");
Attachment[playerid][fOffsetX] = dini_Float(str, "fOffsetX");
Attachment[playerid][fOffsetY] = dini_Float(str, "fOffsetY");
Attachment[playerid][fOffsetZ] = dini_Float(str, "fOffsetZ");
Attachment[playerid][fRotX] = dini_Float(str, "fRotX");
Attachment[playerid][fRotY] = dini_Float(str, "fRotY");
Attachment[playerid][fRotZ] = dini_Float(str, "fRotZ");
Attachment[playerid][fScaleX] = dini_Float(str, "fScaleX");
Attachment[playerid][fScaleY] = dini_Float(str, "fScaleY");
Attachment[playerid][fScaleZ] = dini_Float(str, "fScaleZ");
Attachment[playerid][materialcolor1] = dini_Int(str, "materialcolor1");
Attachment[playerid][materialcolor2] = dini_Int(str, "materialcolor2");
SetPlayerAttachedObject(Attachment[playerid][index], Attachment[playerid][modelid], Attachment[playerid][bone], Attachment[playerid][fOffsetX], Attachment[playerid][fOffsetY], Attachment[playerid][fOffsetZ], Attachment[playerid][fRotX], Attachment[playerid][fRotY], Attachment[playerid][fRotZ], Attachment[playerid][fScaleX], Attachment[playerid][fScaleY], Attachment[playerid][fScaleZ], Attachment[playerid][materialcolor1], Attachment[playerid][materialcolor2]);
// WAS für ne linie xD
}
}
Das ist was er auslesen soll