Anders ist es nicht möglich...
Na da haste dich aber getäuscht
,ist nicht von mir Aber funzt
Ist aus irgendeiner Version vom GFF die Kommentare waren schon da ![]()
new Float:g247Locations[5][3] = {
{1350.3256,-1753.4979,13.1560}, // LS
{1316.1409,-904.1887,38.7625}, // LS
{997.8823,-919.8439,41.9803}, // LS
{-1564.5702,-2735.9426,48.3450},
{1830.2692,-1842.8274,13.1428} // LS-SF
};
// OUR AWESOME NEW COMMAND THAT OWNS EVERYONE
new Float:olddistance = 999999;
new Float:newdistance;
new closest = -1;
new Float:GasX,Float:GasY,Float:GasZ;
for (new i = 0; i < sizeof(g247Locations); i++) // SCAN ALL THE 24/7s
{
GasX = g247Locations[i][0]; // GRAB THE LOCATIONS OF THE 24/7
GasY = g247Locations[i][1];
GasZ = g247Locations[i][2];
newdistance = GetDistanceBetweenPlayerToPoint(playerid,GasX,GasY,GasZ);
// GRAB THE DISTANCE THIS STATION IS AWAY FROM THE PLAYER
if (newdistance < olddistance) // IF THIS ONE IS CLOSER THAN THE LAST ONE
{
olddistance = newdistance;
closest = i;
}
}
SetPlayerCheckpoint(playerid,g247Locations[closest][0],g247Locations[closest][1],g247Locations[closest][2], 4.0);
GameTextForPlayer(playerid, "~w~Waypoint set ~r~24-7", 5000, 1);
Achja hier noch GetDistanceBetweenPlayerToPoint
forward Float:GetDistanceBetweenPlayerToPoint(p1,Float:px,Float:py,Float:pz);
public Float:GetDistanceBetweenPlayerToPoint(p1,Float:px,Float:py,Float:pz)
{
new Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2;
if(!IsPlayerConnected(p1) )
{
return -1.00;
}
GetPlayerPos(p1,x1,y1,z1);
x2 = px;
y2 = py;
z2 = pz;
return floatsqroot(floatpower(floatabs(floatsub(x2,x1)),2)+floatpower(floatabs(floatsub(y2,y1)),2)+floatpower(floatabs(floatsub(z2,z1)),2));
}