Nur um festzustellen ob der Code das verursacht, schreibe die Funktion so und teste es dann:
stock RespawnVehicle(playerid,vehicleid)
{
/*if(vehicleid==0)return 1;
if(vehicleid==INVALID_VEHICLE_ID)return 1;
new Float:tmpdis;
tmpdis=distanz[vehicleid];
if(playerid!=INVALID_PLAYER_ID&&playerid!=499)
{
RemovePlayerFromVehicle(playerid);
}
//format(string,sizeof(string),"Fahrzeug %i wurde respawnt.",vehicleid);
//owner(string);
if(sirene[vehicleid]!=0)
{
DestroyDynamicObject(sirene[vehicleid]);
sirene[vehicleid]=0;
sirenean[vehicleid]=0;
}
for(new i=1; i<max_autos; i++)
{
if(PlayerAuto[i][id_x]==vehicleid)
{
if(PlayerAuto[i][a_x]!=0.0) // Zeile 47391
{
neonReset(vehicleid);
DestroyVehicle(PlayerAuto[i][id_x]);
PlayerAuto[i][id_x]=CreateVehicleEx(PlayerAuto[i][vmodel],PlayerAuto[i][a_x],PlayerAuto[i][a_y],PlayerAuto[i][a_z],PlayerAuto[i][a_a],PlayerAuto[i][vfarbe1],PlayerAuto[i][vfarbe2],0);
FahrzeugTunen(PlayerAuto[i][id_x]);
distanz[PlayerAuto[i][id_x]]=tmpdis;
//SetVehiclePos(vehicleid,PlayerAuto[i][a_x],PlayerAuto[i][a_y],PlayerAuto[i][a_z]);
//SetVehicleZAngle(vehicleid,PlayerAuto[i][a_a]);
}
else if(PlayerAuto[i][lastx]!=0.0)
{
neonReset(vehicleid);
DestroyVehicle(PlayerAuto[i][id_x]);
PlayerAuto[i][id_x]=CreateVehicleEx(PlayerAuto[i][vmodel],PlayerAuto[i][lastx],PlayerAuto[i][lasty],PlayerAuto[i][lastz],PlayerAuto[i][lastr],PlayerAuto[i][vfarbe1],PlayerAuto[i][vfarbe2],0);
FahrzeugTunen(PlayerAuto[i][id_x]);
distanz[PlayerAuto[i][id_x]]=tmpdis;
PlayerAuto[i][lastx]=0.0;
}
else
{
neonReset(vehicleid);
DestroyVehicle(PlayerAuto[i][id_x]);
PlayerAuto[i][id_x]=CreateVehicleEx(PlayerAuto[i][vmodel],PlayerAuto[i][v_xc],PlayerAuto[i][v_yc],PlayerAuto[i][v_zc],PlayerAuto[i][v_ac],PlayerAuto[i][vfarbe1],PlayerAuto[i][vfarbe2],0);
FahrzeugTunen(PlayerAuto[i][id_x]);
distanz[PlayerAuto[i][id_x]]=tmpdis;
//SetVehiclePos(vehicleid,PlayerAuto[i][v_xc],PlayerAuto[i][v_yc],PlayerAuto[i][v_zc]);
//SetVehicleZAngle(vehicleid,PlayerAuto[i][v_ac]);
}
return 1;
}
if(FraktAuto[i][id_x]==vehicleid)
{
if(FraktAuto[i][a_x]==0.0)
{
neonReset(vehicleid);
DestroyVehicle(FraktAuto[i][id_x]);
FraktAuto[i][id_x]=CreateVehicleEx(FraktAuto[i][vmodel],FraktAuto[i][v_xc],FraktAuto[i][v_yc],FraktAuto[i][v_zc],FraktAuto[i][v_ac],FraktAuto[i][vfarbe1],FraktAuto[i][vfarbe2],0);
FahrzeugTunen(FraktAuto[i][id_x]);
distanz[FraktAuto[i][id_x]]=tmpdis;
//SetVehiclePos(vehicleid,FraktAuto[i][v_xc],FraktAuto[i][v_yc],FraktAuto[i][v_zc]);
//SetVehicleZAngle(vehicleid,FraktAuto[i][v_ac]);
}
else
{
neonReset(vehicleid);
DestroyVehicle(FraktAuto[i][id_x]);
FraktAuto[i][id_x]=CreateVehicleEx(FraktAuto[i][vmodel],FraktAuto[i][a_x],FraktAuto[i][a_y],FraktAuto[i][a_z],FraktAuto[i][a_a],FraktAuto[i][vfarbe1],FraktAuto[i][vfarbe2],0);
FahrzeugTunen(FraktAuto[i][id_x]);
distanz[FraktAuto[i][id_x]]=tmpdis;
//SetVehiclePos(vehicleid,FraktAuto[i][a_x],FraktAuto[i][a_y],FraktAuto[i][a_z]);
//SetVehicleZAngle(vehicleid,FraktAuto[i][a_a]);
}
return 1;
}
}
SetVehicleToRespawn(vehicleid);*/
return 1;
}
Ich weiß, dass das Fahrzeug dann nicht neu spawnt, aber das ist erst mal egal.
Wenn der Server wieder abstürzt, poste bitte den Log nochmal.