Beiträge von relyyy

    Es gibt kein Bizsystem als Filterscript oder ähnliches, meinte ich damit.


    Und ne, ich wiedersüreche mich nicht. Wäre man etwas schlauer hätte man es wissen können.


    Wenn dein Server realer werden soll, lern scripten.

    Lol, das ist die Wahrheit. Jeder 3. meint, sein Script istn Selfmade, obwohl er hier alles benutzt, was andere(!) machen.


    Ein Bizsystem gibt es nicht!

    Ist alles was nicht Godfather ist Selfmade? Du sagst du machst ein Selfmade, aber fragst hier nach einem Speedo, nen Bizsystem etc. , das ist kein SELFMADE mehr. Weißt du was Selfmade heißt? Selbst gemacht! Und nicht Selbst kopiert!

    Mhh..


    Vll. hilft dir das weiter`?


    public OnPlayerSelectedMenuRow(playerid, row)
    {
    new Menu:CurrentMenu = GetPlayerMenu(playerid);
    if(CurrentMenu == dmmenu)
    {
    switch(row)
    {
    case 0:
    {
    new rand = random(sizeof(gArenaRandomPlayerSpawns));
    SetPlayerPos(playerid, gArenaRandomPlayerSpawns[rand][0], gArenaRandomPlayerSpawns[rand][1], gArenaRandomPlayerSpawns[rand][2]);
    ResetPlayerWeapons(playerid);
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);
    GivePlayerWeapon(playerid,30,500);
    GivePlayerWeapon(playerid,33,200);
    GivePlayerWeapon(playerid,22,200);


    dm = 1;
    }
    case 1:
    {
    //SetPlayerPos
    ResetPlayerWeapons(playerid);
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    dm = 1;
    }
    case 2:
    {
    //SetPlayerPos
    ResetPlayerWeapons(playerid);
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    dm = 1;
    }
    case 3:
    {
    //SetPlayerPos
    ResetPlayerWeapons(playerid);
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    dm = 1;
    }
    case 4:
    {
    //SetPlayerPos
    ResetPlayerWeapons(playerid);
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    dm = 1;
    }
    case 5:
    {
    //SetPlayerPos
    ResetPlayerWeapons(playerid);
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    dm = 1;
    }
    case 6:
    {
    //SetPlayerPos
    ResetPlayerWeapons(playerid);
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    dm = 1;
    }
    case 7:
    {
    ShowMenuForPlayer(dmmenu2, playerid);
    }
    case 8:
    {
    HideMenuForPlayer(dmmenu, playerid);
    }
    }
    }
    else if(CurrentMenu == dmmenu2)
    {
    switch(row)
    {
    case 0:
    {
    //SetPlayerPos
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    ResetPlayerWeapons(playerid);
    dm = 1;
    }
    case 1:
    {
    //SetPlayerPos
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    ResetPlayerWeapons(playerid);
    dm = 1;
    }
    case 2:
    {
    //SetPlayerPos
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    ResetPlayerWeapons(playerid);
    dm = 1;
    }
    case 3:
    {
    //SetPlayerPos
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    ResetPlayerWeapons(playerid);
    dm = 1;
    }
    case 4:
    {
    //SetPlayerPos
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    ResetPlayerWeapons(playerid);
    dm = 1;
    }
    case 5:
    {
    //SetPlayerPos
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    ResetPlayerWeapons(playerid);
    dm = 1;
    }
    case 6:
    {
    //SetPlayerPos
    SetPlayerHealth(playerid, 100);
    SetPlayerArmour(playerid, 100.0);


    ResetPlayerWeapons(playerid);
    dm = 1;
    }
    case 7:
    {
    ShowMenuForPlayer(dmmenu, playerid);
    }
    case 8:
    {
    HideMenuForPlayer(dmmenu2, playerid);
    }
    }
    }
    return 1;
    }


    public OnPlayerExitedMenu(playerid)
    {


    TogglePlayerControllable(playerid, true);
    return 1;
    }