Nachdem der ganze Textdraw Dreck jetzt endlich vorbei und es endlich fehlerfrei kompiliert wurde. Gibts nun ein neues Problem: Es funktioniert nicht. Das Textdraw bleibt auf "/god:AUS" stehen. Egal was ich mache... Hat jemand evlt. eine Idee?
new God[MAX_PLAYERS] = 0;
new PlayerText:TD[MAX_PLAYERS];
//PlayerConnect
{
TD[playerid] = CreatePlayerTextDraw(playerid,3.666702, 281.659332, "/god:");
PlayerTextDrawLetterSize(playerid,TD[playerid], 0.285999, 1.371851);
PlayerTextDrawAlignment(playerid,TD[playerid], 1);
PlayerTextDrawColor(playerid,TD[playerid], -1);
PlayerTextDrawSetShadow(playerid,TD[playerid], 2);
PlayerTextDrawSetOutline(playerid,TD[playerid], 0);
PlayerTextDrawBackgroundColor(playerid,TD[playerid], 51);
PlayerTextDrawFont(playerid,TD[playerid], 2);
PlayerTextDrawSetProportional(playerid,TD[playerid], 1);
new text[32];
switch(God[playerid])
{
case 0: format(text, sizeof(text), "/god: AUS");
case 1: format(text, sizeof(text), "/god: AN");
}
PlayerTextDrawSetString(playerid, TD[playerid], text);
PlayerTextDrawShow(playerid, TD[playerid]);
//PlayerSpawn
God[playerid] = 1;
//Playercommand
if(strcmp("/god", cmdtext, true, 10) == 0)
{
if (God[playerid] == 1)
{
SendClientMessage(playerid, Rot, "God Modus aus. Du bist nun Verwundbar!");
SetPlayerHealth(playerid, 100);
SetPlayerArmour(playerid, 100);
God[playerid] = 0;
return 1;
}
else if(God[playerid] == 0)
{
SendClientMessage(playerid, Hellblau, "God Modus an. Du bist nun Unverwundbar.");
God[playerid] = 1;
SetPlayerArmour(playerid, 10000);
SetPlayerHealth(playerid, 10000);
return 1;
}