Schreibe die Funktion so:
stock CreateVehicleEx(vehicletype, Float:x, Float:y, Float:z, Float:rotation, color1, color2, respawn_delay, bool:reset=false, siren, bool:train=false)
{
new vehicleid;
if(vehicletype < 400 || vehicletype > 611)return 0;
if(!train) vehicleid = CreateVehicle(vehicletype, x, y, z, rotation, color1, color2, respawn_delay, siren);
else vehicleid = AddStaticVehicle(vehicletype, x, y, z, rotation, color1, color2);
if(Vehicle[vehicleid][vehMotor])KillTimer(Vehicle[vehicleid][VehicleTimer]);
Vehicle[vehicleid][vehMotor] = false;
Vehicle[vehicleid][vehLicht] = false;
Vehicle[vehicleid][vehHaube] = false;
Vehicle[vehicleid][vehKRaum] = false;
Vehicle[vehicleid][vehPosX2] = x;
Vehicle[vehicleid][vehPosY2] = y;
Vehicle[vehicleid][vehPosZ2] = z;
Vehicle[vehicleid][vehSiren] = siren;
Vehicle[vehicleid][vehProds] = 0;
Vehicle[vehicleid][vehText] = CreateDynamic3DTextLabel(" ", COLOR_WHITE, 50.0, 60.0, 110.0, 20.0, INVALID_PLAYER_ID, vehicleid, 0, -1, -1, -1, 100.0);
if(reset == true)
{
if(IsValidVehicle(vehicleid))
Vehicle[vehicleid][vehTankKM] = 0;
Vehicle[vehicleid][vehKMStandCount] = 0;
Vehicle[vehicleid][vehKMStand] = 0;
Vehicle[vehicleid][vehFuel] = VehicleData[vehicletype-400][vehMaxTank];
Vehicle[vehicleid][vehNeonID] = 0;
Vehicle[vehicleid][vehProds] = 0;
DestroyDynamicObject(Vehicle[vehicleid][vehNeon1]);
DestroyDynamicObject(Vehicle[vehicleid][vehNeon2]);
DestroyDynamicObject(Vehicle[vehicleid][vehSiren1]);
DestroyDynamicObject(Vehicle[vehicleid][vehSiren2]);
DestroyDynamicObject(Vehicle[vehicleid][vehSiren3]);
DestroyDynamicObject(Vehicle[vehicleid][vehSiren4]);
DestroyDynamicObject(Vehicle[vehicleid][vehSiren5]);
DestroyDynamicObject(Vehicle[vehicleid][vehUCL]);
Vehicle[vehicleid][vehNeon1] = INVALID_OBJECT_ID;
Vehicle[vehicleid][vehNeon2] = INVALID_OBJECT_ID;
Vehicle[vehicleid][vehSiren1] = INVALID_OBJECT_ID;
Vehicle[vehicleid][vehSiren2] = INVALID_OBJECT_ID;
Vehicle[vehicleid][vehSiren3] = INVALID_OBJECT_ID;
Vehicle[vehicleid][vehSiren4] = INVALID_OBJECT_ID;
Vehicle[vehicleid][vehSiren5] = INVALID_OBJECT_ID;
Vehicle[vehicleid][vehUCL] = INVALID_OBJECT_ID;
Vehicle[vehicleid][vehUCLCreated] = 0;
}
return vehicleid;
}
Dann kannst du die Züge so erstellen:
Zug[0] = CreateVehicleEx(538,735.3322,2241.4160,19.2559,186.3122,1,205, 180, true, 0, true); // Zug
Zug[1] = CreateVehicleEx(538,739.2803,2113.7998,13.5984,180.6826,1,205, 180, true, 0, true); // Zug
Zug[2] = CreateVehicleEx(538,742.5255,1780.5483,6.8367,180.2577,1,205, 180, true, 0, true); // Zug
Zug[3] = CreateVehicleEx(538,743.1469,1652.9189,8.5661,180.3493,1,205, 180, true, 0, true); // Zug
Das letzte "true" bedeutet, dass es ein Zug ist.