Beiträge von Kevin_CaruZo

    Werde das gleich mal probieren :D Danke !
    Warum wird das so angezeigt?

    Code
    487 2526.636 -1996.577 18.559 133.078 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000
    560 2494.859 -1994.245 13.111 178.997 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000
    603 2530.036 -2011.126 13.390 90.601 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000
    517 2451.975 -2022.624 13.401 358.493 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000
    445 2497.471 -2022.768 13.421 359.463 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000
    567 2474.206 -1993.616 13.410 180.522 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000
    522 2533.741 -2015.497 13.178 47.897 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000
    522 2531.469 -2015.275 13.178 48.804 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000
    479 2474.144 -1986.365 13.341 180.377 022 022 14 -255 -255 -255 -255 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.000


    //Edit ich habe


    sscanf(Content,"dffffddddddddddddddddddddddf", <--- das auf


    sscanf(Content,"dffffddddddddddddddddddddddd", <--- geändert und

    format(Content,sizeof(Content),"%d %.3f %.3f %.3f %.3f d d d d d d d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %.3f\r\n", <--- das auf


    format(Content,sizeof(Content),"%d %.3f %.3f %.3f %.3f %03d %03d %02d %02d %02d %02d %02d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d\r\n",<--- geändert :D


    ees funkt jetzt

    Aber es wird irgendwie nicht in der Datei abgespeichert :/


    Ich habe schon das hier gemacht..


    public LoadFactionCars(){
    if(!fexist(FACTION_CAR_FILE)){
    new File:tfFile=fopen(FACTION_CAR_FILE,io_write);
    fclose(tfFile);
    }
    new File:fFile=fopen(FACTION_CAR_FILE,io_read),Content[1024],fc;
    while(fread(fFile,Content) && fc<sizeof(FactionCars)){
    StripNewLine(Content);
    sscanf(Content,"dffffdddddddddddddddddddddd",
    FactionCars[fc][fVehid],
    FactionCars[fc][fPos][0],
    FactionCars[fc][fPos][1],
    FactionCars[fc][fPos][2],
    FactionCars[fc][fPos][3],
    FactionCars[fc][fCol][0],
    FactionCars[fc][fCol][1],
    FactionCars[fc][fFaction][0],
    FactionCars[fc][fFaction][1],
    FactionCars[fc][fFaction][2],
    FactionCars[fc][fFaction][3],
    FactionCars[fc][fFaction][4],
    FactionCars[fc][fTuning][0],
    FactionCars[fc][fTuning][1],
    FactionCars[fc][fTuning][2],
    FactionCars[fc][fTuning][3],
    FactionCars[fc][fTuning][4],
    FactionCars[fc][fTuning][5],
    FactionCars[fc][fTuning][6],
    FactionCars[fc][fTuning][7],
    FactionCars[fc][fTuning][8],
    FactionCars[fc][fTuning][9],
    FactionCars[fc][fTuning][10],
    FactionCars[fc][fTuning][11],
    FactionCars[fc][fTuning][12],
    FactionCars[fc][fTuning][13],
    FactionCars[fc][fPrice],
    FactionCars[fc][fHealth]);
    if(FactionCars[fc][fVehid] >= 400 && FactionCars[fc][fVehid] <= 611){
    FactionCars[fc][fCarid] = CreateVehicle(FactionCars[fc][fVehid],FactionCars[fc][fPos][0],FactionCars[fc][fPos][1],FactionCars[fc][fPos][2],FactionCars[fc][fPos][3],FactionCars[fc][fCol][0],FactionCars[fc][fCol][1],-255);
    #if defined FACTION_CARS_LOCKABLE
    fLockCar(FactionCars[fc][fCarid]);
    FactionCars[fc][fLock] = true;
    #endif
    #if defined FACTION_CARS_TUNEABLE
    if(IsAllowedFactionToTune(FactionCars[fc][fFaction][0])){
    if(FactionCars[fc][fTuning][0] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][0]); }
    if(FactionCars[fc][fTuning][1] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][1]); }
    if(FactionCars[fc][fTuning][2] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][2]); }
    if(FactionCars[fc][fTuning][3] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][3]); }
    if(FactionCars[fc][fTuning][4] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][4]); }
    if(FactionCars[fc][fTuning][5] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][5]); }
    if(FactionCars[fc][fTuning][6] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][6]); }
    if(FactionCars[fc][fTuning][7] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][7]); }
    if(FactionCars[fc][fTuning][8] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][8]); }
    if(FactionCars[fc][fTuning][9] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][9]); }
    if(FactionCars[fc][fTuning][10] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][10]); }
    if(FactionCars[fc][fTuning][11] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][11]); }
    if(FactionCars[fc][fTuning][12] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][12]); }
    if(FactionCars[fc][fTuning][13] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][13]); }
    }
    #endif
    fc++;
    }
    }fclose(fFile);
    return printf(" '%d' Fraktionsfahrzeuge wurden geladen & erstellt.",fc);
    }
    public SaveFactionCars(bool:destroy){
    if(fexist(FACTION_CAR_FILE)) fremove(FACTION_CAR_FILE);
    new File:fFile=fopen(FACTION_CAR_FILE,io_append),Content[1024];
    for(new fc;fc<sizeof(FactionCars);fc++){
    if(FactionCars[fc][fVehid] >= 400 && FactionCars[fc][fVehid] <= 611){
    format(Content,sizeof(Content),"%d %.3f %.3f %.3f %.3f %03d %03d %02d %02d %02d %02d %02d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d\r\n",
    FactionCars[fc][fVehid],
    FactionCars[fc][fPos][0],
    FactionCars[fc][fPos][1],
    FactionCars[fc][fPos][2],
    FactionCars[fc][fPos][3],
    FactionCars[fc][fCol][0],
    FactionCars[fc][fCol][1],
    FactionCars[fc][fFaction][0],
    FactionCars[fc][fFaction][1],
    FactionCars[fc][fFaction][2],
    FactionCars[fc][fFaction][3],
    FactionCars[fc][fFaction][4],
    FactionCars[fc][fTuning][0],
    FactionCars[fc][fTuning][1],
    FactionCars[fc][fTuning][2],
    FactionCars[fc][fTuning][3],
    FactionCars[fc][fTuning][4],
    FactionCars[fc][fTuning][5],
    FactionCars[fc][fTuning][6],
    FactionCars[fc][fTuning][7],
    FactionCars[fc][fTuning][8],
    FactionCars[fc][fTuning][9],
    FactionCars[fc][fTuning][10],
    FactionCars[fc][fTuning][11],
    FactionCars[fc][fTuning][12],
    FactionCars[fc][fTuning][13],
    FactionCars[fc][fPrice],
    FactionCars[fc][fHealth]);
    fwrite(fFile,Content);
    if(destroy == true){
    if(DestroyVehicle(FactionCars[fc][fCarid]))
    FactionCars[fc][fCarid] = -255;
    }
    }
    }fclose(fFile);
    return true;
    }

    Das ist wo ich die Autos respawne


    public DestroyAndCreateFactionCar(fc){
    if(FactionCars[fc][fVehid] >= 400 && FactionCars[fc][fVehid] <= 611){
    DestroyVehicle(FactionCars[fc][fCarid]);
    FactionCars[fc][fCarid] = CreateVehicle(FactionCars[fc][fVehid],FactionCars[fc][fPos][0],FactionCars[fc][fPos][1],FactionCars[fc][fPos][2],FactionCars[fc][fPos][3],FactionCars[fc][fCol][0],FactionCars[fc][fCol][1],-255);
    #if defined FACTION_CARS_TUNEABLE
    if(IsAllowedFactionToTune(FactionCars[fc][fFaction][0])){
    if(FactionCars[fc][fTuning][0] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][0]); }
    if(FactionCars[fc][fTuning][1] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][1]); }
    if(FactionCars[fc][fTuning][2] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][2]); }
    if(FactionCars[fc][fTuning][3] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][3]); }
    if(FactionCars[fc][fTuning][4] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][4]); }
    if(FactionCars[fc][fTuning][5] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][5]); }
    if(FactionCars[fc][fTuning][6] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][6]); }
    if(FactionCars[fc][fTuning][7] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][7]); }
    if(FactionCars[fc][fTuning][8] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][8]); }
    if(FactionCars[fc][fTuning][9] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][9]); }
    if(FactionCars[fc][fTuning][10] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][10]); }
    if(FactionCars[fc][fTuning][11] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][11]); }
    if(FactionCars[fc][fTuning][12] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][12]); }
    if(FactionCars[fc][fTuning][13] != 0) { AddVehicleComponent(FactionCars[fc][fCarid],FactionCars[fc][fTuning][13]); }
    }
    #endif
    }return true;
    }

    mit /efa:


    dcmd_efa(playerid,params[]){
    if(GetPlayerAdmin(playerid) >= NEEDED_ADMINLEVEL){
    new vehid,col1,col2,faction[5];
    if(!sscanf(params,"dddd",vehid,col1,col2,faction[0])){
    sscanf(params,"dddddddd",vehid,col1,col2,faction[0],faction[1],faction[2],faction[3],faction[4]);
    if(vehid < 400 || vehid > 611) return SendClientMessage(playerid,FACTION_COL_GREY,"Vehicle-ID nur von 400 bis 611.");
    if(col1 < 0 || col1 > 255) return SendClientMessage(playerid,FACTION_COL_GREY,"Falsche Farbe(1)!");
    if(col2 < 0 || col2 > 255) return SendClientMessage(playerid,FACTION_COL_GREY,"Falsche Farbe(2)!");
    if(faction[0] && faction[0] <= MAX_FACTIONS){
    for(new f;f<5;f++){
    if(faction[f] <= 0 || faction[f] > MAX_FACTIONS){
    faction[f] = -255;
    }
    }
    for(new fc;fc<sizeof(FactionCars);fc++){
    if(FactionCars[fc][fVehid] < 400 || FactionCars[fc][fVehid] > 611){
    FactionCars[fc][fVehid] = vehid;
    new Float:fX,Float:fY,Float:fZ,Float:fA;
    GetPlayerPos(playerid,fX,fY,fZ),GetPlayerFacingAngle(playerid,fA);
    FactionCars[fc][fPos][0] = fX;
    FactionCars[fc][fPos][1] = fY;
    FactionCars[fc][fPos][2] = fZ;
    FactionCars[fc][fPos][3] = fA;
    FactionCars[fc][fCol][0] = col1;
    FactionCars[fc][fCol][1] = col2;
    for(new f;f<5;f++){
    FactionCars[fc][fFaction][f] = faction[f];
    }
    FactionCars[fc][fPrice] = 0;
    FactionCars[fc][fHealth] = 1000;
    for(new mood;mood<14;mood++)
    FactionCars[fc][fTuning][mood] = 0;
    FactionCars[fc][fCarid] = CreateVehicle(FactionCars[fc][fVehid],FactionCars[fc][fPos][0],FactionCars[fc][fPos][1],FactionCars[fc][fPos][2],FactionCars[fc][fPos][3],FactionCars[fc][fCol][0],FactionCars[fc][fCol][1],-255);
    #if defined FACTION_CARS_LOCKABLE
    FactionCars[fc][fLock] = true;
    #endif
    SendClientMessage(playerid,FACTION_COL_YELLOW,"Du hast das Fraktionsfahrzeug erfolgreich erstellt.");
    SendClientMessage(playerid,FACTION_COL_YELLOW,"Vergesse es nicht mit '/fpark' umzuparken.");
    PutPlayerInVehicle(playerid,FactionCars[fc][fCarid],0);
    return true;
    }
    }SendClientMessage(playerid,FACTION_COL_GREY,"Die Maximale Anzahl von Fraktionsfahrzeugen wurde bereits erreicht.");
    }else SendClientMessage(playerid,FACTION_COL_GREY,"Falsche Fraktion!");
    }else SendClientMessage(playerid,FACTION_COL_GREY,"Benutze: '/efa [Model] [Farbe(1)] [Farbe(2)] [Hauptfraktion]'.");
    }else SendClientMessage(playerid,FACTION_COL_GREY,"Du bist nicht berechtigt diesen Befehl anzuwenden.");
    return true;
    }

    Ok mom versuche ich mal!


    Das Problem ist nun, das ich keine Fraktionscars panzerung geben kann...


    Ich kann nur normalen autos geben..


    Wie kann ich das machen? Da steht doch schon fVehid oder muss da fCarid?

    Hallo leute,


    Ich wollte mal versuchen eine Panzerung


    Ich habe den Befehl so geschrieben.


    if(strcmp(cmd, "/panzerung", true) == 0){
    if(IsPlayerConnected(playerid)){
    new fc;while(fc<sizeof(FactionCars)){
    if(GetPlayerMoney(playerid) >= 500000){
    GivePlayerMoney(playerid, -500000);
    FactionCars[fc][fHealth] = 1250;
    SetVehicleHealth(FactionCars[fc][fVehid], FactionCars[fc][fHealth]);
    SendClientMessage(playerid, COLOR_GREEN, "Du hast Erfolgreich dein Fraktionsfahrzeug aufgerüstet.");
    } else {
    SendClientMessage(playerid, COLOR_RED,"Du hast zu wenig Money");
    }
    }SendClientMessage(playerid, COLOR_RED,"Du bist in keinem Fraktions Auto");
    }
    }


    Der Server stürtzt ab wenn ich den Befehl nutze
    Könnte mir jemand helfen?

    Hallo leute :D


    Der /frc befehl klappt nicht wie ich den haben möchte :D



    Der /ramfa befehl habe ich kopiert und bei /frc eingefügt also sieht das jetzt so aus:


    Spoiler anzeigen
    if(strcmp(cmd, "/frakrc", true) == 0 || strcmp(cmd, "/frc", true) == 0)
    {
    if(PlayerInfo[playerid][pLeader] == 1)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(PolizeiVehs); pv++)
    {
    if(!unwanted[PolizeiVehs[pv]]) SetVehicleToRespawn(PolizeiVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 2)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(FBIVehs); pv++)
    {
    if(!unwanted[FBIVehs[pv]]) SetVehicleToRespawn(FBIVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 3)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(BundeswehrVehs); pv++)
    {
    if(!unwanted[BundeswehrVehs[pv]]) SetVehicleToRespawn(BundeswehrVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 4)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(MedicVehs); pv++)
    {
    if(!unwanted[MedicVehs[pv]]) SetVehicleToRespawn(MedicVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 22)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(SWATVehs); pv++)
    {
    if(!unwanted[SWATVehs[pv]]) SetVehicleToRespawn(SWATVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 5)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(LCNVehs); pv++)
    {
    if(!unwanted[LCNVehs[pv]]) SetVehicleToRespawn(LCNVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 6)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(YakuzaVehs); pv++)
    {
    if(!unwanted[YakuzaVehs[pv]]) SetVehicleToRespawn(YakuzaVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 7)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(PraesiVehs); pv++)
    {
    if(!unwanted[PraesiVehs[pv]]) SetVehicleToRespawn(PraesiVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 8)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(HitmanVehs); pv++)
    {
    if(!unwanted[HitmanVehs[pv]]) SetVehicleToRespawn(HitmanVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 9)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(NewsVehs); pv++)
    {
    if(!unwanted[NewsVehs[pv]]) SetVehicleToRespawn(NewsVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 10)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(TaxiVehs); pv++)
    {
    if(!unwanted[TaxiVehs[pv]]) SetVehicleToRespawn(TaxiVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 11)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(FahrschulVehs); pv++)
    {
    if(!unwanted[FahrschulVehs[pv]]) SetVehicleToRespawn(FahrschulVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 12)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(FuegosVehs); pv++)
    {
    if(!unwanted[FuegosVehs[pv]]) SetVehicleToRespawn(FuegosVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 13)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(GroveVehs); pv++)
    {
    if(!unwanted[GroveVehs[pv]]) SetVehicleToRespawn(GroveVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 14)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(BallasVehs); pv++)
    {
    if(!unwanted[BallasVehs[pv]]) SetVehicleToRespawn(BallasVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 15)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(LSBC); pv++)
    {
    if(!unwanted[LSBC[pv]]) SetVehicleToRespawn(LSBC[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 16)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(VagosVehs); pv++)
    {
    if(!unwanted[VagosVehs[pv]]) SetVehicleToRespawn(VagosVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 17)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(AztecasVehs); pv++)
    {
    if(!unwanted[AztecasVehs[pv]]) SetVehicleToRespawn(AztecasVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 18)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(RifaVehs); pv++)
    {
    if(!unwanted[RifaVehs[pv]]) SetVehicleToRespawn(RifaVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    /*else if(PlayerInfo[playerid][pLeader] == 19)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(RSVehs); pv++)
    {
    if(!unwanted[RSVehs[pv]]) SetVehicleToRespawn(RSVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }*/
    else if(PlayerInfo[playerid][pLeader] == 20)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(TerrorVehs); pv++)
    {
    if(!unwanted[TerrorVehs[pv]]) SetVehicleToRespawn(TerrorVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 21)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(WheelVehs); pv++)
    {
    if(!unwanted[WheelVehs[pv]]) SetVehicleToRespawn(WheelVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 23)
    {
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(RMVehs); pv++)
    {
    if(!unwanted[RMVehs[pv]]) SetVehicleToRespawn(RMVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(PlayerInfo[playerid][pLeader] == 24)
    {
    /*for(new pv = 0; pv < sizeof(oAmtVehs); pv++)
    {
    SetVehicleToRespawn(oAmtVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }*/
    new bool:unwanted[CAR_AMOUNT];
    for(new player=0; player<MAX_PLAYERS; player++)
    {
    if(IsPlayerInAnyVehicle(player)) { unwanted[GetPlayerVehicleID(player)]=true; }
    }
    for(new pv = 0; pv < sizeof(oAmtVehs); pv++)
    {
    if(!unwanted[oAmtVehs[pv]]) SetVehicleToRespawn(oAmtVehs[pv]);
    SendClientMessage(playerid, COLOR_WHITE, "Du hast deine Fraktionsautos erfolgreich zurückgespawnt!");
    }
    return 1;
    }
    else if(GetPlayerLeader(playerid)){
    for(new pv;pv<sizeof(FactionCars);pv++){
    if(FactionCars[pv][fVehid] >= 400 && FactionCars[pv][fVehid] <= 611){
    if(FactionCars[pv][fFaction] == GetPlayerFaction(playerid)){
    if(!IsVehicleInUse(FactionCars[pv][fCarid])){
    DestroyAndCreateFactionCar(pv); //Oder FactionCars[fc][fCarid] ?
    }
    }
    }
    }
    SendClientMessage(playerid,FACTION_COL_YELLOW,"Du hast deine Fraktionsfahrzeuge erfolgreich respawnt.");
    }
    else
    {
    SendClientMessage(playerid, COLOR_LIGHTRED, " Du bist kein Leader einer Fraktion!");
    }
    return 1;
    }


    Nun möchte ich das alle Frak autos gepsawnt werden. Also wenn man die gekauft hat und wenn die vom Script aus so sind..


    Könnte mir jemand helfen?


    MfG SkillerZ