Hier probier es mal so
gerade einfach erstellt
oben halt die türen so setzen
new knastdoors[8],knastdoorsknucked;
ongamemodeinit
{
knastdoorsknucked=0;
knastdoors[0]=CreateObject(19303, 199.46680, 1894.99988, 496.49469, 0.00000, 0.00000, 90.00000); //Knasttuer zu
knastdoors[1]=CreateObject(19303, 199.42690, 1890.23706, 496.49469, 0.00000, 0.00000, 90.00000); //Knasttuer zu
knastdoors[2]=CreateObject(19303, 199.46809, 1885.28723, 496.49469, 0.00000, 0.00000, 90.00000); //Knasttuer zu
knastdoors[3]=CreateObject(19303, 199.47490, 1880.59814, 496.49469, 0.00000, 0.00000, 90.00000); //Knasttuer zu
knastdoors[4]=CreateObject(19303, 206.62250, 1880.52808, 496.46170, 0.00000, 0.00000, 90.00000); //Knasttuer zu
knastdoors[5]=CreateObject(19303, 206.57224, 1885.49341, 496.46170, 0.00000, 0.00000, 90.00000); //Knasttuer zu
knastdoors[6]=CreateObject(19303, 206.58618, 1890.30164, 496.46170, 0.00000, 0.00000, 90.00000); //Knasttuer zu
knastdoors[7]=CreateObject(19303, 206.58693, 1895.00525, 496.46170, 0.00000, 0.00000, 90.00000); //Knasttuer zu
}
ocmd:knastdoor(playerid,params[])
{
if()//wenn er Whelemann ist
{
if(!ispalyerinrangeofPoint)return SendClientMessage(palyerid,rot,"Du kannst hier nigs machen");
if(knastdoorsknucked==0)
{
knastdoorsknucked=1;
for(new i; i<MAX_PLAYERS;i++)
{
if()//wenn der spieler Cop oder gefangener ist
{
SendClientMessage(i,farbe, "Ein Wheelman hat die Knast Türen auf gemacht ihr habt 5 Sekunden Zeit raus zu gehen");
}
}
Moveopen();
}
else
{
SendClientMessage(i,farbe, "Türen sind schon geöffnet");
}
}
return 1;
}
stock Moveopen()
{
//Falls Object move ment zu schnell anpassen
MoveObject(knastdoors[0], 199.46680, 1894.99988, 499.23184,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[1], 199.42690, 1890.23706, 499.33591,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[2], 199.46809, 1885.28723, 499.37720,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[3], 199.47490, 1880.59814, 499.70712,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[4], 206.62250, 1880.52808, 499.60370,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[5], 206.57224, 1885.49341, 499.84753,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[6], 206.58618, 1890.30164, 499.16940,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[7], 206.58693, 1895.00525, 499.03336,1.0, 0.00000, 0.00000, 90.00000);
SetTimer("KnastDoorsMove",5000,false)
}
stock Moveclose()
{
MoveObject(knastdoors[0], 199.46680, 1894.99988, 496.49469,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[1], 199.42690, 1890.23706, 496.49469,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[2], 199.46809, 1885.28723, 496.49469,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[3], 199.47490, 1880.59814, 496.49469,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[4], 206.62250, 1880.52808, 496.46170,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[5], 206.57224, 1885.49341, 496.46170,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[6], 206.58618, 1890.30164, 496.46170,1.0, 0.00000, 0.00000, 90.00000);
MoveObject(knastdoors[7], 206.58693, 1895.00525, 496.46170,1.0, 0.00000, 0.00000, 90.00000);
knastdoorsknucked=0;
//falls gewollt
for(new i; i<MAX_PLAYERS;i++)
{
if()//wenn der spieler Cop oder gefangener ist
{
SendClientMessage(i,farbe, "Das Zellen System hat wieder alle türen verriegelt");
}
}
}
forward KnastDoorsMove();
public KnastDoorsMove()
{
Moveclose();
}