Das ist längst nicht die optimale Lösung, sollte aber funktionieren.
Edit: Formationsfails gehen nicht raus
new objectid1[MAX_VEHICLES], objectid2
[MAX_VEHICLES]
, objectid3
[MAX_VEHICLES]
, objectid4
[MAX_VEHICLES]
;
//OnPlayerEnterVehicle:new Mav = GetVehicleModel(vehicleid);
if(Mav==487)
{DestroyObject( objectid1[vehicleid]); DestroyObject( objectid2[vehicleid]); DestroyObject( objectid3[vehicleid]); DestroyObject( objectid4[vehicleid]); objectid1[vehicleid] = CreateObject(2937, 0,0,0, 0.00, 0.00, 0.00);
objectid2
[vehicleid]
= CreateObject(2937, 0,0,0, 0.00, 0.00, 0.00);
objectid3
[vehicleid]
= CreateObject(2937, 0,0,0, 0.00, 0.00, 0.00);
objectid4
[vehicleid]
= CreateObject(2937, 0,0,0, 0.00, 0.00, 0.00); AttachObjectToVehicle(objectid1,
vehicleid
, 1.09, 1.88, -1.0, 0.0, 0.0, 0.0);
AttachObjectToVehicle(objectid2, vehicleid, 1.09, -0.60, -1.0, 0.0, 0.0, 0.0);
AttachObjectToVehicle(objectid3,
vehicleid
, -1.12, 1.88, -1.0, 0.0, 0.0, 0.0);
AttachObjectToVehicle(objectid4,
vehicleid
, -1.12, -0.60, -1.0, 0.0, 0.0, 0.0);
}
//OnVehicleDeathif(Mav == 487){
DestroyObject( objectid1[vehicleid]); DestroyObject( objectid2[vehicleid]); DestroyObject( objectid3[vehicleid]); DestroyObject( objectid4[vehicleid]); }