Alles anzeigenSo:
public OnPlayerSpawn(playerid)
{
printf("OnPlayerSpawn: %d", playerid);
PreloadPlayerAnims(playerid);
SetPlayerSkin(playerid,sInfo[playerid][sSkin]);
printf("sIsDeath: %d", sInfo[playerid][sIsDeath]);
if(sInfo[playerid][sIsDeath] == 1)
{
printf("ok");
ClearAnimations(playerid);
SetPlayerVirtualWorld(playerid, sInfo[playerid][sDeathWorld]);
SetPlayerInterior(playerid, sInfo[playerid][sDeathInterior]);
SetPlayerPos(playerid, sInfo[playerid][sDeathPosX], sInfo[playerid][sDeathPosY], sInfo[playerid][sDeathPosZ]);
ApplyAnimation(playerid, "CRACK", "crckdeth2", 4.0, 0, 0, 0, 0, 0);
SetTimerEx("StartDeathAnim", 500, false, "i", playerid);
SetTimerEx("DeathTimer", 1000*60*2, false, "i", playerid);
TogglePlayerControllable(playerid,1);
return 1;
}
return 1;
}
forward StartDeathAnim(playerid);
public StartDeathAnim(playerid)
{
ApplyAnimation(playerid, "CRACK", "crckdeth2", 4.0, 0, 0, 0, 0, 0);
return 1;
}
Ah. :3
Cool, die Animation klappt schon einmal. Leider wird er nun nicht mehr Gefreezt. Dies auch unter "StartDeathAnim" setzen am besten?
MfG. Dome