Beiträge von LoRiX

    Die tür bewegt sich ganz wenig ingame aber nur so ein zucken
    tor[31]=CreateDynamicObject(19857,2496.2058,-1691.9954,14.9201,0.0000,0.0000,180.0000);//Grove Street Türe


    Will die türe aber auch Langsam aufgehen lassen


    MoveDynamicObject(tor[31],2496.2058,-1691.9954,14.9201,3,0,0,270.0000);
    torstatus[31] = 1;


    MoveDynamicObject(tor[31],2496.2058,-1691.9954,14.9201,3,0,0,180.0000);
    torstatus[31] = 0;


    Ingame passiert immernoch nichts :/
    Könntest du mal was versuchen ? :)


    COMMAND:gstor(playerid,params[])
    {
    #pragma unused params
    new Float:x,Float:y,Float:z,Float:angle;
    GetPlayerPos(playerid,x,y,z);
    GetPlayerFacingAngle(playerid,angle);
    if(IsPlayerInRangeOfPoint(playerid,3,2496.2058, -1691.9954, 14.9201))//Grove Street Türe
    {
    if(isPlayerInFrakt(playerid,5) || isPlayerAnAdmin(playerid,3))
    {
    if(torstatus[31] == 0)
    {
    MoveDynamicObject(tor[31],2496.2058,-1691.9954,14.9201,270.0000,3);
    tor = 1;
    return 1;
    }
    else
    {
    MoveDynamicObject(tor[31],2496.2058,-1691.9954,14.9201,180.0000,3);
    tor= 0;
    return 1;
    }
    }
    return SendClientMessage(playerid,ROT,"Du bist nicht in der jeweiligen Fraktion.");
    }
    return 1;
    }

    Guten Tag liebe Breadfish Community,


    ich hab ein Problem mit meinem Checkpoint Prison.
    Undzwar hab ichs zurzeit als Random drinnen das die Checkpoints Random dran kommen, das will ich aber nicht mehr will das es nach der reinfolge kommt.
    Habs selber schon paar mal versucht aber immer 26 Error´s.


    Hier Info´s:

    if(Spieler[playerid][pInPrison] == 1)
    {
    if(Spieler[playerid][pMaske] == 1 || Spieler[playerid][pDuty] == 4)
    {
    SetPlayerName(playerid,Spieler[playerid][pName]);
    SetPlayerScore(playerid,GetPlayerLevel(playerid));
    }
    if(Spieler[playerid][pDuty] == 1 && isPlayerInFrakt(playerid,14)) if(IsValidDynamic3DTextLabel(fSCHULleher[playerid])) DestroyDynamic3DTextLabel(fSCHULleher[playerid]);
    ResetWeapons(playerid,false);
    if(!isPlayerInFrakt(playerid,16)) Spieler[playerid][pDuty] = 0;
    Spieler[playerid][pMaske] = 0;
    Spieler[playerid][pHaveMaske] = 0;
    GangZoneStopFlashForPlayer(playerid,Friedhofszone);
    GangZoneHideForPlayer(playerid,Friedhofszone);
    SetPlayerColor(playerid,SAMP_WEISS);
    SetPlayerPosEx(playerid,-1404.0436,-255.9747,1043.6439);
    SetPlayerInterior(playerid,7);
    Spieler[playerid][pHandystate] = 0;
    SetPlayerVirtualWorld(playerid,0);
    new changeskin = random(11);
    switch(changeskin)
    {
    case 0: SetPlayerSkin(playerid,26);
    case 1: SetPlayerSkin(playerid,51);
    case 2: SetPlayerSkin(playerid,78);
    case 3: SetPlayerSkin(playerid,94);
    case 4: SetPlayerSkin(playerid,101);
    case 5: SetPlayerSkin(playerid,137);
    case 6: SetPlayerSkin(playerid,167);
    case 7: SetPlayerSkin(playerid,205);
    case 8: SetPlayerSkin(playerid,264);
    case 9: SetPlayerSkin(playerid,239);
    case 10: SetPlayerSkin(playerid,230);
    case 11: SetPlayerSkin(playerid,289);
    }
    HideServerTD(playerid);
    SetPlayerWorldBounds(playerid,-496.2992,638.8791,-2318.0630,-1075.9543);
    PlayerTextDrawShow(playerid,PRISONdraw[playerid]);
    format(string,sizeof(string),"~w~Checkpoints: ~y~%i ~w~von ~r~%i",Spieler[playerid][pPrisonCPsgelaufen],Spieler[playerid][pPrisonCPsgegeben]);
    PlayerTextDrawSetString(playerid,PRISONdraw[playerid],string);
    new rSpawn = random(sizeof(Prisoncheckpoints));
    SetPlayerCheckpoint(playerid,Prisoncheckpoints[rSpawn][0],Prisoncheckpoints[rSpawn][1],Prisoncheckpoints[rSpawn][2],Prisoncheckpoints[rSpawn][3],1.0);
    GameTextForPlayer(playerid,"~w~Im ~r~Prison",1500,3);
    SendClientMessage(playerid,SAMP_WEISS,"Du bist im Prison.");
    format(string,sizeof(string),"Du musst noch %i von %i Checkpoints ablaufen.",Spieler[playerid][pPrisonCPsgelaufen],Spieler[playerid][pPrisonCPsgegeben]);
    SendClientMessage(playerid,WEISS,string);
    SendClientMessage(playerid,WEISS,"");
    KillTimer(AkkuTimer[playerid]);
    HideHandyDraw(playerid);
    return 1;
    }


    public OnPlayerEnterCheckpoint:

    public OnPlayerEnterCheckpoint(playerid)
    {
    new vehicleid = GetPlayerVehicleID(playerid),string[256];
    if(Spieler[playerid][pInPrison] == 1)
    {
    new rSpawn = random(sizeof(Prisoncheckpoints));
    DisablePlayerCheckpoint(playerid);
    SetPlayerCheckpoint(playerid,Prisoncheckpoints[rSpawn][0],Prisoncheckpoints[rSpawn][1],Prisoncheckpoints[rSpawn][2],Prisoncheckpoints[rSpawn][3],1.0);
    Spieler[playerid][pPrisonCPsgelaufen]--;
    format(string,sizeof(string),"~w~Checkpoints: ~y~%i von ~r~%i",Spieler[playerid][pPrisonCPsgelaufen],Spieler[playerid][pPrisonCPsgegeben]);
    PlayerTextDrawSetString(playerid,PRISONdraw[playerid],string);
    if(Spieler[playerid][pPrisonCPsgelaufen] <= 0)
    {
    StopAudioStreamForPlayer(playerid);
    RemovePlayerAttachedObject(playerid,0);
    Spieler[playerid][pPrisonDMWarns] = 0;
    Spieler[playerid][pPrisonCPsgelaufen] = 0;
    Spieler[playerid][pPrisonCPsgegeben] = 0;
    Spieler[playerid][pInPrison] = 0;
    SetPlayerVirtualWorld(playerid,0);
    GameTextForPlayer(playerid,"~w~Du wurdest aus dem ~g~Prison~w~ entlassen!",1500,3);
    PlayerTextDrawHide(playerid,PRISONdraw[playerid]);
    DisablePlayerCheckpoint(playerid);
    SpawnPlayerEx(playerid);
    }
    return 1;
    }

    kann mir jmd helfen?

    Hey undzwar hab ich ein problem mit dem Checkpoint Prison System von pRP,
    es ist auf random eingestellt ich möchte das die Checkpoints aber nach der reinfolge kommen.
    Hab vieles versucht aber bei mir erscheinen die Checkpoints dann nicht ^^


    Prison Checkpoint System:



    if(Spieler[playerid][pInPrison] == 1)
    {
    if(Spieler[playerid][pMaske] == 1 || Spieler[playerid][pDuty] == 4)
    {
    SetPlayerName(playerid,Spieler[playerid][pName]);
    SetPlayerScore(playerid,GetPlayerLevel(playerid));
    }
    if(Spieler[playerid][pDuty] == 1 && isPlayerInFrakt(playerid,14)) if(IsValidDynamic3DTextLabel(fSCHULleher[playerid])) DestroyDynamic3DTextLabel(fSCHULleher[playerid]);
    ResetWeapons(playerid,false);
    if(!isPlayerInFrakt(playerid,16)) Spieler[playerid][pDuty] = 0;
    Spieler[playerid][pMaske] = 0;
    Spieler[playerid][pHaveMaske] = 0;
    GangZoneStopFlashForPlayer(playerid,Friedhofszone);
    GangZoneHideForPlayer(playerid,Friedhofszone);
    SetPlayerColor(playerid,SAMP_WEISS);
    SetPlayerPosEx(playerid,1296.5354,2780.4092,10.8203);
    SetPlayerInterior(playerid,0);
    Spieler[playerid][pHandystate] = 0;
    SetPlayerVirtualWorld(playerid,200);
    new changeskin = random(11);
    switch(changeskin)
    {
    case 0: SetPlayerSkin(playerid,26);
    case 1: SetPlayerSkin(playerid,51);
    case 2: SetPlayerSkin(playerid,78);
    case 3: SetPlayerSkin(playerid,94);
    case 4: SetPlayerSkin(playerid,101);
    case 5: SetPlayerSkin(playerid,137);
    case 6: SetPlayerSkin(playerid,167);
    case 7: SetPlayerSkin(playerid,205);
    case 8: SetPlayerSkin(playerid,264);
    case 9: SetPlayerSkin(playerid,239);
    case 10: SetPlayerSkin(playerid,230);
    case 11: SetPlayerSkin(playerid,289);
    }
    HideServerTD(playerid);
    SetPlayerWorldBounds(playerid,1404.205,1103.531,2858.022,2707.167);
    PlayerTextDrawShow(playerid,PRISONdraw[playerid]);
    format(string,sizeof(string),"~w~Checkpoints: ~y~%i ~w~von ~r~%i",Spieler[playerid][pPrisonCPsgelaufen],Spieler[playerid][pPrisonCPsgegeben]);
    PlayerTextDrawSetString(playerid,PRISONdraw[playerid],string);
    new rSpawn = random(sizeof(Prisoncheckpoints));
    SetPlayerCheckpoint(playerid,Prisoncheckpoints[rSpawn][0],Prisoncheckpoints[rSpawn][1],Prisoncheckpoints[rSpawn][2],1.0);
    GameTextForPlayer(playerid,"~w~Im ~r~Prison",1500,3);
    SendClientMessage(playerid,SAMP_WEISS,"Du bist im Prison.");
    format(string,sizeof(string),"Du musst noch %i von %i Checkpoints ablaufen.",Spieler[playerid][pPrisonCPsgelaufen],Spieler[playerid][pPrisonCPsgegeben]);
    SendClientMessage(playerid,WEISS,string);
    SendClientMessage(playerid,WEISS,"");
    KillTimer(AkkuTimer[playerid]);
    HideHandyDraw(playerid);
    return 1;
    }


    bedanke mich schonmal im vorraus!