Beiträge von XDFanta

    Vielen Vielen Dank es hat geklappt :)
    So jetzt ist nur noch der Krankenhaus Bug zu klären.


    Dazu nochmal man wird einfach nach einer bestimmten Zeit wieder Respawnt ich denke es liegt am Timer.


    SetTimer("Timer1",60000, 1); // SyncUp + InCreasePlayerMinute


    Function OnPlayerSpawn(playerid)
    {
    M_OnPlayerSpawn(playerid);
    TextDrawShowForPlayer(playerid,Copyright);
    TextDrawShowForPlayer(playerid, Textdraw1);
    TextDrawShowForPlayer(playerid, Textdraw0);
    TextDrawShowForPlayer(playerid, Motto);
    TextDrawShowForPlayer(playerid, Version);
    TextDrawShowForPlayer(playerid, Info);
    TextDrawShowForPlayer(playerid, BeduerfnissBG);
    TextDrawShowForPlayer(playerid, Beduerfniss);
    TextDrawShowForPlayer(playerid, Respekt);
    TextDrawShowForPlayer(playerid, NeuerBalken);

    if(PlayerInfo[playerid][pTot] == 1 && PlayerInfo[playerid][pLevel] > 1)
    {
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_LIGHTRED, " ");
    SendClientMessage(playerid, COLOR_YELLOW, "{FFFF00}==================== Krankenhaus ====================");
    SendClientMessage(playerid, COLOR_ORANGE, "{FAFAFA}Du bist gestorben und wirst von einem Arzt behandelt.");
    SendClientMessage(playerid, COLOR_ORANGE, "{FAFAFA}Die Behandlung dauert 1 Minute, warte bitte.");
    SetPlayerSpawn(playerid);


    Function RespawnAfterKrankenhaus(playerid)
    {
    SetPlayerPos(playerid,1999.7947,-1453.1426,13.5547);
    SetPlayerFacingAngle(playerid,113.4541);
    SetPlayerInterior(playerid,0);
    PlayerInfo[playerid][pInt] = 0;
    SetCameraBehindPlayer(playerid);
    UnFreezePlayer(playerid);
    new rand = random(3);
    if(rand == 0)
    {
    GameTextForPlayer(playerid,"~y~GEHEILT!~n~~g~Du hattest eine leichte Verletzung",5000,3);
    SetPlayerHealth(playerid,90.0);
    }
    else if(rand == 1)
    {
    GameTextForPlayer(playerid,"~y~GEHEILT!~n~~g~Du hattest eine mittlere Verletzung",5000,3);
    SetPlayerHealth(playerid,60.0);
    }
    else if(rand == 2)
    {
    GameTextForPlayer(playerid,"~y~GEHEILT!~n~~g~Du hattest eine schwere Verletzung",5000,3);
    SetPlayerHealth(playerid,20.0);
    }
    return 1;
    }


    Function Timer1()
    {
    SyncTime();
    DollahScoreUpdate();
    for(new i = 0; i < MAX_PLAYERS; i++)
    {
    if(PlayerInfo[i][pTot] == 1)
    {
    pIstTot[i] += 1;
    }
    if(PlayerInfo[i][pTot] == 1 && pIstTot[i] == 2)
    {
    if(IsPlayerInFrac(i, 1))
    {
    SetPlayerColor(i,NAMECOLOR_LSCOP);
    }
    else
    {
    SetPlayerColor(i,TEAM_HIT_COLOR);
    }
    PlayerInfo[i][pTot] = 0;
    pIstTot[i] = 0;
    SetPlayerVirtualWorld(i,0);
    if(PlayerInfo[i][pJailed] == 0)
    {
    SpawnPlayer(i);
    UnFreezePlayer(i);
    SetPlayerSkin(i, PlayerInfo[i][pChar]);
    }
    else if(PlayerInfo[i][pJailed] > 0)
    {
    SetPlayerSpawn(i);
    UnFreezePlayer(i);
    SetPlayerSkin(i, PlayerInfo[i][pChar]);
    }
    SendClientMessage(i, COLOR_LIGHTGREEN, "Du wurde erfolgreich aus dem Krankenhaus entlassen.");
    SendClientMessage(i, COLOR_LIGHTGREEN, "Der Aufenthalt kostet dich 500$ gute Besserung weiterhin.");
    GivePlayerMoney(i, -500);
    FraktionsKasse[3] += 500;
    }
    if(IsPlayerConnected(i) && gPlayerLogged[i])
    {
    PlayerUpdate(i);
    }
    if(IsPlayerConnected(i))
    {
    PlayerInfo[i][pGesamtMinutes]++;
    PlayerInfo[i][pMinutesSinceLogin]++;
    PlayerInfo[i][pMinutesSinceAn]++;
    if(PlayerInfo[i][pPlayMinutes] <= 60)
    {
    PlayerInfo[i][pPlayMinutes]++;
    }
    if(PlayerInfo[i][pPlayMinutes] >= 60)
    {
    PlayerInfo[i][pPlayMinutes] = 0;
    new string[128];
    new account,interest;
    new rent = 0;
    if(IsPlayerConnected(i))
    {
    if(M_Bot[i][PAFK] == 0)
    {
    if(MoneyMessage[i]==1)
    {
    if(PlayerInfo[i][pJailed] == 0 && WantedLevel[i] >= 0)
    {
    SendClientMessage(i, COLOR_LIGHTRED, "Du konntest deine Schulden nicht bezahlen und hast ein Wanted bekommen.");
    GivePlayerMoney(i, 1000);
    WantedLevel[i]++;
    }
    else if(PlayerInfo[i][pJailed] == 1)
    {
    SendClientMessage(i, COLOR_LIGHTRED, "Du bist in den Schulden und musst 3 Minuten länger sitzen.");
    PlayerInfo[i][pJailTime] += 180;
    GivePlayerMoney(i, 1000);
    }
    }
    new playername2[MAX_PLAYER_NAME];
    GetPlayerName(i, playername2, sizeof(playername2));
    account = PlayerInfo[i][pAccount];
    new key = PlayerInfo[i][pPhousekey];
    if(key != 255)
    {
    rent = HouseInfo[key][hRent];
    if(strcmp(playername2, HouseInfo[key][hOwner], true) == 0)
    {
    rent = 0;
    }
    else if(rent > GetPlayerMoney(i))
    {
    PlayerInfo[i][pPhousekey] = 255;
    SendClientMessage(i, COLOR_WHITE, "Du wurdest aus der Wohnung geschmissen!");
    rent = 0;
    }
    HouseInfo[key][hTakings] = HouseInfo[key][hTakings]+rent;
    }
    new tmpintrate;
    if (key != 255 && strcmp(playername2, HouseInfo[key][hOwner], true) == 0)
    {
    if(PlayerInfo[i][pDonateRank] > 0)
    {
    tmpintrate = intrate+4;
    }
    else
    {
    tmpintrate = intrate+2;
    }//HouseInfo[key][hLevel]
    }
    else
    {
    if(PlayerInfo[i][pDonateRank] > 0)
    {
    tmpintrate = 3;
    }
    else
    {
    tmpintrate = 1;
    }
    }
    if(PlayerInfo[i][pPbiskey] > 0)
    {
    tmpintrate++;
    }
    new fraktion = 0;
    new checks;
    if(PlayerInfo[i][pMember] > 0) fraktion = PlayerInfo[i][pMember] - 1;
    if(PlayerInfo[i][pLeader] > 0) fraktion = PlayerInfo[i][pLeader] - 1;
    if(fraktion >= 0)
    {
    if(FraktionsKasse[fraktion] - PlayerInfo[i][pGehalt] < 0)
    {
    checks = 0;
    GivePlayerMoney(i, checks);
    }
    else if(FraktionsKasse[fraktion] - PlayerInfo[i][pGehalt] >= 0)
    {
    checks = PlayerInfo[i][pGehalt];
    GivePlayerMoney(i, checks);
    FraktionsKasse[fraktion] -= checks;
    }
    }
    else if(PlayerInfo[i][pJob] != 0 || PlayerInfo[i][pMember] == 0 || PlayerInfo[i][pLeader] == 0)
    {
    checks = 500;
    GivePlayerMoney(i, checks);
    }//Should work for every player online
    PlayerInfo[i][pAccount] -= Tax;
    if(PlayerInfo[i][pDonateRank] > 0)
    {
    new bonus = PlayerInfo[i][pPayCheck] / 2;
    PlayerInfo[i][pPayCheck] += bonus;
    }
    new ebill = (PlayerInfo[i][pAccount]/10000)*(PlayerInfo[i][pLevel]);
    //new oil = (PlayerInfo[i][pPhousekey]*100);
    ConsumingMoney[i] = 1;
    if(PlayerInfo[i][pAccount] > 0)
    {
    PlayerInfo[i][pAccount] -= ebill;
    SBizzInfo[3][sbTill] += ebill/5;
    }
    else
    {
    ebill = 0;
    }
    interest = (PlayerInfo[i][pAccount]/1000)*(tmpintrate);
    //PlayerInfo[i][pExp]++;
    PlayerPlayMusic(i);
    PlayerInfo[i][pAccount] = account+interest;
    SendClientMessage(i, COLOR_YELLOW, "______________Payday______________");
    format(string, sizeof(string), "Gehalt: $%d Miete: -$%d Steuern: -$%d", checks, rent, Tax);
    SendClientMessage(i, COLOR_WHITE, string);
    if(PlayerInfo[i][pPhousekey] != 255 || PlayerInfo[i][pPbiskey] != 255)
    {
    format(string, sizeof(string), "Strom Kosten: -$%d", ebill);
    SendClientMessage(i, COLOR_WHITE, string);
    }
    if(PlayerInfo[i][pHandyVer] == 1)
    {
    SendClientMessage(i,COLOR_WHITE,"Handyvertragskosten: -$100");
    GivePlayerMoney(i, -100);
    }
    if(PlayerInfo[i][pDonateRank] >= 1)
    {
    PlayerInfo[i][pExp]++;
    PlayerInfo[i][pExp]++;
    PlayerInfo[i][pExp]++;
    SendClientMessage(i, COLOR_WHITE, "Du hast 3 Respektpunkte erhalten.");
    }
    else
    {
    PlayerInfo[i][pExp]++;
    SendClientMessage(i, COLOR_WHITE, "Du hast 1 Respektpunkt erhalten.");
    }
    if(PlayerInfo[i][pPlayerKreditDauer] > 0)
    {
    PlayerInfo[i][pAccount] -= PlayerInfo[i][pPlayerKredit];
    PlayerInfo[i][pPlayerKreditDauer]--;
    format(string, sizeof(string), "Kreditrate: -%d", PlayerInfo[i][pPlayerKredit]);
    SendClientMessage(i, COLOR_WHITE, string);
    }
    format(string, sizeof(string), "Zinsen: $%d [0.%d Prozent]", interest,tmpintrate);
    SendClientMessage(i, COLOR_WHITE, string);
    SendClientMessage(i, COLOR_YELLOW, "__________________________________");
    format(string, sizeof(string), "Neuer Kontostand: $%d", PlayerInfo[i][pAccount]);
    SendClientMessage(i, COLOR_WHITE, string);
    format(string, sizeof(string), "~y~Payday erhalten");
    GameTextForPlayer(i, string, 5000, 1);
    if(checks == 0 && FrakMember(i) && PlayerInfo[i][pJob] == 0)
    {
    SendClientMessage(i,COLOR_RED, "Da die Fraktionskasse leer ist bekommst du kein Gehalt.");
    }
    rent = 0;
    PlayerInfo[i][pPayCheck] = 0;
    PlayerInfo[i][pConnectTime] += 1;
    if(PlayerInfo[i][pZollPassTime] >= 25)
    {
    PlayerInfo[i][pZollPass] = 0;
    PlayerInfo[i][pZollPassTime] = 0;
    format(string, sizeof(string), "Dein Zollpass ist nun nicht mehr gültig und vom Staat als ungültig anerkannt.");
    SendClientMessage(i, COLOR_RED, string);
    }
    if(PlayerInfo[i][pZollPass] == 1)
    {
    PlayerInfo[i][pZollPassTime] += 1;
    format(string, sizeof(string), "Du nutzt deinen Zollpass nun schon seit %d Paydays.", PlayerInfo[i][pZollPassTime]);
    SendClientMessage(i, COLOR_YELLOW, string);
    }
    if(WantedLevel[i] >= 1)
    {
    WantedLevel[i] --;
    new wlevel;
    wlevel = GetPlayerWantedLevel(i);
    new tmp[64];
    format(tmp,sizeof(tmp), "Aktuelles Wantedlevel: %i", wlevel-1);
    SendClientMessage(i, COLOR_LIGHTRED,tmp);
    }
    if(PlayerInfo[i][pDonateRank] > 0)
    {
    PlayerInfo[i][pPayDayHad] += 1;
    if(PlayerInfo[i][pPayDayHad] >= 5)
    {
    PlayerInfo[i][pExp]++;
    PlayerInfo[i][pPayDayHad] = 0;
    }
    }
    }
    else
    {
    SendClientMessage(i, COLOR_RED, "Du hast keinen Payday bekommen da du AFK bist.");
    }
    }
    }
    if(KnastTime[i] > 0)
    {
    KnastTime[i]--;
    }
    if(KnastTime[i] == 0 && Knast[i] > 0)
    {
    Knast[i] = 0;
    KnastTime[i] = 0;
    SpawnPlayer(i);
    SendClientMessage(i,COLOR_LIGHTRED,"Benimm dich ab jetzt oder ein Admin wird dich wieder einsperren.");
    }
    }
    }
    return 1;
    }

    Hier wäre das Duty


    if(strcmp(cmd, "/duty", true) == 0)
    {
    if(IsPlayerConnected(playerid))
    {
    GetPlayerName(playerid, sendername, sizeof(sendername));
    if(PlayerInfo[playerid][pMember] == 1 || PlayerInfo[playerid][pLeader] == 1) //LSPD
    {
    if (IsPlayerInRangeOfPoint(playerid,3.0,255.0322,77.1310,1003.6406) || IsPlayerInRangeOfPoint(playerid,3.0,255.3,77.4,1003.6)
    || IsPlayerInRangeOfPoint(playerid,3.0,-1616.1294,681.1594,7.1875) || IsPlayerInRangeOfPoint(playerid,3.0, 217.5230,184.4352,1003.0313)
    || IsPlayerInRangeOfPoint(playerid,3.0, 217.8921,78.9727,1005.0391) || IsPlayerInRangeOfPoint(playerid,3.0, -218.6584,1406.3721,27.7734)
    || PlayerInfo[playerid][pLocal] != 255)
    {
    if(OnDuty[playerid]==0)
    {
    format(string, sizeof(string), "Officer %s nimmt seine Marke aus dem Schrank und meldet sich zum Dienst.", sendername);
    ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
    GivePlayerWeapon(playerid, 3, 1); //Nightstick
    GivePlayerWeapon(playerid, 25, 1000); //Shotgun
    GivePlayerWeapon(playerid, 24, 1000); //Desert Eagle
    GivePlayerWeapon(playerid, 29, 1000); //MP5
    SetPlayerArmour(playerid, 100); //Armor für Cops
    OnDuty[playerid] = 1;
    }
    else if(OnDuty[playerid]==1)
    {
    format(string, sizeof(string), "Officer %s legt seine Marke in den Schrank und macht Feierabend.", sendername);
    ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
    ResetPlayerWeapons(giveplayerid);
    PlayerInfo[giveplayerid][pGun1] = 0; PlayerInfo[giveplayerid][pAmmo1] = 0;
    PlayerInfo[giveplayerid][pGun2] = 0; PlayerInfo[giveplayerid][pAmmo2] = 0;
    PlayerInfo[giveplayerid][pGun3] = 0; PlayerInfo[giveplayerid][pAmmo3] = 0;
    PlayerInfo[giveplayerid][pGun4] = 0; PlayerInfo[giveplayerid][pAmmo4] = 0;
    SetPlayerArmour(playerid, 0); //Armor für Cops
    OnDuty[playerid] = 0;
    }
    }
    else
    {
    SendClientMessage(playerid, COLOR_RED, "Du befindest dich nicht am Duty Point.");
    return 1;
    }
    }
    else if(PlayerInfo[playerid][pMember] == 2 || PlayerInfo[playerid][pLeader] == 2) //FBI
    {
    if (IsPlayerInRangeOfPoint(playerid,3.0,255.0322,77.1310,1003.6406) || IsPlayerInRangeOfPoint(playerid,3.0,255.3,77.4,1003.6)
    || IsPlayerInRangeOfPoint(playerid,3.0,-1616.1294,681.1594,7.1875) || IsPlayerInRangeOfPoint(playerid,3.0, 217.5230,184.4352,1003.0313)
    || IsPlayerInRangeOfPoint(playerid,3.0, 217.8921,78.9727,1005.0391) || IsPlayerInRangeOfPoint(playerid,3.0, -218.6584,1406.3721,27.7734)
    || PlayerInfo[playerid][pLocal] != 255)
    {
    if(OnDuty[playerid]==0)
    {
    format(string, sizeof(string), "FBI Agent %s nimmt seine Marke aus dem Schrank und meldet sich zum Dienst.", sendername);
    ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
    GivePlayerWeapon(playerid, 31, 2000); //M4A1
    GivePlayerWeapon(playerid, 25, 2000); //Shotgun
    GivePlayerWeapon(playerid, 24, 2000); //Desert_Eagle
    GivePlayerWeapon(playerid, 29, 2000); //MP5
    SetPlayerArmour(playerid, 100); //Armor für FBI
    OnDuty[playerid] = 1;
    }
    else if(OnDuty[playerid]==1)
    {
    format(string, sizeof(string), "FBI Agent %s legt seine Marke in den Schrank und macht Feierabend.", sendername);
    ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
    ResetPlayerWeapons(giveplayerid);
    PlayerInfo[giveplayerid][pGun1] = 0; PlayerInfo[giveplayerid][pAmmo1] = 0;
    PlayerInfo[giveplayerid][pGun2] = 0; PlayerInfo[giveplayerid][pAmmo2] = 0;
    PlayerInfo[giveplayerid][pGun3] = 0; PlayerInfo[giveplayerid][pAmmo3] = 0;
    PlayerInfo[giveplayerid][pGun4] = 0; PlayerInfo[giveplayerid][pAmmo4] = 0;
    SetPlayerArmour(playerid, 0); //Armor für FBI
    OnDuty[playerid] = 0;
    }
    }
    else
    {
    SendClientMessage(playerid, COLOR_RED, "Du befindest dich nicht am Duty Point.");
    return 1;
    }
    }
    else if(PlayerInfo[playerid][pMember] == 24 || PlayerInfo[playerid][pLeader] == 24) //O-Amt
    {
    if (IsPlayerInRangeOfPoint(playerid,3.0,255.0322,77.1310,1003.6406) || IsPlayerInRangeOfPoint(playerid,3.0,255.3,77.4,1003.6)
    || IsPlayerInRangeOfPoint(playerid,3.0,-1616.1294,681.1594,7.1875) || IsPlayerInRangeOfPoint(playerid,3.0, 217.5230,184.4352,1003.0313)
    || IsPlayerInRangeOfPoint(playerid,3.0, 217.8921,78.9727,1005.0391) || IsPlayerInRangeOfPoint(playerid,3.0, -218.6584,1406.3721,27.7734)
    || PlayerInfo[playerid][pLocal] != 255)
    {
    if(OnDuty[playerid]==0)
    {
    format(string, sizeof(string), "Beamter %s nimmt seine Marke aus dem Schrank und meldet sich zum Dienst.", sendername);
    ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
    GivePlayerWeapon(playerid, 41, 500); //Spray
    GivePlayerWeapon(playerid, 24, 1); //Deagle
    OnDuty[playerid] = 1;
    }
    else if(OnDuty[playerid]==1)
    {
    format(string, sizeof(string), "Beamter %s legt seine Marke in den Schrank und macht Feierabend.", sendername);
    ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
    ResetPlayerWeapons(giveplayerid);
    PlayerInfo[giveplayerid][pGun1] = 0; PlayerInfo[giveplayerid][pAmmo1] = 0;
    PlayerInfo[giveplayerid][pGun2] = 0; PlayerInfo[giveplayerid][pAmmo2] = 0;
    OnDuty[playerid] = 0;
    }
    }
    else
    {
    SendClientMessage(playerid, COLOR_RED, "Du befindest dich nicht am Duty Point.");
    return 1;
    }
    }
    else if(PlayerInfo[playerid][pMember] == 4||PlayerInfo[playerid][pLeader] == 4)
    {
    if(IsPlayerInRangeOfPoint(playerid, 2.0, 1092.1309,-1312.6997,13.6714))
    {
    if(JobDuty[playerid] == 1)
    {
    SendClientMessage(playerid, COLOR_LIGHTRED, "Du bist nun ausser Dienst und empfängst keine Notrufe mehr.");
    JobDuty[playerid] = 0;
    Medics -= 1;
    }
    else
    {
    SendClientMessage(playerid, COLOR_LIGHTRED, "Du bist nun im Dienst und wirst Notrufe empfangen.");
    JobDuty[playerid] = 1;
    Medics += 1;
    }
    }
    }
    else if(PlayerInfo[playerid][pLeader] == 24 || PlayerInfo[playerid][pMember] == 24)
    {
    if(JobDuty[playerid] == 1)
    {
    SendClientMessage(playerid, COLOR_LIGHTRED, "Du bist nun ausser Dienst als Automechaniker und empfängst keine Anrufe mehr.");
    JobDuty[playerid] = 0;
    Mechanics -= 1;
    }
    else
    {
    SendClientMessage(playerid, COLOR_LIGHTRED, "Du bist nun im Dienst als Automechaniker und wirst Notrufe empfangen.");
    JobDuty[playerid] = 1;
    Mechanics += 1;
    }
    }
    else if(PlayerInfo[playerid][pLeader] == 22 || PlayerInfo[playerid][pMember] == 22)
    {
    if(IsPlayerInRangeOfPoint(playerid,3.0,1496.1060,1309.2910,1093.2869))
    {
    if(FWDuty[playerid] == 0)
    {
    SendClientMessage(playerid, COLOR_LIGHTBLUE, "Du hast dich für den Dienst ausgerüstet.");
    FWDuty[playerid] = 1;
    GivePlayerWeapon(playerid,42,10000);
    if(PlayerInfo[playerid][pRank] >= 10)
    {
    SetPlayerSkin(playerid,279);
    }
    else
    {
    SetPlayerSkin(playerid,278);
    }
    }
    else
    {
    SendClientMessage(playerid, COLOR_LIGHTBLUE, "Du bist wieder außer Dienst.");
    FWDuty[playerid] = 0;
    ResetPlayerWeapons(playerid);
    SetPlayerSkin(playerid, 274);
    }
    }
    }
    else
    {
    SendClientMessage(playerid, COLOR_GRAD1, "Du kannst nicht in den Dienst gehen.");
    }
    }
    return 1;
    }

    Guten Abend,
    Ich habe hier gleich mal mehrere Fragen zu kleineren Bugs wo ich leider nicht mehr weiter weiß.


    Das erste wäre wenn ich Spawne werde ich nach einiger Zeit wieder an meinen Spawn geportet und ich bekomme die Meldung das ich aus dem Krankenhaus entlassen wurde
    ich denke mal das hat iwas mit dem Timer zutun oder ?


    Das zweite wäre das wenn ich als Cop mit der UserID 0 Duty UnDuty gehe werden mir die Cop Waffen ja weggenommen. Aber wenn jetzt z.b. ein User mit der UserID 1 Duty UnDuty geht behält er seine Cop Waffen
    also woran liegt das ?


    Das wäre dann auch schon alles an meinen Fragen


    MFG
    XDFanta

    Guten Tag Breadfish



    Ich habe eine kleine Frage an euch und zwar gibt es hier jemanden der vielleicht weiß wo man ein Keystore System herbekommt
    oder hat einer von euch eins gecodet und würde das verkaufen ?


    Ich hoffe ich bin hier im richtigen Bereich für sowas.



    MFG XDFanta

    Ist ja nicht der letzte Befehl kommen ja danach noch welche .


    weiß da jemand noch etwas ?


    //Edit² an welchem return 1; liegt das denn nun ?

    Guten Abend habe eine Problem mit meinem Buygun System und zwar geht der Befehl das Geld wird auch abgezogen aber dann kommt Unknow Server Comment kann mir da vielleicht jemand helfen ?



    }
    if (strcmp(cmd, "/buygun", true) == 0)
    {
    if(IsPlayerConnected(playerid))
    {
    if(IsPlayerInRangeOfPoint(playerid,3.0,290.2523,-106.7863,1001.5156)||
    IsPlayerInRangeOfPoint(playerid,3.0,295.4237,-38.1667,1001.5156))
    //IsPlayerInRangeOfPoint(playerid,10.0,295.1371,-80.8117,1001.5156))
    {
    if(PlayerInfo[playerid][pLevel] <= 5)
    {
    SendClientMessage(playerid, COLOR_RED, "Du musst mindestens Level 5 sein um hier einzukaufen");
    return 1;
    }
    if(GetPlayerMoney(playerid) < 1)
    {
    SendClientMessage(playerid, COLOR_RED, "Du hat nicht genug Geld dabei.");
    return 1;
    }
    if(PlayerInfo[playerid][pGunLic] == 0)
    {
    SendClientMessage(playerid, COLOR_RED, "Du hast kein Waffenschein !");
    return 1;
    }
    new gun;
    new gunid[16];
    new gunstring1[256];
    new gunstring2[256];
    new gunstring3[256];
    new gunstring4[256];
    new gunstring5[256];
    new infostring[256];
    new guncharge;
    new ammocharge;
    new local = PlayerInfo[playerid][pLocal];
    if(GetPlayerInterior(playerid) == 1||GetPlayerInterior(playerid) == 6)
    //PlayerInfo[playerid][pLocal] == 101 || PlayerInfo[playerid][pLocal] == 102 || PlayerInfo[playerid][pLocal] == 103)
    {
    /* if(BizzInfo[location-99][bProducts] <= 0)
    {
    GameTextForPlayer(playerid, "~r~Ausverkauft", 5000, 1);
    return 1;
    }*/
    new modsss = 200;
    tmp = strtok(cmdtext, idx);
    if(!strlen(tmp))
    {
    format(string, sizeof(string), "Benutze: /buygun [waffenname] [munition]");
    SendClientMessage(playerid, COLOR_GREEN,"_______________________________________");
    SendClientMessage(playerid, COLOR_WHITE,"*** Waffen & Munition ***");
    SendClientMessage(playerid, COLOR_GRAD2,string);
    format(gunstring1, 256, "Waffen: Fallschirm ($%d) Golfschläger ($%d) Schlagstock ($%d) Baseballschläger ($%d) Schaufel ($%d) PoolCue ($%d)",
    GunPrice[0][0]/100*modsss,GunPrice[1][0]/100*modsss,GunPrice[2][0]/100*modsss,GunPrice[3][0]/100*modsss,GunPrice[4][0]/100*modsss,GunPrice[5][0]/100*modsss,GunPrice[6][0]/100*modsss);
    SendClientMessage(playerid, COLOR_GRAD3, gunstring1);
    format(gunstring2, 256, "Waffen: VioletterDildo ($%d) WeißerDildo ($%d) LangerweißerDildo ($%d) WeißerDildo2 ($%d) Blumen ($%d) cane",
    GunPrice[7][0]/100*modsss,GunPrice[8][0]/100*modsss,GunPrice[9][0]/100*modsss,GunPrice[10][0]/100*modsss,GunPrice[11][0]/100*modsss,GunPrice[12][0]/100*modsss);
    SendClientMessage(playerid, COLOR_GRAD3, gunstring2);
    format(gunstring3, 256, "Waffen: SD-Pistole ($%d) DesertEagle ($%d) MP5 ($%d)",
    GunPrice[13][0]/100*modsss,GunPrice[14][0]/100*modsss,GunPrice[15][0]/100*modsss,GunPrice[16][0]/100*modsss,GunPrice[17][0]/100*modsss,GunPrice[18][0]/100*modsss);
    SendClientMessage(playerid, COLOR_GRAD3, gunstring3);
    format(gunstring4, 256, "Waffen: Shotgun ($%d) AK47 ($%d) M4 ($%d) Sniper ($%d)",
    GunPrice[19][0]/100*modsss,GunPrice[20][0]/100*modsss,GunPrice[21][0]/100*modsss,GunPrice[22][0]/100*modsss,GunPrice[23][0]/100*modsss,GunPrice[24][0]/100*modsss);
    SendClientMessage(playerid, COLOR_GRAD3, gunstring4);
    format(gunstring5, 256, "Waffen: Pistolen Munition ($%d) Shotgun Munition ($%d) MP5 Munition ($%d) AK47/M4 Munition ($%d) Sniper Munition ($%d)",
    GunPrice[25][0],GunPrice[26][0],GunPrice[27][0],GunPrice[28][0],GunPrice[29][0]);
    SendClientMessage(playerid, COLOR_GRAD3, gunstring5);
    SendClientMessage(playerid, COLOR_GREEN,"_______________________________________");
    return 1;
    }
    strmid(gunid, tmp, 0, strlen(cmdtext), 255);
    tmp = strtok(cmdtext, idx);
    if(!strlen(tmp))
    {
    format(string, sizeof(string), "Benutze: /buygun [Waffe] [Munition]");
    return 1;
    }
    new ammo = strval(tmp);
    if(ammo < 1 || ammo > 999) { SendClientMessage(playerid, COLOR_RED, " Die Munition muss zwischen 1 und 999 sein !"); return 1; }
    if (strcmp(gunid, "Fallschirm", true, strlen(gunid)) == 0)
    {
    gun = 46;
    guncharge = GunPrice[0][0]/100*modsss;
    ammocharge = 0;
    }
    else if (strcmp(gunid, "Golfschläger", true, strlen(gunid)) == 0)
    {
    gun = 2; guncharge = GunPrice[1][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 2; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "Schlagstock", true, strlen(gunid)) == 0)
    {
    gun = 3; guncharge = GunPrice[2][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 3; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "Baseballschläger", true, strlen(gunid)) == 0)
    {
    gun = 5; guncharge = GunPrice[4][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 5; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "Schaufel", true, strlen(gunid)) == 0)
    {
    gun = 6; guncharge = GunPrice[5][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 6; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "poolcue", true, strlen(gunid)) == 0)
    {
    gun = 7; guncharge = GunPrice[6][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 7; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "VioletterDildo", true, strlen(gunid)) == 0)
    {
    gun = 10; guncharge = GunPrice[7][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 10; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "Weißerdildo", true, strlen(gunid)) == 0)
    {
    gun = 11; guncharge = GunPrice[8][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 11; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "langerweißerdildo", true, strlen(gunid)) == 0)
    {
    gun = 12; guncharge = GunPrice[9][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 12; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "weißerdildo2", true, strlen(gunid)) == 0)
    {
    gun = 13; guncharge = GunPrice[10][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 13; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "Blumen", true, strlen(gunid)) == 0)
    {
    gun = 14; guncharge = GunPrice[11][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 14; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "cane", true, strlen(gunid)) == 0)
    {
    gun = 15; guncharge = GunPrice[12][0]/100*modsss; ammocharge = 0;
    PlayerInfo[playerid][pGun1] = 15; PlayerInfo[playerid][pAmmo1] = 1;
    }
    else if (strcmp(gunid, "SD-Pistole", true, strlen(gunid)) == 0)
    {
    gun = 23; guncharge = GunPrice[13][0]/100*modsss; ammocharge = GunPrice[25][0]*ammo;
    PlayerInfo[playerid][pGun2] = 23; PlayerInfo[playerid][pAmmo2] = ammo;
    }
    else if (strcmp(gunid, "DesertEagle", true, strlen(gunid)) == 0)
    {
    gun = 24; guncharge = GunPrice[15][0]/100*modsss; ammocharge = GunPrice[25][0]*ammo;
    PlayerInfo[playerid][pGun2] = 24; PlayerInfo[playerid][pAmmo2] = ammo;
    }
    else if (strcmp(gunid, "MP5", true, strlen(gunid)) == 0)
    {
    gun = 29; guncharge = GunPrice[18][0]/100*modsss; ammocharge = GunPrice[27][0]*ammo;
    PlayerInfo[playerid][pGun3] = 29; PlayerInfo[playerid][pAmmo3] = ammo;
    }
    else if (strcmp(gunid, "Shotgun", true, strlen(gunid)) == 0)
    {
    gun = 25; guncharge = GunPrice[19][0]/100*modsss; ammocharge = GunPrice[26][0]*ammo;
    PlayerInfo[playerid][pGun3] = 25; PlayerInfo[playerid][pAmmo3] = ammo;
    }
    else if (strcmp(gunid, "AK47", true, strlen(gunid)) == 0)
    {
    gun = 30; guncharge = GunPrice[22][0]/100*modsss; ammocharge = GunPrice[28][0]*ammo;
    PlayerInfo[playerid][pGun4] = 30; PlayerInfo[playerid][pAmmo4] = ammo;
    }
    else if (strcmp(gunid, "M4", true, strlen(gunid)) == 0)
    {
    gun = 31; guncharge = GunPrice[23][0]/100*modsss; ammocharge = GunPrice[28][0]*ammo;
    PlayerInfo[playerid][pGun4] = 31; PlayerInfo[playerid][pAmmo4] = ammo;
    }
    else if (strcmp(gunid, "Sniper", true, strlen(gunid)) == 0)
    {
    gun = 34; guncharge = GunPrice[24][0]/100*modsss; ammocharge = GunPrice[29][0]*ammo;
    PlayerInfo[playerid][pGun4] = 34; PlayerInfo[playerid][pAmmo4] = ammo;
    }
    else
    {
    SendClientMessage(playerid, COLOR_GRAD6, "Ladenbesitzer: Ich habe noch nie von dieser Waffe gehört.");
    return 1;
    }
    if((guncharge+ammocharge) > GetPlayerMoney(playerid))
    {
    format(infostring, 256, " Du hast keine $%d !",guncharge+ammocharge);
    SendClientMessage(playerid, COLOR_GRAD3, infostring);
    return 1;
    }
    if(GetPlayerMoney(playerid) < (guncharge+ammocharge))
    {
    SendClientMessage(playerid, COLOR_RED, "Geht nicht !");
    return 1;
    }
    new payout = guncharge + ammocharge;
    format(infostring, 256, "Du hast eine %s mit %d Munition für $%d erworben",gunid,ammo,payout);
    SendClientMessage(playerid, COLOR_GRAD3, infostring);
    GivePlayerMoney(playerid, -payout);
    BizzInfo[local-99][bTill] += payout/3;
    ExtortionBiz(local-99, payout);
    BizzInfo[local-99][bProducts]--;
    PlayerPlaySound(playerid, 1052, 0.0, 0.0, 0.0);
    GivePlayerWeapon(playerid, gun, ammo);
    GetPlayerName(playerid, sendername, sizeof(sendername));
    format(string, sizeof(string), "%s hat Waffen für $%d eingekauft im BIZ: %d", sendername, payout, local-99);
    printf("%s", string);
    PayLog(string);
    }
    else
    {
    SendClientMessage(playerid, COLOR_WHITE,"Du bist in keinem Laden.");
    return 1;
    }
    }
    }
    return 1;
    }

    Hallo,
    ich hab da noch ein Problem. Bei mir schließen sich die Fahrzeuge nicht ab.
    Ich mache /lock und die Fraktioncars wollen sich nicht abschließen.


    #if defined FACTION_CARS_LOCKABLE
    if(strcmp(cmdtext,"/lock",true)==0){
    if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER){
    for(new fc;fc<sizeof(FactionCars);fc++){
    if(FactionCars[fc][fVehid] >= 400 && FactionCars[fc][fVehid] <= 611){
    if(GetPlayerVehicleID(playerid) == FactionCars[fc][fCarid]){
    for(new f;f<5;f++){
    if(GetPlayerAdmin(playerid) >= NEEDED_ADMINLEVEL || GetPlayerFaction(playerid) == FactionCars[fc][fFaction][f]){
    PlayerPlaySound(playerid,1145,0.0,0.0,0.0);
    if(FactionCars[fc][fLock] == true){
    FactionCars[fc][fLock] = false;
    fUnlockCar(FactionCars[fc][fCarid]);
    GameTextForPlayer(playerid,"~w~Fahrzeug~n~~g~Aufgeschlossen",5000,3);
    }
    else if(FactionCars[fc][fLock] == false){
    fLockCar(FactionCars[fc][fCarid]);
    FactionCars[fc][fLock] = true;
    GameTextForPlayer(playerid,"~w~Fahrzeug~n~~r~Abgeschlossen",5000,3);
    }break;
    }
    }return true;
    }
    }
    }SendClientMessage(playerid,COLOR_RED,"Du sitzt in keinem Fraktionsfahrzeug!");
    }else{
    if(GetPlayerState(playerid)==PLAYER_STATE_PASSENGER)
    SendClientMessage(playerid,COLOR_RED,"Du musst der Fahrer dieses Fahrzeuges sein.");
    else
    SendClientMessage(playerid,COLOR_RED,"Du muss in einem Fahrzeug sitzen.");
    }return true;
    }
    #endif

    Servas Leute,
    ich hab ein Problem. Mein /fill System funktioniert nicht wie ich es will.
    Man kann tanken jedoch kostet es 0$. Ich weiß nicht warum.
    Hier mein Pawn Code:


    Function Fillup()
    {
    for(new i=0; i<MAX_PLAYERS; i++)
    {
    if(IsPlayerConnected(i))
    {
    new VID;
    new FillUp;
    //new FillUpRandom = random(250)+1;
    new string[256];
    VID = GetPlayerVehicleID(i);
    FillUp = GetGasMax(GetVehicleModel(VID)) - Gas[VID];
    for(new b = 0; b < sizeof(TankeInfo); b++)
    {
    if(IsAtGasStation(i))
    {
    if(Refueling[i] == 1)
    {
    if(GetPlayerMoney(i) >= FillUp+4)
    {
    Gas[VID] += FillUp;
    FillUp = FillUp * TankeInfo[b][tEntranceCost];
    format(string,sizeof(string),"Du hast dein Fahrzeug für $%d aufgetankt.",FillUp);
    SendClientMessage(i,COLOR_YELLOW,string);
    GivePlayerMoney(i, - FillUp);
    TankeInfo[b][tTill] += FillUp;
    TankeInfo[b][tExtortion] += FillUp;
    Refueling[i] = 0;
    }
    else
    {
    new cost = TankeInfo[b][tEntranceCost];
    format(string,sizeof(string),"Nicht genug Geld zum Auffüllen, du benötigst $%d zum Auffüllen deines Autos.",cost);
    SendClientMessage(i,COLOR_YELLOW,string);
    }
    }
    }
    }
    }
    }
    return 1;
    }