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pomoc HELP jak objecty do jedne promenne


Scrash

Dotaz

cuss, potrebujem poradit, jak se da do jedne promenne nastavit nekolik objectu a jestli to tak vubec jde.. takto to myslim

 

new objecty a do ni dat

CreateObject(2934, -2112.3979492188, 1888.9597167969, 69.338027954102, 0, 0, 181.99401855469);

CreateObject(2934, -2124.88671875, 1968.8586425781, 66.432693481445, 0, 0, 137.98825073242);

CreateObject(3816, -2199.3669433594, 1976.2822265625, 73.526092529297, 0, 0, 90);

CreateObject(2932, -2168.8146972656, 1987.9597167969, 72.243362426758, 0, 0, 180.74499511719);

CreateObject(2935, -2169.2917480469, 1966.6060791016, 72.243362426758, 0, 0, 357.99499511719);

 

pak bych jenom pouzil

 

DestroyObject(objecty); a ono by mi to vsechny ty objecty znicilo.

Poradite nekdo ?

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new ObjectData[500];
new ObjectCount;

stock CreateNumberObject(objectid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz)
{
    if(ObjectCount == 500) return 0;
    ObjectData[ObjectCount] = CreateObject(objectid, x, y, z, rx, ry, rz)
    ObjectCount++;
    return 1;
}

stock DestroyNumberObjects()
{
    for(new i = 0; i < ObjectCount; i++)
    {
         DestroyObject(ObjectData[i]);
         ObjectData[i] = 0;
    }
    ObjectCount = 0;
    return 1;
}

Snad to mam bez chyb...

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takze kdyz pak ten objec chcu zase vytvorit, pouzijem

 

stock CreateNumberObjects_Create()

{

for(new i = 0; i < ObjectCount; i++)

{

CreateObject(ObjectData);

ObjectData = 0; //- v Destroy vymazu !

}

ObjectCount = 0; //- v Destroy vymazu !

return 1;

}

 

a vyvolam to cim tim CreateNumberObject_Create();

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enum Ob_Data
{
    Ob_Objectid,
    Ob_Model,
    Float:Ob_x,
    Float:Ob_y,
    Float:Ob_z,
    Float:Ob_rx,
    Float:Ob_ry,
    Float:Ob_rz
}

new ObjectData[500][Ob_Data];
new ObjectCount;

stock CreateNumberObject(objectid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz)
{
    if(ObjectCount == 500) return 0;
    ObjectData[ObjectCount][Ob_Objectid] = CreateObject(objectid, x, y, z, rx, ry, rz);
    ObjectData[ObjectCount][Ob_Model] = objectid;
    ObjectData[ObjectCount][Ob_x] = x; 
    ObjectData[ObjectCount][Ob_y] = y;
    ObjectData[ObjectCount][Ob_z] = z;
    ObjectData[ObjectCount][Ob_rx] = rx;
    ObjectData[ObjectCount][Ob_ry] = ry;
    ObjectData[ObjectCount][Ob_rz] = rz;
    ObjectCount++;
    return 1;
}

stock HideNumberObjects()
{
    for(new i = 0; i < ObjectCount; i++)
    {
         DestroyObject(ObjectData[i]);
    }
    return 1;
}

stock ShowNumberObjects()
{
    for(new i = 0; i < ObjectCount; i ++)
    {
         ObjectData[i][Ob_Objectid] = CreateObject(ObjectData[i][Ob_Model], ObjectData[i][Ob_x], ObjectData[i][Ob_y], ObjectData[i][Ob_z], ObjectData[i][Ob_rx], ObjectData[i][Ob_ry], ObjectData[i][Ob_rz]);
    }
    return 1;
}

stock DestroyNumberObjects()
{
    for(new i = 0; i < ObjectCount; i ++)
    {
         DestroyObject(ObjectData[i][Ob_Objectid]);
         ObjectData[i][Ob_Model] = 0;
         ObjectData[i][Ob_x] = 0.0; 
         ObjectData[i][Ob_y] = 0.0;
         ObjectData[i][Ob_z] = 0.0;
         ObjectData[i][Ob_rx] = 0.0;
         ObjectData[i][Ob_ry] = 0.0;
         ObjectData[i][Ob_rz] = 0.0;
    }
    ObjectCount = 0;
}

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