Cavte. Mám taký malý problém. Spravil som si aby sa vytvorili pickupy so zbraňami keď hráž zomrie. To funguje ale keď hráč stupí na pickup tak mu to nedá náboje... ( nastaví mu ich na mínus neviem koľko )
Mám to spravené takto :
Newy :
new PickDeath[MAX_PICKDEAD_EX][13];
new MoneyDeath[MAX_PICKDEAD_EX];
new WeaponDeath[MAX_PICKDEAD_EX][13];
new AmmoDeath[MAX_PICKDEAD_EX][13];
new Pickupy;
Stocky :
stock DeathPlayer(playerid)
{
new Float:XX,Float:YY,Float:ZZ;
new RandomX = random(2);
new RandomY = random(2);
GetPlayerPos(playerid,XX,YY,ZZ);
new Weap1,Ammo1;new Weap4,Ammo4;new Weap7,Ammo7;new Weap9,Ammo9;new Weap11,Ammo11;
new Weap2,Ammo2;new Weap5,Ammo5;new Weap8,Ammo8;new Weap10,Ammo10;new Weap0,Ammo0;
Dotaz
JaP 0
Cavte. Mám taký malý problém. Spravil som si aby sa vytvorili pickupy so zbraňami keď hráž zomrie. To funguje ale keď hráč stupí na pickup tak mu to nedá náboje... ( nastaví mu ich na mínus neviem koľko )
Mám to spravené takto :
Newy :
Stocky :
stock DeathPlayer(playerid)
{
new Float:XX,Float:YY,Float:ZZ;
new RandomX = random(2);
new RandomY = random(2);
GetPlayerPos(playerid,XX,YY,ZZ);
new Weap1,Ammo1;new Weap4,Ammo4;new Weap7,Ammo7;new Weap9,Ammo9;new Weap11,Ammo11;
new Weap2,Ammo2;new Weap5,Ammo5;new Weap8,Ammo8;new Weap10,Ammo10;new Weap0,Ammo0;
new Weap3,Ammo3;new Weap6,Ammo6;
GetPlayerWeaponData(playerid,1,Weap1,Ammo1);
GetPlayerWeaponData(playerid,2,Weap2,Ammo2);
GetPlayerWeaponData(playerid,3,Weap3,Ammo3);
GetPlayerWeaponData(playerid,4,Weap4,Ammo4);
GetPlayerWeaponData(playerid,5,Weap5,Ammo5);
GetPlayerWeaponData(playerid,6,Weap6,Ammo6);
GetPlayerWeaponData(playerid,7,Weap7,Ammo7);
GetPlayerWeaponData(playerid,8,Weap8,Ammo8);
GetPlayerWeaponData(playerid,9,Weap9,Ammo9);
GetPlayerWeaponData(playerid,10,Weap10,Ammo10);
GetPlayerWeaponData(playerid,11,Weap11,Ammo11);
GetPlayerWeaponData(playerid,0,Weap0,Ammo0);
Pickupy++;
new Suma = GetPlayerMoney(playerid)/20;
MoneyDeath[Pickupy] = Suma;
GivePlayerMoney(playerid,-Suma);
if(MoneyDeath[Pickupy] > 0){PickDeath[Pickupy][12] = CreatePickup(1210,1,XX,YY,ZZ);}
WeaponDeath[Pickupy][0]=Weap0;AmmoDeath[Pickupy][0]=Ammo0;
WeaponDeath[Pickupy][1]=Weap1;AmmoDeath[Pickupy][1]=Ammo1;
WeaponDeath[Pickupy][2]=Weap2;AmmoDeath[Pickupy][2]=Ammo2;
WeaponDeath[Pickupy][3]=Weap3;AmmoDeath[Pickupy][3]=Ammo3;
WeaponDeath[Pickupy][4]=Weap4;AmmoDeath[Pickupy][4]=Ammo4;
WeaponDeath[Pickupy][5]=Weap5;AmmoDeath[Pickupy][5]=Ammo5;
WeaponDeath[Pickupy][6]=Weap6;AmmoDeath[Pickupy][6]=Ammo6;
WeaponDeath[Pickupy][7]=Weap7;AmmoDeath[Pickupy][7]=Ammo7;
WeaponDeath[Pickupy][8]=Weap8;AmmoDeath[Pickupy][8]=Ammo8;
WeaponDeath[Pickupy][9]=Weap9;AmmoDeath[Pickupy][9]=Ammo9;
WeaponDeath[Pickupy][10]=Weap10;AmmoDeath[Pickupy][10]=Ammo10;
WeaponDeath[Pickupy][11]=Weap11;AmmoDeath[Pickupy][11]=Ammo11;
if(Weap0 == 1){
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][0] = CreatePickup(331,1,XX,YY,ZZ);
}
if(Weap1 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
if(Weap1 == 9){Weap1+=1;}
PickDeath[Pickupy][1] = CreatePickup(Weap1+331,1,XX,YY,ZZ);
}
if(Weap2 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][2] = CreatePickup(Weap2+324,1,XX,YY,ZZ);
}
if(Weap3 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][3] = CreatePickup(Weap3+324,1,XX,YY,ZZ);
}
if(Weap4 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
if(Weap4 == 32){Weap4+=16;}
PickDeath[Pickupy][4] = CreatePickup(Weap4+324,1,XX,YY,ZZ);
}
if(Weap5 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][5] = CreatePickup(Weap5+325,1,XX,YY,ZZ);
}
if(Weap6 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][6] = CreatePickup(Weap6+324,1,XX,YY,ZZ);
}
if(Weap7 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][7] = CreatePickup(Weap7+324,1,XX,YY,ZZ);
}
if(Weap8 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][8] = CreatePickup(Weap8+326,1,XX,YY,ZZ);
}
if(Weap9 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][9] = CreatePickup(Weap9+324,1,XX,YY,ZZ);
}
if(Weap10 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
PickDeath[Pickupy][10] = CreatePickup(Weap10+311,1,XX,YY,ZZ);
}
if(Weap11 > 0){
RandomX = random(2);
RandomY = random(2);
if(RandomX == 1){XX = XX+random(5);}
if(RandomX == 2){XX = XX-random(5);}
if(RandomY == 2){YY = YY-random(5);}
if(RandomY == 1){YY = YY+random(5);}
if(Weap11 == 46){Weap11+=2;}
PickDeath[Pickupy][11] = CreatePickup(Weap11+324,1,XX,YY,ZZ);
}
}
stock PickDeathPlayer(i,pickupid,playerid)
{
if(pickupid == PickDeath[12])
{
GivePlayerMoneyEx(playerid,MoneyDeath);
DestroyPickup(PickDeath[12]);
}
for(new ii=0;ii<=11;ii++)
{
if(pickupid == PickDeath[ii])
{
GivePlayerWeapon(playerid,WeaponDeath[ii],AmmoDeath[ii]);
DestroyPickup(PickDeath[ii]);
}
}
}
OnPlayerDeath :
OnPlayerPickupPickUp :
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