public OnPlayerSpawn(playerid)
{
if(IsPlayerNPC(playerid)) //Checks if the player that just spawned is an NPC.
{
new npcname[MAX_PLAYER_NAME];
GetPlayerName(playerid, npcname, sizeof(npcname)); //Getting the NPC's name.
if(!strcmp(npcname, "bikels", true)) //Checking if the NPC's name is MyFirstNPC
{
PutPlayerInVehicle(playerid, MyFirstNPCVehicle, 0); //Putting the NPC into the vehicle we created for it.
return 1;
}
if(!strcmp(npcname, "duck", true))
{
PutPlayerInVehicle(playerid, MyFirstNPCVehiclee, 0);
return 1;
}
if(!strcmp(npcname, "androls", true))
{
PutPlayerInVehicle(playerid, MyFirstNPCVehicleee, 0);
return 1;
}
if(!strcmp(npcname, "damness", true))
{
PutPlayerInVehicle(playerid, MyFirstNPCVehicleeeee, 0);
return 1;
}
if(!strcmp(npcname, "grove", true))
{
PutPlayerInVehicle(playerid, MyFirstNPCVehicleeeeee, 0);
return 1;
}
if(!strcmp(npcname, "dumbot", true))
{
PutPlayerInVehicle(playerid, MyFirstNPCVehicleeeeeeee, 0);
return 1;
}
if(!strcmp(npcname, "warhydra", true))
{
PutPlayerInVehicle(playerid, MyFirstNPCVehicleeeeeeeee, 0);
return 1;
}
GetPlayerName(playerid, Name, sizeof(Name));
if(strcmp(Name, "patch", true) == 0)
{
SetPlayerChatBubble(playerid, "AssWiperZ Owner ;)", red, 100.0, 1000000000000000000000);
}
else if(strcmp(Name, "[Cro]Mafia", true) == 0)
{
SetPlayerChatBubble(playerid, "AssWiperZ Head Admin ;)", red, 100.0, 1000000000000000000000);
}
else if(strcmp(Name, "Xcamx", true) == 0)
{
SetPlayerChatBubble(playerid, "AssWiperZ Head Admin ;)", red, 100.0, 1000000000000000000000);
}
else
{
SetPlayerChatBubble(playerid, "AssWiperZ Player ;)", red, 100.0, 1000000000000000000000);
return 1;
}
return 1;
}
if(IsPlayerNPC(playerid)) return 1;
GivePlayerWeapon(playerid,25,3000);
GivePlayerWeapon(playerid,34,3000);
GivePlayerWeapon(playerid,26,3000);
SetPlayerTime(playerid,0,0);
SetWorldTime(0);
return 1;
}
Originally Posted by Joe Staff
You could use '0x7FFFFFFF' which is the equivalent of 2,147,483,647 milliseconds or 24 days. I'd be more worried about the world coming to an end than your chat bubble disappearing.
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