public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
{
if(oldinteriorid == 3 && newinteriorid == 0)
{
if(GetPlayerVirtualWorld(playerid) == 1)
{
SetPlayerVirtualWorld(playerid,0);
//SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,1877.6157,-1740.8281,13.4860);
SetPlayerFacingAngle(playerid,187.0764);
SetCameraBehindPlayer(playerid);
LeftTwoFourSeven[playerid] =1;
TimeToMoveTwoFourSeven[playerid] =3;
TogglePlayerControllable(playerid, 0);
}
if(oldinteriorid == 4 && newinteriorid == 0)
{
if(GetPlayerVirtualWorld(playerid) == 2)
{
SetPlayerVirtualWorld(playerid,0);
//SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,1933.4030,-1776.1339,13.3828);
SetPlayerFacingAngle(playerid,272.7751);
SetCameraBehindPlayer(playerid);
LeftTwoFourSeven[playerid] =2;
TimeToMoveTwoFourSeven[playerid] =3;
TogglePlayerControllable(playerid, 0);
}
}
}
return 1;
}
public twofoursevenmoveplayer()
{
for (new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i) && IsSpawned[i] == 1 && GetPlayerInterior(i) == 0 && Jailed[i] == 0)
{
if(TimeToMoveTwoFourSeven[i] >=1 && TimeToMoveTwoFourSeven[i] <=3)
{
TimeToMoveTwoFourSeven[i] --;
}
if(TimeToMoveTwoFourSeven[i] == 0)
{
if(LeftTwoFourSeven[i] == 1)
{
SetPlayerVirtualWorld(i,0);
SetPlayerInterior(i,0);
SetPlayerPos(i,1592.2305,2214.1846,10.8203);
SetPlayerFacingAngle(i,187.0764);
SetCameraBehindPlayer(i);
LeftTwoFourSeven[i] =999;
TimeToMoveTwoFourSeven[i] =999;
TogglePlayerControllable(i, 1);
}
if(LeftTwoFourSeven[i] == 2)
{
SetPlayerVirtualWorld(i,0);
SetPlayerInterior(i,0);
SetPlayerPos(i,2191.6472,2476.4624,10.8203);
SetPlayerFacingAngle(i,272.7751);
SetCameraBehindPlayer(i);
LeftTwoFourSeven[i] =999;
TimeToMoveTwoFourSeven[i] =999;
TogglePlayerControllable(i, 1);
}
}
}
if(oldinteriorid == 3 && newinteriorid == 0)
{
if(GetPlayerVirtualWorld(playerid) == 1)
{
SetPlayerVirtualWorld(playerid,0);
//SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,1877.6157,-1740.8281,13.4860);
SetPlayerFacingAngle(playerid,187.0764);
SetCameraBehindPlayer(playerid);
LeftTwoFourSeven[playerid] =1;
TimeToMoveTwoFourSeven[playerid] =3;
TogglePlayerControllable(playerid, 0);
}
public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
{
if(oldinteriorid == 3 && newinteriorid == 0)
{
if(GetPlayerVirtualWorld(playerid) == 1)
{
SetPlayerVirtualWorld(playerid,0);
//SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,1877.6157,-1740.8281,13.4860);
SetPlayerFacingAngle(playerid,187.0764);
SetCameraBehindPlayer(playerid);
LeftTwoFourSeven[playerid] =1;
TimeToMoveTwoFourSeven[playerid] =3;
TogglePlayerControllable(playerid, 0);
}
if(oldinteriorid == 4 && newinteriorid == 0)
{
if(GetPlayerVirtualWorld(playerid) == 2)
{
SetPlayerVirtualWorld(playerid,0);
//SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,1933.4030,-1776.1339,13.3828);
SetPlayerFacingAngle(playerid,272.7751);
SetCameraBehindPlayer(playerid);
LeftTwoFourSeven[playerid] =2;
TimeToMoveTwoFourSeven[playerid] =3;
TogglePlayerControllable(playerid, 0);
}
}
}
return 1;
}

public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
{
if(oldinteriorid == 3 && newinteriorid == 0)
{
if(GetPlayerVirtualWorld(playerid) == 1)
{
SetPlayerVirtualWorld(playerid,0);
//SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,1877.6157,-1740.8281,13.4860);
SetPlayerFacingAngle(playerid,187.0764);
SetCameraBehindPlayer(playerid);
LeftTwoFourSeven[playerid] =1;
TimeToMoveTwoFourSeven[playerid] =3;
TogglePlayerControllable(playerid, 0);
}
}//Closing brace wasn't here
if(oldinteriorid == 4 && newinteriorid == 0)
{
if(GetPlayerVirtualWorld(playerid) == 2)
{
SetPlayerVirtualWorld(playerid,0);
//SetPlayerInterior(playerid,0);
SetPlayerPos(playerid,1933.4030,-1776.1339,13.3828);
SetPlayerFacingAngle(playerid,272.7751);
SetCameraBehindPlayer(playerid);
LeftTwoFourSeven[playerid] =2;
TimeToMoveTwoFourSeven[playerid] =3;
TogglePlayerControllable(playerid, 0);
}
}
//} This closing brace was supposed to be up there
return 1;
}
|
Originally Posted by Joe Staff
![]() pawn Код:
Proper indentation can go a long way. |
|
Originally Posted by ♣ Joker ♠
You cant tele players out of the yellow marker, afaik
Try it with freezing before teleportation Or use a timer which calls the teleportion code after he exited the marker |