forward SendMSG();
new Announcements[][] = { "Thank you for roleplaying with us, please enjoy your stay here.", "Please remember to visit our new forums at BlaHBlah", "Want to have your own car, skin, house or maybe faction, please donate to the server and help us to keep it alive.", "This is Gangster Roleplay it is not a Deathmatch or a Turf War server.", "If you see a Rule Breaker, Deathmatcher or a Hacker, please (/re)port to an admin." };
public SendMSG() { new randMSG = random(sizeof(Announcements)); SendClientMessageToAll(COLOR_LIGHTBLUE, Announcements[randMSG]); }
public SendMSG();
{
new Message;
switch(Message)
{
case 0:
{
SendClientMessage(playerid,0xFFFFFF,"Thank you for roleplaying with us, please enjoy your stay here.");
Message = 1;
}
case 1:
{
SendClientMessage(playerid,0xFFFFFF,"Please remember to visit our new forums at BlaHBlah");
Message = 2;
}
case 2:
{
SendClientMessage(playerid,0xFFFFFF,"Want to have your own car, skin, house or maybe faction, please donate to the server and help us to help us to keep it alive.");
Message = 3;
}
case 3:
{
SendClientMessage(playerid,0xFFFFFF,"This is Gangster Roleplay it is not a Deathmatch or a Turf War server.");
Message = 4;
}
case 4:
{
SendClientMessage(playerid,0xFFFFFF, "If you see a Rule Breaker, Deathmatcher or a Hacker, please (/re)port to an admin.");
Message = 0;
}
return 1;
}
Originally Posted by Desert
This can't be adjusted since you can never trust what random chooses
But what you can do is create a variable like this [pawn] public SendMSG(); { new Message; switch(Message) { case 0: { SendClientMessage(playerid,0xFFFFFF,"Thank you for roleplaying with us, please enjoy your stay here."); Message = 1; } case 1: { SendClientMessage(playerid,0xFFFFFF,"Please remember to visit our new forums at BlaHBlah"); Message = 2; } case 2: { SendClientMessage(playerid,0xFFFFFF,"Want to have your own car, skin, house or maybe faction, please donate to the server and help us to help us to keep it alive."); Message = 3; } case 3: { |