Header size: 5184 bytes Code size: 560036 bytes Data size: 589556 bytes Stack/heap size: 16384 bytes; estimated max. usage=4224 cells (16896 bytes) Total requirements: 1171160 bytes
new inf[MAX_PLAYERS]; // Declared here so it's a constant new nrg[MAX_PLAYERS];
new Float:Pos[MAX_PLAYERS][4]; // You only need to declare one, not two
if(!strcmp(cmdtext,"/inf",true))
{
if(PlayerInfo[playerid][pIsStunting] == 1)
{
DestroyVehicle(inf[playerid]);
GetPlayerPos(playerid,Pos[playerid][1],Pos[playerid][2],Pos[playerid][3]);
inf[playerid]=CreateVehicle(411,Pos[playerid][1],Pos[playerid][2],Pos[playerid][3],0,-1,-1,10);
PutPlayerInVehicle(playerid,inf[playerid], 0);
SendClientMessage(playerid,LIGHTBLUE,"You have Spawned An Infernus.");
return 1;
}
}
if(!strcmp(cmdtext,"/nrg",true))
{
if(PlayerInfo[playerid][pIsStunting] == 1)
{
DestroyVehicle(nrg[playerid]);
GetPlayerPos(playerid,Pos[playerid][1],Pos[playerid][2],Pos[playerid][3]);
nrg[playerid]=CreateVehicle(522,Pos[playerid][1],Pos[playerid][2],Pos[playerid][3],0,-1,-1,10);
PutPlayerInVehicle(playerid,nrg[playerid], 0);
SendClientMessage(playerid,COLOR_LIGHTBLUE,"You have Spawned An NRG-500.");
}
return 1;
}/code
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Originally Posted by Seif_
It's not a problem, but it might be in the future. If you have too many cells, your script can stop functioning. Try optimizing your script.
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Originally Posted by Seif_
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Originally Posted by Anthony_Brassi
Quote:
Btw, thanks for quick response |
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how did you make your proggress bar in the signature? |