public OnPlayerRequestSpawn(playerid)
{
new Count1, Count2;
for(new i = 0; i < GetMaxPlayers(); i++)
{
if (gTeam[playerid] == TEAM_1) Count1++;
else if (gTeam[playerid] == TEAM_2) Count2++;
}
if ((Count1 > Count2) && gTeam[playerid] == TEAM_1)
{
SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
return 0;
}
else if ((Count2 > Count1) && gTeam[playerid] == TEAM_2)
{
SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
return 0;
}
return 1;
}

public OnPlayerRequestSpawn(playerid)
{
new Count1, Count2;
for(new i = 0; i < GetMaxPlayers(); i++)
{
if (gTeam[playerid] == TEAM_1) Count1++;
else if (gTeam[playerid] == TEAM_2) Count2++;
}
if ((Count1 > Count2) && gTeam[playerid] == TEAM_1)
{
SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Se le ha asignado el otro equipo para igualar el combate");
gTeam[playerid] == TEAM_2
return 1;
}
else if ((Count2 > Count1) && gTeam[playerid] == TEAM_2)
{
SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Se le ha asignado el otro equipo para igualar el combate");
gTeam[playerid] == TEAM_1
return 1;
}
return 1;
}
public OnPlayerRequestSpawn(playerid)
{
new Count1, Count2;
for(new i = 0; i < GetMaxPlayers(); i++)
{
if (gTeam[playerid] == TEAM_1) Count1++;
else if (gTeam[playerid] == TEAM_2) Count2++;
}
if ((Count1 > Count2) && gTeam[playerid] == TEAM_1 && Count2 >= 1)
{
SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
return 0;
}
else if ((Count2 > Count1) && gTeam[playerid] == TEAM_2 && Count1 >= 1)
{
SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
return 0;
}
return 1;
}
public OnPlayerRequestSpawn(playerid)
{
new Count1, Count2;
for(new i = 0; i < GetMaxPlayers(); i++)
{
if (gTeam[playerid] == TEAM_1) Count1++;
else if (gTeam[playerid] == TEAM_2) Count2++;
}
if(Count2 != 0)
{
if ((Count1 > Count2) && gTeam[playerid] == TEAM_1)
return SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
}
else if(Count1 != 0)
{
if ((Count2 > Count1) && gTeam[playerid] == TEAM_2)
return SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
}
return 1;
}
|
UP !
No dejen morir el Tema. Nadie conoce un GM que traiga ese sistema ї? |
public OnPlayerRequestSpawn(playerid)
{
new Count1, Count2;
for(new i = 0; i < GetMaxPlayers(); i++)
{
if (gTeam[playerid] == TEAM_1) Count1++;
else if (gTeam[playerid] == TEAM_2) Count2++;
}
if ((Count1 > Count2) && gTeam[playerid] == TEAM_1)
{
if(Count2 >= 1) return SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
}
else if ((Count2 > Count1) && gTeam[playerid] == TEAM_2)
{
if(Count1 >= 1) return SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
}
return 1;
}
public OnPlayerRequestSpawn(playerid)
{
// El bug era gTeam[playerid] en vez de gTeam[i]
new Count1, Count2;
for(new i = 0; i < GetMaxPlayers(); i++)
{
if (gTeam[i] == TEAM_1) Count1++;
else if (gTeam[i] == TEAM_2) Count2++;
}
if ((Count1 > Count2) && gTeam[playerid] == TEAM_1)
{
SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
return 0;
}
else if ((Count2 > Count1) && gTeam[playerid] == TEAM_2)
{
SendClientMessage(playerid, COLOR_ROJO, "[BALANCEADOR]: Selecciona otro Equipo");
return 0;
}
return 1;
}
