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Pickup point, exit/enter point - Virtual worlds - Printable Version

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+---- Thread: Pickup point, exit/enter point - Virtual worlds (/showthread.php?tid=203541)



Pickup point, exit/enter point - Virtual worlds - Chivava - 27.12.2010

Hello, i've gotten a bit stuck at this point and tried that pickup guide, tho it gives me warnings but works.

Now i've gotten stuck at this new point..


I have the same interior at FBI as City Hall has, wich gives a problem, when you are exiting..

So how do i make the exit different at different virtual worlds?

Like if you are at this coordinate at Virtual World 0 you end up infront of City Hall, and if you are in Virtual World 1 you end up infront of FBI headquarter?

Also how do i fix the createpickup point without getting warnings?

Thanks in advance.


Re: Pickup point, exit/enter point - Virtual worlds - akis_tze - 27.12.2010

pawn Code:
if(GetPlayerVirtualWorld(playerid) == 0)
    {
    //City Hall
    }
    else if(GetPlayerVirtualWorld(playerid) == 1)
    {
    //FBI headquarter
    }



Re: Pickup point, exit/enter point - Virtual worlds - akis_tze - 27.12.2010

give us your warning and some of your script...


Re: Pickup point, exit/enter point - Virtual worlds - Chivava - 27.12.2010

I got problems with the exit now...

This is how my /enter looks alike and that works..
The other The Fbi building works correctly, tho city hall doesnt.

Anyone knows/can explain why?

Enter
Code:
			else if(IsPlayerInRangeOfPoint(playerid,3.0,1481.0696,-1771.6183,18.7958)) //City Hall
			{
			    SetPlayerVirtualWorld(playerid, 0);
			    SetPlayerInterior(playerid, 3);
                SetPlayerPos(playerid, 384.5713,173.6477,1008.3828);
			    SetPlayerFacingAngle(playerid, 90.0000);
                GameTextForPlayer(playerid, "~w~Welcome to City Hall", 5000, 1);
                PlayerInfo[playerid][pInt] = 3;
				SetCameraBehindPlayer(playerid);
			}
Exit
Code:
			else if(IsPlayerInRangeOfPoint(playerid,3.0,384.3424,173.8664,1008.3828)) //Cityhall
			{
			if(GetPlayerVirtualWorld(playerid) == 0)
			{
  				SetPlayerInterior(playerid, 0);
	    		SetPlayerPos(playerid, 1481.0366,-1769.9780,18.7958);
		    	PlayerInfo[playerid][pInt] = 0;
      			SetPlayerFacingAngle(playerid, 0.0000);
        		SetCameraBehindPlayer(playerid);
			}
		}



Re: Pickup point, exit/enter point - Virtual worlds - akis_tze - 27.12.2010

pawn Code:
else if(IsPlayerInRangeOfPoint(playerid,3.0,1481.0696,-1771.6183,18.7958)) //City Hall
            {
                SetPlayerVirtualWorld(playerid, 2);
                SetPlayerInterior(playerid, 3);
                SetPlayerPos(playerid, 384.5713,173.6477,1008.3828);
                SetPlayerFacingAngle(playerid, 90.0000);
                GameTextForPlayer(playerid, "~w~Welcome to City Hall", 5000, 1);
                PlayerInfo[playerid][pInt] = 3;
                SetCameraBehindPlayer(playerid);
            }
pawn Code:
else if(IsPlayerInRangeOfPoint(playerid,3.0,384.3424,173.8664,1008.3828)) //Cityhall
            {
            if(GetPlayerVirtualWorld(playerid) == 2)
            {
                SetPlayerInterior(playerid, 0);
                        SetPlayerVirtualWorld(playerid, 0);
                SetPlayerPos(playerid, 1481.0366,-1769.9780,18.7958);
                PlayerInfo[playerid][pInt] = 0;
                SetPlayerFacingAngle(playerid, 0.0000);
                SetCameraBehindPlayer(playerid);
            }
try this
when you are out of interior use virtual world 0