if(strcmp(cmd, "/acceptdeath", true) == 0) { if (IsDead[playerid] == 1) { new Float:X,Float:Y,Float:Z; GetPlayerPos(playerid, X, Y, Z); DropWeapons(GetPlayerWeapon(playerid),GetPlayerAmmo(playerid),X,Y,Z,GetPlayerVirtualWorld(playerid),playerid); ResetPlayerWeaponsEx(playerid); SetPlayerToTeamColor(playerid); TogglePlayerControllable(playerid,false); SetPlayerHealthEx(playerid,1.0); SetPlayerPos(playerid, -3451.3801,475.9214,58.0620); TogglePlayerControllable(playerid, 0); new RandomWeth; RandomWeth = random(2); switch(RandomWeth) { case 0: { SetPlayerVirtualWorld(playerid,1); } case 1: { SetPlayerVirtualWorld(playerid,2); } } GameTextForPlayer(playerid,"~w~~n~~n~~n~~n~~n~~n~~n~~n~~n~You need to rest now, please wait",8000,3); SetTimerEx("AfterSpawnHos", 10000, false, "i", playerid); ApplyAnimationEx(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0); Hospitalized[playerid] = 1; return 1; } }
public OnPlayerDeath(...)
{
Dead[playerid] = 1;
return 1;
}
if(strcmp(cmd, "/acceptdeath", true) == 0)
{
if (IsDead[playerid] == 1)
{
SetTimerEx("ReloadPos",4000,false,"i",playerid);
new RandomWeth;
RandomWeth = random(2);
switch(RandomWeth)
{
case 0:
{
SetPlayerVirtualWorld(playerid,1);
}
case 1:
{
SetPlayerVirtualWorld(playerid,2);
}
return 1;
}
}
public ReloadPos(...)
{ new Float:X,Float:Y,Float:Z;
GetPlayerPos(playerid, X, Y, Z);
DropWeapons(GetPlayerWeapon(playerid),GetPlayerAmmo(playerid),X,Y,Z,GetPlayerVirtualWorld(playerid),playerid);
ResetPlayerWeaponsEx(playerid);
SetPlayerToTeamColor(playerid);
TogglePlayerControllable(playerid,false);
SetPlayerHealthEx(playerid,1.0);
SetPlayerPos(playerid, -3451.3801,475.9214,58.0620);
SetTimerEx("AfterSpawnHos", 10000, false, "i", playerid);
ApplyAnimationEx(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0);
}
return 1;
}
if(strcmp(cmd, "/acceptdeath", true) == 0) { if (IsDead[playerid] == 1) { SetTimerEx("ReloadPos",4000,false,"i",playerid); new RandomWeth; RandomWeth = random(2); switch(RandomWeth) { case 0: { SetPlayerVirtualWorld(playerid,1); } case 1: { SetPlayerVirtualWorld(playerid,2); } } return 1; } }
forward ReloadPos(playerid); public ReloadPos(playerid) { new Float:X,Float:Y,Float:Z; GetPlayerPos(playerid, X, Y, Z); DropWeapons(GetPlayerWeapon(playerid),GetPlayerAmmo(playerid),X,Y,Z,GetPlayerVirtualWorld(playerid),playerid); ResetPlayerWeaponsEx(playerid); SetPlayerToTeamColor(playerid); TogglePlayerControllable(playerid,false); SetPlayerHealthEx(playerid,1.0); SetPlayerPos(playerid, -3451.3801,475.9214,58.0620); SetPlayerInterior(playerid, 0); TogglePlayerControllable(playerid, 0); SetTimerEx("AfterSpawnHos", 10000, false, "i", playerid); ApplyAnimationEx(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0); GameTextForPlayer(playerid,"~w~~n~~n~~n~~n~~n~~n~~n~~n~~n~You need to rest now, please wait",8000,3); SetTimerEx("AfterSpawnHos", 10000, false, "i", playerid); ApplyAnimationEx(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0); Hospitalized[playerid] = 1; return 1; }
if(strcmp(cmd, "/acceptdeath", true) == 0) { if (IsDead[playerid] == 1) { new Float:X,Float:Y,Float:Z; GetPlayerPos(playerid, X, Y, Z); DropWeapons(GetPlayerWeapon(playerid),GetPlayerAmmo(playerid),X,Y,Z,GetPlayerVirtualWorld(playerid),pla yerid); ResetPlayerWeaponsEx(playerid); SetPlayerToTeamColor(playerid); TogglePlayerControllable(playerid,false); SetPlayerHealthEx(playerid,1.0); SetPlayerPos(playerid, -3451.3801,475.9214,58.0620); SetPlayerInterior(playerid,0); TogglePlayerControllable(playerid, 0); new RandomWeth; RandomWeth = random(2); switch(RandomWeth) { case 0: { SetPlayerVirtualWorld(playerid,1); SetPlayerInterior(playerid,0); } case 1: { SetPlayerVirtualWorld(playerid,2); SetPlayerInterior(playerid,0); } } GameTextForPlayer(playerid,"~w~~n~~n~~n~~n~~n~~n~~n~~n~~n~You need to rest now, please wait",8000,3); SetTimerEx("AfterSpawnHos", 10000, false, "i", playerid); ApplyAnimationEx(playerid, "CRACK", "crckdeth2", 4.0, 1, 0, 0, 0, 0); Hospitalized[playerid] = 1; return 1; } }
Are you sure that -3451.3801, 475.9214, 58.0620 are valid X, Y and Z coordinates?
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Well that's definitely not going to make a difference, since the inside of the hospital is not going to be interior 0. Interior 0 only contains the outside world. Like I said, you need to find the interior ID of the hospital, so, go into the hospital however you got in there before when it worked and type '/interior'. Then it will display the interior ID of the hospital, then use that ID in the SetPlayerInterior function.
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Yes, because originally when you die it sends you straight there and works fine. Now I want you to be able to respawn in your location.
It's a hospital that's 100% mapped. So the interior is 0. |