O nome ja diz.. assim olha:
Queria fazer que quando o player vб no checkpoint ele receba 1 iten de cada (small medice kit, medium medice kit e large medice kit - para quando ele abrir o inventбrio puder usar)
* Quando ele ta no checkpoint, ele ja vai recebendo vida.. mas eu quero por o script para ele ganhar esses 3 itens ae.. vou postar o define dos itens e o script.. nao sei onde incluir isto.
pawn Код:
if(IsPlayerInCheckpoint(playerid) && EstaEnRef[playerid] == 0)
{
//if(IsPlayerNPC(playerid)) return print("-----El NPC Price entro al CP!!");
if(PlayerInfo[playerid][EsHumano] == 1)
{
if(EstaL[playerid] == 0) return 1;
if(EstaActivado[playerid] == 0)
{
printf("Jugador ID %d entro al CP y activo un contador.",playerid);
TCR[playerid] = SetTimerEx("ChauRefugio",1000,1,"d",playerid);//RandomEx(60000,70000)
EstaActivado[playerid] = 1;
}
EstaEnRef[playerid] = 1;
format(string, sizeof(string), "* %s recibe municion extra y asistencia medica del campamento.", NombreEx(playerid));
MensajeCercaDe(20.0, playerid, string, 0xFFA200FF,0xFFA200FF,0xFFA200FF,0xFFA200FF,0xFFA200FF);
if(PlayerInfo[playerid][EsPremiun] >= 1)
{
format(string, sizeof(string), "* %s recibe un nuevo chaleco blindado del campamento.", NombreEx(playerid));
MensajeCercaDe(20.0, playerid, string, 0xFFA200FF,0xFFA200FF,0xFFA200FF,0xFFA200FF,0xFFA200FF);
SetPlayerArmour(playerid,100);
}
if(ConHabilidadH[playerid] == 4)
{
GivePlayerWeapon(playerid,18,1);
}
GetPlayerWeaponData(playerid,1,Armas[1][playerid],Balas[1][playerid]);
GetPlayerWeaponData(playerid,2,Armas[2][playerid],Balas[2][playerid]);
GetPlayerWeaponData(playerid,3,Armas[3][playerid],Balas[3][playerid]);
GetPlayerWeaponData(playerid,4,Armas[4][playerid],Balas[4][playerid]);
GetPlayerWeaponData(playerid,5,Armas[5][playerid],Balas[5][playerid]);
GetPlayerWeaponData(playerid,6,Armas[6][playerid],Balas[6][playerid]);
GetPlayerWeaponData(playerid,7,Armas[7][playerid],Balas[7][playerid]);
GetPlayerWeaponData(playerid,8,Armas[8][playerid],Balas[8][playerid]);
GetPlayerWeaponData(playerid,9,Armas[9][playerid],Balas[9][playerid]);
GetPlayerWeaponData(playerid,10,Armas[10][playerid],Balas[10][playerid]);
GetPlayerWeaponData(playerid,11,Armas[11][playerid],Balas[11][playerid]);
GetPlayerWeaponData(playerid,12,Armas[12][playerid],Balas[12][playerid]);
TVRefugio[playerid] = SetTimerEx("VRefugio", 1000, 1, "d", playerid);
GivePlayerWeapon(playerid,Armas[1][playerid],Balas[1][playerid]+80);
GivePlayerWeapon(playerid,Armas[2][playerid],Balas[2][playerid]+80);
if(PlayerInfo[playerid][Level] >= 5)
{
GivePlayerWeapon(playerid,Armas[3][playerid],Balas[3][playerid]+80);
}
GivePlayerWeapon(playerid,Armas[4][playerid],Balas[4][playerid]+100);
GivePlayerWeapon(playerid,Armas[5][playerid],Balas[5][playerid]+100);
GivePlayerWeapon(playerid,Armas[6][playerid],Balas[6][playerid]+100);
GivePlayerWeapon(playerid,Armas[7][playerid],Balas[7][playerid]+100);
GivePlayerWeapon(playerid,Armas[8][playerid],Balas[8][playerid]+1);
GivePlayerWeapon(playerid,Armas[9][playerid],Balas[9][playerid]+100);
GivePlayerWeapon(playerid,Armas[10][playerid],Balas[10][playerid]+100);
GivePlayerWeapon(playerid,Armas[11][playerid],Balas[11][playerid]+100);
GivePlayerWeapon(playerid,Armas[12][playerid],Balas[12][playerid]+100);
return 1;
}
}
}
return 1;
}
forward DarExp();
public DarExp()
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(EstaL[i] == 1)
{
if(EstaEnRef[i] == 1)
{
new ExpRandom[MAX_PLAYERS];
if(PlayerInfo[i][EsPremiun] == 0) ExpRandom[i] = RandomEx(4,6);
if(PlayerInfo[i][EsPremiun] == 1) ExpRandom[i] = RandomEx(7,10);
FlashSubeEX(i,ExpRandom[i]);
PlayerInfo[i][ExpA] += ExpRandom[i];
printf("ID %d recibio %d de Experiencia Human",i,ExpRandom[i]);
PlayerInfo[i][CPS] ++;
}
}
}
return 1;
}
forward ChauRefugio(playerid);
public ChauRefugio(playerid)
{
if(PlayerInfo[playerid][EsHumano] == 1 || Equipo[playerid] == 1)
{
if(IsPlayerInCheckpoint(playerid))
{
SegundoSeVaCP ++;
printf("Segundos %d",SegundoSeVaCP);
if(SegundoSeVaCP >= MAX_SEGS)
{
DarExp();
TerminoRefugio();
KillTimer(TCR[playerid]);
}
}
}
return 1;
}
stock TerminoRefugio()
{
new string[256];
EstaActivadoCP = 0;
SegundoSeVaCP = 0;
NCPActivado = 0;
CPTotales ++;
printf("Termino el CP %d",CPTotales);
for(new i = 0; i < MAX_PLAYERS; i++)
{
DisablePlayerCheckpoint(i);
format(string,sizeof(string),"~g~El refugio termino!");
GameTextForPlayer(i,string,4500,3);
EstaEnRef[i] = 0;
KillTimer(TCR[i]);
EstaActivado[i] = 0;
SendClientMessage(i,0xFF0000FF,"El Campamento se levanto...");
}
if(CPTotales >= CPParaGanar)
{
Ganador = 1;
ActivarTFinRonda();
return 1;
}
new TiempoCP = RandomEx(240000,300000);
SetTimer("ActivarCPRef",TiempoCP,0);
return 1;
}
forward VRefugio(playerid);
public VRefugio(playerid)
{
if(IsPlayerInCheckpoint(playerid))
{
if(PlayerInfo[playerid][EsHumano] == 1 || Equipo[playerid] == 1)
{
new Float:Vida;
GetPlayerHealth(playerid,Vida);
PlayerInfo[playerid][EstaInfectado] = 0;
if(Vida > 100)
{
SetPlayerHealth(playerid,100);
}
else
{
SetPlayerHealth(playerid,Vida+2.5);
return 1;
}
}
}
return 1;
}