Anti Spawn Killing - Printable Version
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Anti Spawn Killing -
[FBI]M.Vulture[XAC] - 23.07.2012
Hi all,
I made my first Include but i dont know if it work, because my server isnt workind (idk why)
This is the code:
Код:
#if defined _antisk_included
#endinput
#endif
#define _antisk_included
#include <a_samp>
#include <a_players>
forward AntiSK(playerid, ,killerid, Float:MinX, Float:MinY, Float:MaxX, Float:MaxY)
public AntiSK(playerid, killerid, Float:MinX, Float:MinY, Float:MaxX, Float:MaxY)
{
new Float:X, Float:Y, Float:Z;
GetPlayerPos(playerid, X, Y, Z);
if(X >= MinX && X <= MaxX && Y >= MinY && Y <= MaxY)
{
new string[128];
new name[MAX_PLAYER_NAME];
GetPlayerName(killerid, name, sizeof name);
format(string, sizeof string, "%s has been kicked for spawn killing.",name);
Kick(killerid);
return 1;
}
return 0;
}
Then in the gamemode:
#include <AntiSK>
and in OnPlayerDeath(blabla):
AntiSK(playerid, killerid, Float:MinX, Float:MinY, Float:MaxX, Float:MaxY)
So the killer will be kicked, that will work good? or there is a bug?
Re: Anti Spawn Killing -
[FBI]M.Vulture[XAC] - 23.07.2012
Quote:
Originally Posted by Xentiarox
|
1.- Thanks for answer
2.- Link Dont Work
3.- I want to know if THIS script work. i dont like to use 3rd person scripts
Re: Anti Spawn Killing -
Kindred - 23.07.2012
I would probably work if they were at those coordinates.
The only problem is, if they were near the area and was killed, they would still be kicked.
I suggest making a timer and variable, set the variable to 1 or something when the timer starts, and if the player is killed, if the variable is 1, the killerid is kicked. After the timer is finished (make it like, 1-3 seconds maybe), it would reset the variable to 0 so the killerid will not be kicked.