(272) : warning 204: symbol is assigned a value that is never used: "Angle" (271) : warning 204: symbol is assigned a value that is never used: "z" (270) : warning 204: symbol is assigned a value that is never used: "y" (269) : warning 204: symbol is assigned a value that is never used: "x"
enum TSpawnLocation
{
Float:SpawnX,
Float:SpawnY,
Float:SpawnZ,
Float:SpawnAngle
}
// Setup spawnlocations for each class (when selecting "Spawn" at class-selection, a random spawnlocation is selected)
new ASpawnLocationsTrucker[][TSpawnLocation] =
{
{-525.0, -502.0, 26.0, 0.0}, // Fallen Tree Depot
{-74.7, -1137.5, 4.5, 0.0}, // Flint Trucking Depot
{1457.0, 975.5, 11.0, 0.0}, // LVA Freight Depot
{-2136.0, -247.5, 36.5, 270.0}, // Doherty Depot
{1766.5, -2040.7, 14.0, 270.0}, // El Corona Depot
{-546.0, 2594.0, 54.0, 270.0}, // Las Payasdas Depot
{332.0, 900.0, 25.0, 205.0}, // Quarry Top
{-1575.0, -2724.0, 49.0, 146.0} // Shady Creek Depot
};
new ASpawnLocationsBusDriver[][TSpawnLocation] =
{
{1809.0, -1905.0, 13.6, 90.0}, // Los Santos busdepot
{-1983.0, 110.0, 27.7, 180.0}, // San Fierro busdepot
{1060.0, 1260.0, 11.0, 270.0} // Las Venturas busdepot
};
new ASpawnLocationsPilot[][TSpawnLocation] =
{
{2010.0, -2345.0, 13.6, 90.0}, // Los Santos airport
{-1211.0, -105.0, 14.2, 135.0}, // San Fierro airport
{1630.0, 1615.0, 10.9, 90.0} // Las Venturas airport
};
new ASpawnLocationsMafia[][TSpawnLocation] =
{
{2822.5, 898.5, 10.8, 0.0} // Mafia hideout
};
new ASpawnLocationsCourier[][TSpawnLocation] =
{
{798.0, -618.75, 16.4, 0.0}, // Los Santos
{-1849.25, -135.0, 12.0, 90.0}, // San Fierro
{1050.5, 1931.0, 10.9, 270.0} // Las Venturas
};
new ASpawnLocationsAssistance[][TSpawnLocation] =
{
{211.25, 24.75, 2.6, 270.0}
};
new ASpawnLocationsRoadWorker[][TSpawnLocation] =
{
{-1866.25, -1715.25, 22.7, 125.0} // Junkyard
};
public OnPlayerConnect(playerid)
{
return 1;
}
public OnPlayerRequestSpawn(playerid)
{
new Index, Float:x, Float:y, Float:z, Float:Angle,Name[24], Msg[128];
GetPlayerName(playerid, Name, sizeof(Name));
switch (PlayerInfo[playerid][PlayerClass])
{
case 1:
{
Index = random(sizeof(ASpawnLocationsTrucker));
x = ASpawnLocationsTrucker[Index][SpawnX];
y = ASpawnLocationsTrucker[Index][SpawnY];
z = ASpawnLocationsTrucker[Index][SpawnZ];
Angle = ASpawnLocationsTrucker[Index][SpawnAngle];
}
case 2:
{
Index = random(sizeof(ASpawnLocationsBusDriver));
x = ASpawnLocationsBusDriver[Index][SpawnX];
y = ASpawnLocationsBusDriver[Index][SpawnY];
z = ASpawnLocationsBusDriver[Index][SpawnZ];
Angle = ASpawnLocationsBusDriver[Index][SpawnAngle];
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Busdriver class", Name);
}
case 3:
{
Index = random(sizeof(ASpawnLocationsPilot));
x = ASpawnLocationsPilot[Index][SpawnX];
y = ASpawnLocationsPilot[Index][SpawnY];
z = ASpawnLocationsPilot[Index][SpawnZ];
Angle = ASpawnLocationsPilot[Index][SpawnAngle];
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Pilot class", Name);
}
case 4:
{
Index = random(sizeof(ASpawnLocationsMafia));
x = ASpawnLocationsPilot[Index][SpawnX];
y = ASpawnLocationsPilot[Index][SpawnY];
z = ASpawnLocationsPilot[Index][SpawnZ];
Angle = ASpawnLocationsMafia[Index][SpawnAngle];
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Mafia class", Name);
}
case 5:
{
Index = random(sizeof(ASpawnLocationsCourier));
x = ASpawnLocationsPilot[Index][SpawnX];
y = ASpawnLocationsPilot[Index][SpawnY];
z = ASpawnLocationsPilot[Index][SpawnZ];
Angle = ASpawnLocationsCourier[Index][SpawnAngle];
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Courier class", Name);
}
case 6:
{
Index = random(sizeof(ASpawnLocationsAssistance));
x = ASpawnLocationsPilot[Index][SpawnX];
y = ASpawnLocationsPilot[Index][SpawnY];
z = ASpawnLocationsPilot[Index][SpawnZ];
Angle = ASpawnLocationsAssistance[Index][SpawnAngle];
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Assistance class", Name);
}
case 7:
{
Index = random(sizeof(ASpawnLocationsRoadWorker));
x = ASpawnLocationsPilot[Index][SpawnX];
y = ASpawnLocationsPilot[Index][SpawnY];
z = ASpawnLocationsPilot[Index][SpawnZ];
Angle = ASpawnLocationsRoadWorker[Index][SpawnAngle];
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}RoadWorker class", Name);
}
}
return 0;
}
|
AddPlayerClass(101,261.8092,-270.4496,1.5781,118.6376,0,0,0,0,0,0); |
|
First of all, it are warnings. You can compile, run and play the server with warnings.
It basicly says you never used the X, Y and Z co-ordinates, if I see in your script you never added any co-ordinates though. So maybe try adding co-ordinates (X, Y, Z) to the spawn locations, also add the angle. If you need some random co-ordinates to test it out, here you go: (Took it out of my saved positions textfile) |
(219) : error 017: undefined symbol "ClassTruckDriver" (228) : error 017: undefined symbol "ClassBusDriver" (237) : error 017: undefined symbol "ClassPilot" (246) : error 017: undefined symbol "ClassPolice" (271) : error 017: undefined symbol "ClassMafia" (280) : error 017: undefined symbol "ClassCourier" (289) : error 017: undefined symbol "ClassAssistance" (298) : error 017: undefined symbol "ClassRoadWorker"
public OnPlayerRequestSpawn(playerid)
{
new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];
// Get the player's name
GetPlayerName(playerid, Name, sizeof(Name));
// Choose a random spawnlocation based on the player's class
switch (PlayerInfo[playerid][PlayerClass])
{
case ClassTruckDriver:
{
Index = random(sizeof(ASpawnLocationsTrucker)); // Get a random array-index to chose a random spawnlocation
x = ASpawnLocationsTrucker[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsTrucker[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsTrucker[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsTrucker[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Trucker class", Name);
}
case ClassBusDriver:
{
Index = random(sizeof(ASpawnLocationsBusDriver));
x = ASpawnLocationsBusDriver[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsBusDriver[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsBusDriver[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsBusDriver[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Busdriver class", Name);
}
case ClassPilot:
{
Index = random(sizeof(ASpawnLocationsPilot));
x = ASpawnLocationsPilot[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsPilot[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsPilot[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsPilot[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Pilot class", Name);
}
case ClassPolice:
{
if (PlayerInfo[playerid][PlayerScore] < 100)
{
// Let the player know he needs 100 scorepoints
GameTextForPlayer(playerid, "You need 100 scorepoints for police class", 5000, 4);
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You need 100 scorepoints for police class");
return 0; // Don't allow the player to spawn as police player
}
// If the player has a wanted level
if (GetPlayerWantedLevel(playerid) > 0)
{
// Let the player know he cannot have a wanted level to join police
GameTextForPlayer(playerid, "You are not allowed to choose police class when you're wanted", 5000, 4);
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You are not allowed to choose police class when you're wanted");
return 0; // Don't allow the player to spawn as police player
}
Index = random(sizeof(ASpawnLocationsPolice));
x = ASpawnLocationsPolice[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsPolice[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsPolice[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsPolice[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Police class", Name);
}
case ClassMafia:
{
Index = random(sizeof(ASpawnLocationsMafia));
x = ASpawnLocationsMafia[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsMafia[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsMafia[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsMafia[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Mafia class", Name);
}
case ClassCourier:
{
Index = random(sizeof(ASpawnLocationsCourier));
x = ASpawnLocationsCourier[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsCourier[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsCourier[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsCourier[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Courier class", Name);
}
case ClassAssistance:
{
Index = random(sizeof(ASpawnLocationsAssistance));
x = ASpawnLocationsAssistance[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsAssistance[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsAssistance[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsAssistance[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Assistance class", Name);
}
case ClassRoadWorker:
{
Index = random(sizeof(ASpawnLocationsRoadWorker));
x = ASpawnLocationsRoadWorker[Index][SpawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsRoadWorker[Index][SpawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsRoadWorker[Index][SpawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsRoadWorker[Index][SpawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, "{00FF00}Player {FFFF00}%s{00FF00} joined {FFFF00}Roadworker class", Name);
}
}
// Spawn the player with his chosen skin at a random location based on his class
SetSpawnInfo(playerid, 0, GetPlayerSkin(playerid), x, y, z, Angle, 0, 0, 0, 0, 0, 0);
// Send the message to all players (who joined which class)
SendClientMessageToAll(0xFFFFFFFF, Msg);
return 1;
}