(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; }