Normal and dynamic chekpoints - Printable Version
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Normal and dynamic chekpoints -
dusk - 11.01.2014
Hello, it seems that when I enter a dynamic CP(any one of them) code in the normal OnPlayerEnterCheckpoint is executed aswell. Why is that happening?
For example, this code:
pawn Код:
if(checkpointid == LumberDropSiteCP)
{
if(get.IsCarryingWood[playerid])
{
new str[40];
ApplyAnimation(playerid,"CARRY","PUTDWN",4.1,0,1,1,0,1000,1);
RemovePlayerAttachedObject(playerid,3);
SetPlayerSpecialAction(playerid,SPECIAL_ACTION_NONE);
set.IsCarryingWood[playerid]=false;
new money = random(7)+5;
GivePlayerMoneyB(playerid,money);
format(str,sizeof(str),"Uћ medienos atgabenima gavote %d LT",money);
SendClientMessage(playerid,INFO_COLOR, str);
return 1;
}
else ErrorMessageForPlayer(playerid,RED,"Jūs turite turėti medienos rankose!");
}
The text is sent and it return 1. But then I get some text from normal checkpoints(no normal checkpoints were set).
Re: Normal and dynamic chekpoints -
Hansrutger - 11.01.2014
In programming, if everything works just fine, don't question it. Just smile and nod; smile and nod...
However, I do not really understand your problem. What text do you get from "normal checkpoints"?
Re: Normal and dynamic chekpoints -
dusk - 11.01.2014
Well the text is "you found your car"...
But the point is that code is excecuted like if I picked up a normal checkpoint, although it was a dynamic one.