if(strcmp(cmdtext, "/enter", true) == 0)
{
if(IsPlayerConnected(playerid))
{
if PlayerToPoint(5,playerid,-2080.7998, 356.9924, 36.7698)
*then
{
SetPlayerPos(playerid,-1443.8389,-204.0373,1072.5171);
SetPlayerInterior(playerid,7);
PlayAudioStreamForPlayer(playerid, "http://www.greudedifuzat.eu/greudedifuzat.m3u",-1479.73, -205.13, 1081.50,500, 1);
SendClientMessage(playerid,COLOR_GREEN,"*** Welcome to San Fierro Cinema!");
return 1;
}
}
}
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For one you don't need to check this if(IsPlayerConnected(playerid)) secondly what the hell is a "freeze timer" ? Explain in more depth.
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forward intfreeze(playerid);
if(strcmp(cmdtext, "/enter", true) == 0)
{
if(IsPlayerConnected(playerid))
{
if PlayerToPoint(5,playerid,-2080.7998, 356.9924, 36.7698)
*then
{
SetPlayerPos(playerid,-1443.8389,-204.0373,1072.5171);
SetPlayerInterior(playerid,7);
PlayAudioStreamForPlayer(playerid, "http://www.greudedifuzat.eu/greudedifuzat.m3u",-1479.73, -205.13, 1081.50,500, 1);
SendClientMessage(playerid,COLOR_GREEN,"*** Welcome to San Fierro Cinema!");
TogglePlayerControllable(playerid, false);
SetTimerEx("intfreeze", 2000, false, "i", playerid);//Freeze the player for 2 seconds, for higher values replace "2000" with the wanted time in milliseconds
return 1;
}
}
}
public intfreeze(playerid)
{
return TogglePlayerControllable(playerid, true);
}
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Код:
forward intfreeze(playerid);
if(strcmp(cmdtext, "/enter", true) == 0)
{
if(IsPlayerConnected(playerid))
{
if PlayerToPoint(5,playerid,-2080.7998, 356.9924, 36.7698)
*then
{
SetPlayerPos(playerid,-1443.8389,-204.0373,1072.5171);
SetPlayerInterior(playerid,7);
PlayAudioStreamForPlayer(playerid, "http://www.greudedifuzat.eu/greudedifuzat.m3u",-1479.73, -205.13, 1081.50,500, 1);
SendClientMessage(playerid,COLOR_GREEN,"*** Welcome to San Fierro Cinema!");
TogglePlayerControllable(playerid, false);
SetTimerEx("intfreeze", 2000, false, "i", playerid);//Freeze the player for 2 seconds, for higher values replace "2000" with the wanted time in milliseconds
return 1;
}
}
}
public intfreeze(playerid)
{
return TogglePlayerControllable(playerid, true);
}
|