When the player connects. It give me this problem..... -
Why, when player connect. You will get dragged by a random guy?.
For example, you just connect and you will be dragged by random playerid, why??
Code:
CMD:drag(playerid, params[])
{
new id, string[26+MAX_PLAYER_NAME], string2[20+MAX_PLAYER_NAME];
if(sscanf(params, "u", id)) return SendClientMessage(playerid, COLOR_GRAD1, "CMD:/drag [playerid]");
if(PlayerCuffed[id] == 0) return SendClientMessage(playerid, COLOR_GRAD1, "This player must first be cuffed");
if(PlayerCuffed[id] == 1)
return SendClientMessage(playerid, COLOR_GREY, "You can't drag a tazed player.");
if(!IsPlayerConnected(id))
return SendClientMessage(playerid, COLOR_GREY, "Invalid player specified.");
if(GetDistanceBetweenPlayers(id, playerid) > 4)
return SendClientMessage(playerid, COLOR_GREY, "You're not close enough to the player!");
if(PlayerCuffed[id] == 0)
return SendClientMessage(playerid, COLOR_GREY, "That person isn't cuffed.");
if(PlayerCuffed[id] == 1)
return SendClientMessage(playerid, COLOR_GREY, "You can't drag a tazed player.");
if(id == playerid)
return SendClientMessage(playerid, COLOR_GREY, "You can't restrain yourself!");
if(GetPlayerState(id) != PLAYER_STATE_ONFOOT)
return SendClientMessage(playerid, COLOR_GREY, "That person is in a car - get them out first.");
if(GetPlayerState(playerid) != PLAYER_STATE_ONFOOT)
return SendClientMessage(playerid, COLOR_GREY, "You're in a car - get out first.");
if(GetPVarInt(playerid, "PBM") > 0)
return SendClientMessage(playerid, COLOR_WHITE, "You're not able to do this while in a paintball game.");
if(GetPVarInt(playerid, "EventToken") != 0)
return SendClientMessage(playerid, COLOR_GREY, "You can't use the tazer while you're in an event.");
if(PlayerCuffedTime[playerid] > 0)
return SendClientMessage(playerid, COLOR_GREY, "You can't do this right now.");
if(GetPVarInt(playerid, "Injured") == 1)
return SendClientMessage(playerid, COLOR_GREY, "You can't do this right now.");
if(PlayerInfo[playerid][pJailed] > 0)
return SendClientMessage(playerid, COLOR_WHITE, "You can't use this in jail/prison.");
if(PlayerCuffed[playerid] >= 1)
return SendClientMessage(playerid, COLOR_WHITE, "You can't use this while tazed/cuffed.");
if(GetPVarInt(id, "Injured") == 1)
return SendClientMessage(playerid, COLOR_GREY, "You can't cuff injured people.");
if(Dragged[id] == 0 && Dragging[playerid] == 0)
{
if(GetPVarInt(playerid, "pDragging") == 1)
{
SendClientMessageEx(playerid, COLOR_GRAD1, " You can only drag one person!!!!!! ");
return 1;
}
format(string, sizeof(string), "* %s quickly grabs %s by the right arm, restraining them.", GetPlayerNameEx(playerid), GetPlayerNameEx(id));
ProxDetector(30.0, playerid, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE);
Dragged[id] = 1;
Dragging[playerid] = 1;
format(string, sizeof(string), "You are being dragged by %s.", RemoveUnderScore(playerid));
format(string2, sizeof(string2), " You are dragging %s.", RemoveUnderScore(id));
SendClientMessage(playerid, COLOR_PURPLE, string2);
SendClientMessage(id, COLOR_PURPLE, string);
draggedtimer[id] = SetTimerEx("Draggingt", 1000, 1, "dd", playerid,id);
SetPVarInt(id, "pDragging", 1);
}
else
{
format(string, sizeof(string), "* %s looks into %s's eyes and then slowly releases them.", GetPlayerNameEx(playerid), GetPlayerNameEx(id));
ProxDetector(30.0, playerid, string, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE, COLOR_PURPLE);
Dragged[id] = 0;
Dragging[playerid] = 0;
SendClientMessage(playerid, COLOR_PURPLE, "You have stopped dragging your target.");
SendClientMessage(id, COLOR_PURPLE, "You aren't being dragged anymore.");
KillTimer(draggedtimer[id]);
SetPVarInt(id, "pDragging", 0);
}
return 1;
}
forward Draggingt(playerid, ID);
public Draggingt(playerid, ID)
{
new Float:dX, Float:dY, Float:dZ;
GetPlayerPos(playerid, dX, dY, dZ);
SetPlayerPos(ID, dX+1, dY, dZ);
}
Re: When the player connects. It give me this problem..... -