CrearVehiculo(playerid,model) { //if(!IsPlayerInAnyVehicle(playerid)) { new Float:X,Float:Y,Float:Z; if(PlayerInfo[playerid][pCar] != -1) CarDeleter(PlayerInfo[playerid][pCar]); new Float:Angle,LVehicleIDt; GetPlayerPos(playerid,X,Y,Z); GetPlayerFacingAngle(playerid,Angle); LVehicleIDt = CreateVehicle(model,X,Y,Z,Angle,VehicleColoursTabl eRGBA[random(12 ![]() ![]() GameTextForPlayer(playerid, "~b~~h~sacaste un auto", 3000, 3); PutPlayerInVehicle(playerid,LVehicleIDt,0); ChangeVehicleColor(LVehicleIDt, VehicleColoursTableRGBA[random(12 ![]() ![]() SetVehicleVirtualWorld(LVehicleIDt, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(LVehicleIDt, GetPlayerInterior(playerid)); /*AddVehicleComponent(LVehicleIDt,1003);*/ } //else //{ //SendClientMessage(playerid, COLOR_RED, "* Ya estas en un vehiculo, si quieres spawnear otro debes salir!"); //} return 1; } |
new bool:VehiculoCreado[MAX_PLAYERS];
new Vehiculo[MAX_PLAYERS];
stock CrearVehiculo(playerid,modelid){
if(IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, -1, "* tu ya estas en un vehiculo!");
if(IsPlayerInVehicle(playerid, Vehiculo[playerid]))) return SendClientMessage(playerid, -1, "* ya tienes un vehiculo creado!");
if(VehiculoCreado[playerid]==false){
new Floar:pos[4];
GetPlayerPos(playerid,pos[0],pos[1],pos[2]);
GetPlayerFacingAngle(playerid,pos[3]);
Vehiculo[playerid]=CreateVehicle(modelid, pos[0],pos[1],pos[2], pos[2], VehicleColoursTableRGBA[random(12)],VehicleColoursTableRGBA[random(12)], 30*6000);
PutPlayerInVehicle(playerid,Vehiculo[playerid],0);
ChangeVehicleColor(Vehiculo[playerid], VehicleColoursTableRGBA[random(12)],VehicleColoursTableRGBA[random(12)]);
SetVehicleVirtualWorld(Vehiculo[playerid], GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(Vehiculo[playerid], GetPlayerInterior(playerid));
GameTextForPlayer(playerid, "~b~~h~creaste un auto", 3000, 3);
VehiculoCreado[playerid]=true;
}else{
SendClientMessage(playerid, -1, "* tu ya creaste un vehiculo!");
}
return true;
}
stock DestruirVehiculo(playerid){
if(!IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, -1, "* tu no estas en un vehiculo!");
if(!IsPlayerInVehicle(playerid, Vehiculo[playerid]))) return SendClientMessage(playerid, -1, "* este vehiculo no te pertenece!");
if(VehiculoCreado[playerid]==true){
DestroyVehicle(VehiculoCreado[playerid]);
RemovePlayerFromVehicle(playerid);
GameTextForPlayer(playerid, "~b~~h~destruiste el auto", 3000, 3);
VehiculoCreado[playerid]=false;
}else{
SendClientMessage(playerid, -1, "* tu no creaste un vehiculo!");
}
return true;
}
CrearVehiculo(playerid,model)
{
RemovePlayerFromVehicle(playerid);
DestroyVehicle(LVehicleIDt);
new Float:X,Float:Y,Float:Z;
CarDeleter(PlayerInfo[playerid][pCar]);
new Float:Angle,LVehicleIDt;
GetPlayerPos(playerid,X,Y,Z);
GetPlayerFacingAngle(playerid,Angle);
LVehicleIDt = CreateVehicle(model,X,Y,Z,Angle,VehicleColoursTabl eRGBA[random(12],VehicleColoursTableRGBA[random(12],-1);
GameTextForPlayer(playerid, "~b~~h~sacaste un auto", 3000, 3);
PutPlayerInVehicle(playerid,LVehicleIDt,0);
ChangeVehicleColor(LVehicleIDt, VehicleColoursTableRGBA[random(12],VehicleColoursTableRGBA[random(12]);
SetVehicleVirtualWorld(LVehicleIDt, GetPlayerVirtualWorld(playerid)); LinkVehicleToInterior(LVehicleIDt, GetPlayerInterior(playerid));
return 1;
}