public OnPlayerDeath(playerid, killerid, reason){
if(GetServerCount() > 1)
{
SetPVarInt(playerid, "Dead", 1);
PlayerSpectateVehicle(playerid, GetRandomPlayer(playerid));
} else
if(GetServerCount() == 1)
{
ProgressForMap();
}
return true;
}
TogglePlayerSpectating MUST be used first.
https://sampwiki.blast.hk/wiki/PlayerSpectateVehicle Also you are spectating a vehicle, why selecting a random player? |
public OnPlayerDeath(playerid, killerid, reason){
if(GetServerCount() > 1)
{
SetPVarInt(playerid, "Dead", 1);
TogglePlayerSpectating(playerid, 1);
PlayerSpectateVehicle(playerid, GetRandomPlayer(playerid));
} else
if(GetServerCount() == 1)
{
ProgressForMap();
}
return true;
}
I am not sure but try:
PHP код:
|
TogglePlayerSpectating MUST be used first.
https://sampwiki.blast.hk/wiki/PlayerSpectateVehicle Also you are spectating a vehicle, why selecting a random player? |
You want to spectate the vehicle of a random player, right? What if that "random player" is not in a vehicle or is also spectating someone? You have to think of a way to deal with that.
|
public OnPlayerSpawn(playerid){
if(ServerData[Started] == true) {
SetPVarInt(playerid, "Dead", 1);
if(GetServerCount() > 1){
PlayerSpectateVehicle(playerid, GetRandomPlayer(playerid));}
}
else if(ServerData[Loading] == true) {
SetPVarInt(playerid, "Spawned", 1);
TextDrawShowForPlayer(playerid, MapText);
TextDrawShowForPlayer(playerid, GecenSurem[playerid]);
TextDrawShowForPlayer(playerid, SpectateYou[playerid]);
DisableRemoteVehicleCollisions(playerid, true);
}
else if(GetServerCount() == 0) return 0;
if(GetServerCount() >= 1)
{
if(ServerData[Started] == false)
{
if(ServerData[Loading] == true) return 0;
ProgressForMap();
}
}
SetPVarInt(playerid, "Spawned", 1);
TextDrawShowForPlayer(playerid, MapText);
TextDrawShowForPlayer(playerid, GecenSurem[playerid]);
TextDrawShowForPlayer(playerid, SpectateYou[playerid]);
DisableRemoteVehicleCollisions(playerid, true);
return 1;
}
public OnPlayerDeath(playerid, killerid, reason){
if(GetServerCount() > 1)
{
SetPVarInt(playerid, "Dead", 1);
TogglePlayerSpectating(playerid, 1);
PlayerSpectateVehicle(playerid, GetRandomPlayer(playerid));
} else
if(GetServerCount() == 1)
{
ProgressForMap();
}
return true;
}
forward ServerData_AlivePlayers();public ServerData_AlivePlayers(){
if(GetAliveCount() == 0)
{
for(new i = 0; i < MAX_PLAYERS; i++){
if(IsPlayerConnected(i)){
if(Spectekiler[i] == 1){ StopSpectate(i); }
TogglePlayerSpectating(i, 0);
}}
}
if(GetAliveCount() == 0 && ServerData[Started] == true)
{
TextDrawSetString(Waiting3, "MAP NAME: ~r~~h~LOADING..");
TextDrawSetString(Waiting4, "MAP AUTHOR: ~r~~h~LOADING..");
if(progressMap == true) return 0;
for(new i = 0; i < MAX_PLAYERS; i++){
if(IsPlayerConnected(i)){
if(Spectekiler[i] == 1){ StopSpectate(i); }
}}
KillTimer(UMapTimer);
ServerData[Started] = false;
progressMap = false;
ProgressForMap();
}
return true;
}