Detecting RemovePlayerFromVehicle - Printable Version
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+--- Thread: Detecting RemovePlayerFromVehicle (
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Detecting RemovePlayerFromVehicle -
Rageparadise - 29.09.2015
EDT: Nevermind guys, I fixed it by using onplayerentervehicle instead of onplayerstatechange, cheers.
Alright so I'll make this simple for you guys to understand, I got house system as Filterscript which I don't want to implement inside the gamemode and I got antifall inside the gamemode which I can't implement inside that filterscript..
so I got this code for the antifall:
Код:
public OnPlayerStateChange(playerid, newstate, oldstate)
{
if(Act[playerid] == 1)
{
if(oldstate == PLAYER_STATE_DRIVER)
{
if(newstate == PLAYER_STATE_ONFOOT)
{
if(InCar[playerid] == 1)
{
if(GetVehicleModel(WhatCar[playerid]) != 441 ||
GetVehicleModel(WhatCar[playerid]) != 464 || GetVehicleModel(WhatCar[playerid]) != 465
|| GetVehicleModel(WhatCar[playerid]) != 501 ||
GetVehicleModel(WhatCar[playerid]) != 564 ||
GetVehicleModel(WhatCar[playerid]) != 594) PutPlayerInVehicle(playerid, WhatCar[playerid], Driver);
}
}
}
else if(oldstate == PLAYER_STATE_ONFOOT)
{
if(newstate == PLAYER_STATE_DRIVER)
{
InCar[playerid] = 1;
WhatCar[playerid] = GetPlayerVehicleID(playerid);
}
}
}
return 1;
}
and I got something like this when someone enters a house-car that isn't theirs:
Код:
RemovePlayerFromVehicle(playerid);
What happens is that I automatically get kicked off from the vehicle however antifall puts me back on because it thinks I fell to the ground from that vehicle.
One of the solutions would be to only enable anti fall for the spawned vehicles /car or /v but I'm wondering if you guys have a better way to detect if a player got ejected or if he fell.
Thank you for reading and I appreciate your time.