new ParkourObjects[10], bool:ParkourObjMoved[10];
public OnGameModeInit()
{
ParkourObjects[0] = CreateObject(2633, 1743.3, -2997.2, 28.4, 0.0, 0.0, 90.0); //Start
ParkourObjects[1] = CreateObject(1698, 1748.1, -2997.2, 30.0, 0.0, 0.0, 0.0); //Step 1
ParkourObjects[2] = CreateObject(1698, 1751.3, -3001.6, 30.5, 0.0, 0.0, 0.0); //Step 2
MoveObject(ParkourObjects[2], 1751.3, -2992.9, 30.5, 1.5);
ParkourObjects[3] = CreateObject(1698, 1754.8, -2992.9, 32.3, 0.0, 0.0, 0.0); //Step 3
MoveObject(ParkourObjects[3], 1754.8, -3001.6, 32.3, 3.0);
ParkourObjects[4] = CreateObject(1698, 1759.0, -2995.5, 35.7, 0.0, 0.0, 0.0); //Step 4
MoveObject(ParkourObjects[4], 1759.0, -2989.9, 35.7, 4.5);
ParkourObjects[5] = CreateObject(1698, 1759.0, -2998.9, 35.7, 0.0, 0.0, 0.0); //Step 4
MoveObject(ParkourObjects[5], 1759.0, -3004.6, 35.7, 4.5);
ParkourObjects[6] = CreateObject(1698, 1763.5, -2993.8, 39.7, 0.0, 0.0, 0.0); //Step 5
MoveObject(ParkourObjects[6], 1763.5, -2986.8, 39.7, 7.0);
ParkourObjects[7] = CreateObject(1698, 1763.5, -2997.2, 39.7, 0.0, 0.0, 0.0); //Step 5
MoveObject(ParkourObjects[7], 1766.2, -2997.2, 39.7, 1.5);
ParkourObjects[8] = CreateObject(1698, 1763.5, -3006.6, 39.7, 0.0, 0.0, 0.0); //Step 5
MoveObject(ParkourObjects[8], 1763.5, -3000.6, 39.7, 7.0);
ParkourObjects[9] = CreateObject(8572, 1769.8, -2997.2, 42.1, 0.0, 0.0, 0.0); //Finish
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if(!strcmp("/parkour", cmdtext, true)) return cmd_parkour(playerid);
return 0;
}
forward cmd_parkour(playerid);
public cmd_parkour(playerid)
{
SetPlayerPos(playerid, 1742.9774, -2997.2134, 31.5258);
SetPlayerFacingAngle(playerid, 270.0);
return 1;
}
public OnObjectMoved(objectid)
{
if(objectid == ParkourObjects[2])
{
if(ParkourObjMoved[2])
{
ParkourObjMoved[2] = false;
MoveObject(ParkourObjects[2], 1751.3, -2992.9, 30.5, 1.5);
}
else
{
ParkourObjMoved[2] = true;
MoveObject(ParkourObjects[2], 1751.3, -3001.6, 30.5, 1.5);
}
}
else if(objectid == ParkourObjects[3])
{
if(ParkourObjMoved[3])
{
ParkourObjMoved[3] = false;
MoveObject(ParkourObjects[3], 1754.8, -3001.6, 32.3, 3.0);
}
else
{
ParkourObjMoved[3] = true;
MoveObject(ParkourObjects[3], 1754.8, -2992.9, 32.3, 3.0);
}
}
else if(objectid == ParkourObjects[4])
{
if(ParkourObjMoved[4])
{
ParkourObjMoved[4] = false;
MoveObject(ParkourObjects[4], 1759.0, -2989.9, 35.7, 4.5);
}
else
{
ParkourObjMoved[4] = true;
MoveObject(ParkourObjects[4], 1759.0, -2995.5, 35.7, 4.5);
}
}
else if(objectid == ParkourObjects[5])
{
if(ParkourObjMoved[5])
{
ParkourObjMoved[5] = false;
MoveObject(ParkourObjects[5], 1759.0, -3004.6, 35.7, 4.5);
}
else
{
ParkourObjMoved[5] = true;
MoveObject(ParkourObjects[5], 1759.0, -2998.9, 35.7, 4.5);
}
}
else if(objectid == ParkourObjects[6])
{
if(ParkourObjMoved[6])
{
ParkourObjMoved[6] = false;
MoveObject(ParkourObjects[6], 1763.5, -2986.8, 39.7, 7.0);
}
else
{
ParkourObjMoved[6] = true;
MoveObject(ParkourObjects[6], 1763.5, -2993.8, 39.7, 7.0);
}
}
else if(objectid == ParkourObjects[7])
{
if(ParkourObjMoved[7])
{
ParkourObjMoved[7] = false;
MoveObject(ParkourObjects[7], 1766.2, -2997.2, 39.7, 1.5);
}
else
{
ParkourObjMoved[7] = true;
MoveObject(ParkourObjects[7], 1763.5, -2997.2, 39.7, 1.5);
}
}
else if(objectid == ParkourObjects[8])
{
if(ParkourObjMoved[8])
{
ParkourObjMoved[8] = false;
MoveObject(ParkourObjects[8], 1763.5, -3000.6, 39.7, 7.0);
}
else
{
ParkourObjMoved[8] = true;
MoveObject(ParkourObjects[8], 1763.5, -3006.6, 39.7, 7.0);
}
}
return 1;
}
How'd the bug actually come about Crayder? What was added at the time, maybe that could be made an optional thing to allow parkour to happen again... |
That actually was one of the gamemodes I found to be interesting due to it being different. |
Nah, the old hay gamemode servers was what I was meaning.
This would severely break them. |