+ Several CheckPoints are visible at the same time for the player + You can interact with more than one checkpoint at a time + You can move the checkpoint where you want it + Higher Performance and Precision than CheckPoint Normal + Stability, and visibility without glitchs (unlike DynCP) + Intuitive and easy-to-use syntax |
CP_ARROW
CP_CIRCLE_BIG
CP_CIRCLE
CP_INVISIBLE
OnPlayerEnterCheckpointEx(playerid, checkpoint[], CPID)
OnPlayerExitCheckpointEx(playerid, checkpoint[], CPID)
//extas:
OnPlayerTextInCP(playerid, name[], CPID, text[])
OnPlayerKeyStateChangeInCP(playerid, name[], CPID, newkeys, oldkeys)
CreatePlayerCheckPoint(playerid, name[29] = "", CPType:type = CP_CIRCLE, color= 0x99FF0000, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1);
CreateCheckPoint(name[29] = "", CPType:type = CP_CIRCLE, color= 0x99FF0000, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1, forplayer= -1);
IsPlayerInCheckpointEx(playerid, name[]);
IsPlayerInAnyCheckpointEx(playerid);
IsPlayerInCP(playerid, CPID);
DestroyCheckPoint( CPID);
//colors
SetCheckPointColor(CPID, color=0x99FF0000);
//movement
SetCPtoPos( CPID, Float:x=0.0, Float:y=0.0, Float:z=0.0);
MoveCPtoPos( CPID, Float:x=0.0, Float:y=0.0, Float:z=0.0, Float:speed= 2.0);
//attachґs CP
AttachCPtoObject( CPID, objectid, Float:x=0.0, Float:y=0.0, Float:z=0.0);
AttachCPtoPlayer( CPID, playerid, Float:x=0.0, Float:y=0.0, Float:z=0.0);
AttachCPtoVehicle( CPID, vehicleid, Float:x=0.0, Float:y=0.0, Float:z=0.0);
AttachCPtoCP( CPID, CPattached, Float:x=0.0, Float:y=0.0, Float:z=0.0);
CPEnter:Pref(playerid)
{
SendClientMessage(playerid, -1, "You entered the City Hall CP!");
return 1;
}
CPExit:Pref(playerid)
{
SendClientMessage(playerid, -1, "You left the CP in the city hall!");
return 1;
}
RazorGuigo -> Initial Release, Ideas, Extra Functionality, Colors, Features ... Dayvison ->Internal Operation of the refurbished CPs! OKStyle-> 5 new Color CheckPoints added in V1.3 |
Add: +SetCPpos( CPID, Float:x=0.0, Float:y=0.0, Float:z=0.0); +MoveCP( CPID, Float:x=0.0, Float:y=0.0, Float:z=0.0, Float:speed= 2.0); +mensagem de erro, caso vocк nгo esteja utilizando streamer +CP for player (o checkpoint й criado apenas para o jogador descrito) fix: -quando vocк passa por debaixo de um CP, e depois vai embora, й chama "OnPlayerLeaveCP" foi concertado! |
Merged: *CreatePlayerCheckPoint(playerid, name[29] = "", CPType:type, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1); *CreateCheckPoint(name[29] = "", CPType:type, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1, forplayer= -1); *OnPlayerEnterCheckpointEx(playerid, checkpoint[]) *OnPlayerExitCheckpointEx(playerid, checkpoint[]) *IsPlayerInCheckpointEx(playerid, name[]) removed: -OnPlayerCPchange(playerid, CPID, toggle); -SetCPInterior( CPID, interiorid); -SetCPVirtualWord( CPID, worldid); -SetCPpos( CPID, Float:x=0.0, Float:y=0.0, Float:z=0.0); -MoveCP( CPID, Float:x=0.0, Float:y=0.0, Float:z=0.0, Float:speed= 2.0); Added: +5 novos modelos iguais ao originais (coloridos) +processador de CheckPoint "Exemplo: CPEnter:Pref(playerid)" +IsPlayerInAnyCheckpointEx(playerid); +DestroyCheckPoint( CPID); |
Edited: *OnPlayerEnterCheckpointEx(playerid, checkpoint[], CPID) *OnPlayerExitCheckpointEx(playerid, checkpoint[], CPID) Added: +OnPlayerTextInCP(playerid, name[], CPID, text[]) +OnPlayerKeyStateChangeInCP(playerid, name[], CPID, newkeys, oldkeys) +SetCPtoPos( CPID, Float:x=0.0, Float:y=0.0, Float:z=0.0); +MoveCPtoPos( CPID, Float:x=0.0, Float:y=0.0, Float:z=0.0, Float:speed= 2.0); |
NOW HEXADECIMAL COLOURS! Edited: *CreatePlayerCheckPoint(playerid, name[29] = "", CPType:type = CP_CIRCLE, color= 0x99FF0000, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1); *CreateCheckPoint(name[29] = "", CPType:type = CP_CIRCLE, color= 0x99FF0000, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1, forplayer= -1); Added: +SetCheckPointColor(CPID, color=0x99FF0000); +IsPlayerInCP(playerid, CPID); |
Unless you can make the objects a little less, hmm... utterly ugly... then 1 star. Maybe make them rotate? Because some servers use them and they are so damn ugly...
|
Making objects "rotate" is a waste of memory, moreover, it would bring a lot of problems with the detection, and would be bad, move the CP to another place!
Please not a star, if you do not know what you are complaining about! |
Making objects "rotate" is a waste of memory, moreover, it would bring a lot of problems with the detection, and would be bad, move the CP to another place!
Please not a star, if you do not know what you are complaining about! |
Just attach the object you want to rotate to an object that does rotate easy dirty way to do it.
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NOW HEXADECIMAL COLOURS! Edited: *CreatePlayerCheckPoint(playerid, name[29] = "", CPType:type = CP_CIRCLE, color= 0x99FF0000, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1); *CreateCheckPoint(name[29] = "", CPType:type = CP_CIRCLE, color= 0x99FF0000, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1, forplayer= -1); Added: +SetCheckPointColor(CPID, color=0x99FF0000); +IsPlayerInCP(playerid, CPID); |