Pasa que tengo el siguiente pickup creado para la entrada de un hospital, pero al entrar, funciona pero al salir desaparece (lo tengo para que no desaparezca nunca) y luego de eso, tengo un fs que tira las armas al suelo cuando mueres (weapondrop) y cuando agarro 1 arma es como si cojiera el pickup de la entrada :S
Код:
//-ENTRADAS
if(pickupid == EntradaHosp)
{
SetPlayerPos(playerid, 1552.537841, 1173.282348, 1043.252807);
SetPlayerInterior(playerid, 0);
Informacion[playerid][EnInt] = 1;
//-CARGADOR-DE-OBJETOS-//
CargarInterior(playerid);
}
else if(pickupid == SalidaHosp)
{
SetPlayerPos(playerid, 1177.051391, -1324.129516, 14.051601);
SetPlayerInterior(playerid, 0);
Informacion[playerid][EnInt] = 0;
//-CARGADOR-DE-OBJETOS-//
CargarInterior(playerid);
}
WEAPONDROP
//-ARMAS EN EL SUELO
#define WEAPON_RESPAWN_TIME 30 // Esto es el tardar De las armas floten en el piso.
#define MONEY_BAG_MONEY 0 // -1 = Bolsa de dinero en con todo el jugador de dinero 0 = bolsa de dinero OFF = 1 + bolsa de dinero en la cantidad dada.
#define MONEY_BAG_MODE 0 // 1 = El dinero viene del jugador matado 0 = El dinero viene desde el servidor.
new ForbiddenWeapons[]= { 38, 44, 45 }; // Aquн hay que aсadir identificadores de armas que no desee que se crearб.
new WeaponDrop[MAX_PLAYERS][14];
new WeaponData[MAX_PLAYERS][14][3];
new WeaponTimer[MAX_PLAYERS];
new BagMoney = MONEY_BAG_MONEY;
new BagMode = MONEY_BAG_MODE;
stock OnWeaponDrop(playerid)
{
new Float:x, Float:y, Float:z, dropped;
GetPlayerPos(playerid,x,y,z);
new world = GetPlayerVirtualWorld(playerid);
for(new i=0; i<13; i++)
{
new weapon, ammo;
GetPlayerWeaponData(playerid, i, weapon, ammo);
if((ammo > 0 || weapon == 1) && weapon != 0)
{
new model = GetModel(weapon);
if(model != -1)
{
WeaponData[playerid][i][0] = weapon;
WeaponData[playerid][i][1] = ammo;
WeaponData[playerid][i][2] = world;
dropped++;
}
}
}
if(BagMoney != 0)
{
if(BagMoney == -1 && GetPlayerMoney(playerid) > 0)
{
WeaponData[playerid][13][0] = GetPlayerMoney(playerid);
if(BagMode) GivePlayerMoney(playerid, -WeaponData[playerid][13][0]);
WeaponDrop[playerid][13] = CreatePickup(1550, 1, x, y, z);
if(dropped <= 0) dropped=1;
}
if(BagMoney > 0)
{
WeaponData[playerid][13][0] = BagMoney;
if(BagMode) GivePlayerMoney(playerid, -WeaponData[playerid][13][0]);
WeaponDrop[playerid][13] = CreatePickup(1550, 1, x, y, z);
if(dropped <= 0) dropped=1;
}
}
if(dropped > 0)
{
new radius;
if(dropped < 3) radius = 1;
if(dropped < 6) radius = 2; //* Si desea otro radio, cambiar aquн. * //
if(dropped < 9) radius = 3;
if(dropped > 8) radius = 4;
new Float:degree, Float:tmp;
degree = 360.0 / (float(dropped));
tmp = degree;
if(WeaponTimer[playerid] != -1) KillTimer(WeaponTimer[playerid]);
WeaponTimer[playerid] = SetTimerEx("RemovePickups", WEAPON_RESPAWN_TIME*1000, 0, "d", playerid);
for(new i=0; i<13; i++)
{
if((WeaponData[playerid][i][1] > 0 || WeaponData[playerid][i][0] == 1) && WeaponData[playerid][i][0] > 0)
{
new model = GetModel(WeaponData[playerid][i][0]);
if(model != -1)
{
WeaponDrop[playerid][i] = CreatePickup(model, 1, x+(floatsin(degree, degrees)*radius), y+(floatcos(degree, degrees)*radius), z, world);
degree = degree + tmp;
}
}
}
}
return 1;
}
stock GetModel(weaponid)
{
for(new i=0; i<sizeof(ForbiddenWeapons); i++)
{
if(weaponid == ForbiddenWeapons[i])
{
return -1;
}
}
switch(weaponid)
{
case 1: return 331;
case 2: return 333;
case 3: return 334;
case 4: return 335;
case 5: return 336;
case 6: return 337;
case 7: return 338;
case 8: return 339;
case 9: return 341;
case 10: return 321;
case 11: return 322;
case 12: return 323;
case 13: return 324;
case 14: return 325;
case 15: return 326;
case 16: return 342;
case 17: return 343;
case 18: return 344;
case 22: return 346;
case 23: return 347;
case 24: return 348;
case 25: return 349;
case 26: return 350;
case 27: return 351;
case 28: return 352;
case 29: return 353;
case 30: return 355;
case 31: return 356;
case 32: return 372;
case 33: return 357;
case 34: return 358;
case 35: return 359;
case 36: return 360;
case 37: return 361;
case 38: return 362;
case 39: return 363;
case 40: return 364;
case 41: return 365;
case 42: return 366;
case 43: return 367;
case 44: return 368;
case 45: return 369;
case 46: return 371;
default: return -1;
}
return -1;
}
forward RemovePickups(playerid);
public RemovePickups(playerid)
{
if(WeaponTimer[playerid] != -1) KillTimer(WeaponTimer[playerid]);
WeaponTimer[playerid] = -1;
for(new a=0; a<14; a++)
{
if(WeaponDrop[playerid][a] != -1)
{
DestroyPickup(WeaponDrop[playerid][a]);
WeaponDrop[playerid][a] = -1;
WeaponData[playerid][a][0] = -1;
WeaponData[playerid][a][1] = -1;
WeaponData[playerid][a][2] = -1;
}
}
return 1;
}
stock GetWeaponSlot(weaponid)
{
switch(weaponid)
{
case 0,1: return 0;
case 2..9: return 1;
case 22..24: return 2;
case 25..27: return 3;
case 28,29,32: return 4;
case 30,31: return 5;
case 33,34: return 6;
case 35..38: return 7;
case 16..18,39: return 8;
case 41..43: return 9;
case 10..15: return 10;
case 44..46: return 11;
case 40: return 12;
default: return -1;
}
return -1;
}
stock GetJ_WeaponName(id)
{
new wName[32];
wName="INVALID_WEAPON";
switch(id)
{
case 0: wName="Fist";
case 1: wName="Brass Knuckles";
case 2: wName="Golf Club";
case 3: wName="Night Stick";
case 4: wName="Knife";
case 5: wName="Baseball Bat";
case 6: wName="Shovel";
case 7: wName="Pool Cue";
case 8: wName="Katana";
case 9: wName="Chainsaw";
case 10: wName="Purple Dildo";
case 11: wName="Small White Vibrator";
case 12: wName="Large White Vibrator";
case 13: wName="Silver Vibrator";
case 14: wName="Flowers";
case 15: wName="Cane";
case 16: wName="Grenade";
case 17: wName="Tear Gas";
case 18: wName="Molotov Cocktail";
case 22: wName="9mm";
case 23: wName="Silenced 9mm";
case 24: wName="Desert Eagle";
case 25: wName="Shotgun";
case 26: wName="Sawnoff Shotgun";
case 27: wName="Combat Shotgun";
case 28: wName="Micro SMG";
case 29: wName="MP5";
case 30: wName="AK 47";
case 31: wName="M4";
case 32: wName="Tec 9";
case 33: wName="Country Rifle";
case 34: wName="Sniper Rifle";
case 35: wName="Rocket Launcher";
case 36: wName="HS Rocket Launcher";
case 37: wName="Flamethrower";
case 38: wName="Minigun";
case 39: wName="Satchel Charge";
case 40: wName="Detonator";
case 41: wName="Spraycan";
case 42: wName="Fire Extinguiser";
case 43: wName="Camera";
case 44: wName="Night Vision Goggles";
case 45: wName="Thermal Goggles";
case 46: wName="Parachute";
}
return wName;
}