CMD:myupgrades(playerid, params[])
{
if(gPlayerLogged{playerid} == 0) return SendClientMessageEx(playerid, COLOR_WHITE,"You need to login before using commands");
new string[1200];
new spawmarm = PlayerInfo[playerid][pSHealth];
new gunloc1 = HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade];
new gunloc2 = HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade];
format(string, sizeof(string), "_____ %s's upgrades (%d upgrade points available) _____", RemoveUnderScore(playerid),PlayerInfo[playerid][gPupgrade]);
SendClientMessageEx(playerid, COLOR_LIMITLESSBLUE,string);
format(string, sizeof(string), "{FFFF00}[Spawn Armour: %.2f/50] {9c9c9c}you spawn with '{FFFF00}%.2f{9c9c9c}' armour at the hospital after death.", PlayerInfo[playerid][pSHealth],spawmarm);
SendClientMessageEx(playerid, COLOR_WHITE,string);
format(string, sizeof(string), "{FFFF00}[House 1 Gun Lockers: %d/4] {9c9c9c}your first house have '{FFFF00}%d{9c9c9c}' guns lockers.", HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade],gunloc1);
SendClientMessageEx(playerid, COLOR_WHITE,string);
format(string, sizeof(string), "{FFFF00}[House 2 Gun Lockers: %d/4] {9c9c9c}your second house have '{FFFF00}%d{9c9c9c}' guns lockers.", HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade],gunloc2);
SendClientMessageEx(playerid, COLOR_WHITE,string);
return 1;
}
pawmarm = PlayerInfo[playerid][pSHealth], gunloc1 = HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade], gunloc2 = HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade];|
try now
CMD:myupgrades(playerid, params[]) { if(gPlayerLogged{playerid} == 0) return SendClientMessage(playerid, COLOR_WHITE,"You need to login before using commands"); new string[256], Float pawmarm = PlayerInfo[playerid][pSHealth], gunloc1 = HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade], gunloc2 = HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade];format(string, sizeof(string), "_____ %s's upgrades (%d upgrade points available) _____", RemoveUnderScore(playerid),PlayerInfo[playerid][gPupgrade]); SendClientMessage(playerid, COLOR_LIMITLESSBLUE,string); format(string, sizeof(string), "{FFFF00}[Spawn Armour: %.2f/50] {9c9c9c}you spawn with '{FFFF00}%.2f{9c9c9c}' armour at the hospital after death.", PlayerInfo[playerid][pSHealth],spawmarm); SendClientMessage(playerid, COLOR_WHITE,string); format(string, sizeof(string), "{FFFF00}[House 1 Gun Lockers: %d/4] {9c9c9c}your first house have '{FFFF00}%d{9c9c9c}' guns lockers.", HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade],gunloc1); SendClientMessage(playerid, COLOR_WHITE,string); format(string, sizeof(string), "{FFFF00}[House 2 Gun Lockers: %d/4] {9c9c9c}your second house have '{FFFF00}%d{9c9c9c}' guns lockers.", HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade],gunloc2); SendClientMessage(playerid, COLOR_WHITE,string); return 1; } |
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You clearly have no clue what you're even saying.
@OT: Are you using the callback OnPlayerCommandText? If you are change it to OnPlayerCommandPerformed |

HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade] HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade]
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what he did works for me, he make the var Float because is getting a health number
![]() |
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Код:
HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade] HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade] |
CMD:myupgrades(playerid, params[])
{
if(gPlayerLogged{playerid} == 0) return SendClientMessage(playerid, COLOR_WHITE,"You need to login before using commands");
new string[256], Float:spawmarm = PlayerInfo[playerid][pSHealth], gunloc1 = HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade], gunloc2 = HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade];
if(PlayerInfo[playerid][pPhousekey] != 0 && PlayerInfo[playerid][pPhousekey2] != 0)
{
format(string, sizeof(string), "_____ %s's upgrades (%d upgrade points available) _____", RemoveUnderScore(playerid),PlayerInfo[playerid][gPupgrade]);
SendClientMessage(playerid, COLOR_LIMITLESSBLUE,string);
format(string, sizeof(string), "{FFFF00}[Spawn Armour: %.2f/50] {9c9c9c}you spawn with '{FFFF00}%.2f{9c9c9c}' armour at the hospital after death.", PlayerInfo[playerid][pSHealth],spawmarm);
SendClientMessage(playerid, COLOR_WHITE,string);
format(string, sizeof(string), "{FFFF00}[House 1 Gun Lockers: %d/4] {9c9c9c}your first house have '{FFFF00}%d{9c9c9c}' guns lockers.", HouseInfo[PlayerInfo[playerid][pPhousekey]][hGLUpgrade],gunloc1);
SendClientMessage(playerid, COLOR_WHITE,string);
format(string, sizeof(string), "{FFFF00}[House 2 Gun Lockers: %d/4] {9c9c9c}your second house have '{FFFF00}%d{9c9c9c}' guns lockers.", HouseInfo[PlayerInfo[playerid][pPhousekey2]][hGLUpgrade],gunloc2);
SendClientMessage(playerid, COLOR_WHITE,string);
}
else
{
format(string, sizeof(string), "_____ %s's upgrades (%d upgrade points available) _____", RemoveUnderScore(playerid),PlayerInfo[playerid][gPupgrade]);
SendClientMessage(playerid, COLOR_LIMITLESSBLUE,string);
format(string, sizeof(string), "{FFFF00}[Spawn Armour: %.2f/50] {9c9c9c}you spawn with '{FFFF00}%.2f{9c9c9c}' armour at the hospital after death.", PlayerInfo[playerid][pSHealth],spawmarm);
SendClientMessage(playerid, COLOR_WHITE,string);
SendClientMessage(playerid, COLOR_WHITE,"{FFFF00}[House 1 Gun Lockers: 0/4] {9c9c9c}your first house have '{FFFF00}0{9c9c9c}' guns lockers.");
SendClientMessage(playerid, COLOR_WHITE,"{FFFF00}[House 2 Gun Lockers: 0/4] {9c9c9c}your second house have '{FFFF00}0{9c9c9c}' guns lockers.");
}
return 1;
}