CancelActiveCheckpoint(playerid) { if(PlayerInfo[playerid][pDrivingTest]) { SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]); } if(GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_CARRY) { SetPlayerSpecialAction(playerid, SPECIAL_ACTION_NONE); RemovePlayerAttachedObject(playerid, 9); } DisablePlayerCheckpoint(playerid); PlayerInfo[playerid][pCP] = CHECKPOINT_NONE; PlayerInfo[playerid][pPizzas] = 0; PlayerInfo[playerid][pSmuggleMats] = 0; PlayerInfo[playerid][pSmuggleDrugs] = 0; PlayerInfo[playerid][pDrivingTest] = 0; PlayerInfo[playerid][pTestVehicle] = INVALID_VEHICLE_ID; PlayerInfo[playerid][pTestCP] = 0; PlayerInfo[playerid][pMiningRock] = 0; PlayerInfo[playerid][pShipment] = -1; }
PlayerInfo[playerid][pTestCP]++; if(PlayerInfo[playerid][pTestCP] < sizeof(drivingTestCPs)) { if(!(testVehicles[0] <= GetPlayerVehicleID(playerid) <= testVehicles[4])) { SendClientMessage(playerid, COLOR_LIGHTRED, "** You failed the test as you left your vehicle."); DisablePlayerCheckpoint(playerid); SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]); PlayerInfo[playerid][pCP] = CHECKPOINT_NONE; PlayerInfo[playerid][pDrivingTest] = 0; } else { SetPlayerCheckpoint(playerid, drivingTestCPs[PlayerInfo[playerid][pTestCP]][0], drivingTestCPs[PlayerInfo[playerid][pTestCP]][1], drivingTestCPs[PlayerInfo[playerid][pTestCP]][2], 3.0); } } else
new Float:health; GetVehicleHealth(PlayerInfo[playerid][pTestVehicle], health); if(health < 900.0) { GameTextForPlayer(playerid, "~r~Failed", 5000, 1); SendClientMessage(playerid, COLOR_LIGHTRED, "** You brought back the vehicle damaged and therefore failed your test."); } else { GameTextForPlayer(playerid, "~w~Passed!~n~~r~-$500", 5000, 1); SendClientMessage(playerid, COLOR_AQUA, "You successfully passed your drivers test and received your license!"); GivePlayerCash(playerid, -500); PlayerInfo[playerid][pCarLicense] = 1; mysql_format(connectionID, queryBuffer, sizeof(queryBuffer), "UPDATE users SET carlicense = 1 WHERE uid = %i", PlayerInfo[playerid][pID]); mysql_tquery(connectionID, queryBuffer, "", ""); } DisablePlayerCheckpoint(playerid); SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]); PlayerInfo[playerid][pCP] = CHECKPOINT_NONE; PlayerInfo[playerid][pDrivingTest] = 0; }
else if(oldstate == PLAYER_STATE_DRIVER) { if(PlayerInfo[playerid][pDrivingTest]) { PlayerInfo[playerid][pDrivingTest] = 0; SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]); SendClientMessage(playerid, COLOR_LIGHTRED, "** You have left the vehicle and therefore failed the test."); } PlayerTextDrawHide(playerid, PlayerInfo[playerid][pText][1]); PlayerTextDrawHide(playerid, PlayerInfo[playerid][pText][2]); }
if(!strcmp(option, "job", true)) { for(new i = 1; i < MAX_VEHICLES; i ++) { if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i}) { if((pizzaVehicles[0] <= i <= pizzaVehicles[5]) || (courierVehicles[0] <= i <= courierVehicles[6]) || (sweeperVehicles[0] <= i <= sweeperVehicles[3]) || (taxiVehicles[0] <= i <= taxiVehicles[3]) || (VehicleInfo[i][vJob] != JOB_NONE)) { SetVehicleToRespawn(i); } } } SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied job vehicles.", GetPlayerRPName(playerid)); }
for(new i = 1; i < MAX_VEHICLES; i ++) { if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i} && VehicleInfo[i][vFactionType] == type) { SetVehicleToRespawn(i); } }
else if(!strcmp(option, "nearby", true)) { for(new i = 1; i < MAX_VEHICLES; i ++) { if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i} && IsVehicleStreamedIn(i, playerid)) { SetVehicleToRespawn(i); } } SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied vehicles in %s.", GetPlayerRPName(playerid), GetPlayerZoneName(playerid)); }
else if(!strcmp(option, "all", true)) { for(new i = 1; i < MAX_VEHICLES; i ++) { if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i}) { SetVehicleToRespawn(i); } } SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied vehicles.", GetPlayerRPName(playerid)); }
for(new i = 1; i < MAX_VEHICLES; i ++) { if(IsValidVehicle(i) && VehicleInfo[i][vID] > 0 && VehicleInfo[i][vGang] == PlayerInfo[playerid][pGang] && !IsVehicleOccupied(i)) { SetVehicleToRespawn(i); } }
You're using a leaked script which is not allowed to do. I will not help you, make your own.
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You're using a leaked script which is not allowed to do. I will not help you, make your own.
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I guess you're using Limitless Roleplay.
Under FuelTimer, find the DestroyVehicle function and remove it. |