RaceSpawn. -
I've added the collision for players who spawn in race. I want all people who join the race spawn in one position. This code with set the racer 2 next to racer 1 and racer 3 behind the race 1 and etc...
Code:
function SetupRaceForPlayer(playerid)
{
DisableRemoteVehicleCollisions(playerid, 1);
SetCameraBehindPlayer(playerid);
CPProgess[playerid] = 0;
TogglePlayerControllable(playerid, false);
CPCoords[playerid][3] = 0;
SetCP(playerid, CPProgess[playerid], CPProgess[playerid]+1, TotalCP, RaceType);
SetPlayerVirtualWorld( playerid, 6969 );
if(IsOdd(playerid)) Index = 1;
else Index = 0;
switch(Index)
{
case 0:
{
if(PlayersCount[0] == 1)
{
RaceVehCoords[0][0] -= (6 * floatsin(-RaceVehCoords[0][3], degrees));
RaceVehCoords[0][1] -= (6 * floatcos(-RaceVehCoords[0][3], degrees));
CreatedRaceVeh[playerid] = CreateVehicle(RaceVehicle, RaceVehCoords[0][0], RaceVehCoords[0][1], RaceVehCoords[0][2]+2, RaceVehCoords[0][3], random(126), random(126), (60 * 60));
SetPlayerPos(playerid, RaceVehCoords[0][0], RaceVehCoords[0][1], RaceVehCoords[0][2]+2);
SetPlayerFacingAngle(playerid, RaceVehCoords[0][3]);
SetVehicleVirtualWorld( CreatedRaceVeh[ playerid ], 6969 );
PutPlayerInVehicle(playerid, CreatedRaceVeh[playerid], 0);
}
}
case 1:
{
if(PlayersCount[1] == 1)
{
RaceVehCoords[1][0] -= (6 * floatsin(-RaceVehCoords[1][3], degrees));
RaceVehCoords[1][1] -= (6 * floatcos(-RaceVehCoords[1][3], degrees));
CreatedRaceVeh[playerid] = CreateVehicle(RaceVehicle, RaceVehCoords[1][0], RaceVehCoords[1][1], RaceVehCoords[1][2]+2, RaceVehCoords[1][3], random(126), random(126), (60 * 60));
SetPlayerPos(playerid, RaceVehCoords[1][0], RaceVehCoords[1][1], RaceVehCoords[1][2]+2);
SetPlayerFacingAngle(playerid, RaceVehCoords[1][3]);
SetVehicleVirtualWorld( CreatedRaceVeh[ playerid ], 6969 );
PutPlayerInVehicle(playerid, CreatedRaceVeh[playerid], 0);
}
}
}
switch(Index)
{
case 0:
{
if(PlayersCount[0] != 1)
{
CreatedRaceVeh[playerid] = CreateVehicle(RaceVehicle, RaceVehCoords[0][0], RaceVehCoords[0][1], RaceVehCoords[0][2]+2, RaceVehCoords[0][3], random(126), random(126), (60 * 60));
SetPlayerPos(playerid, RaceVehCoords[0][0], RaceVehCoords[0][1], RaceVehCoords[0][2]+2);
SetPlayerFacingAngle(playerid, RaceVehCoords[0][3]);
SetVehicleVirtualWorld( CreatedRaceVeh[ playerid ], 6969 );
PutPlayerInVehicle(playerid, CreatedRaceVeh[playerid], 0);
PlayersCount[0] = 1;
}
}
case 1:
{
if(PlayersCount[1] != 1)
{
CreatedRaceVeh[playerid] = CreateVehicle(RaceVehicle, RaceVehCoords[1][0], RaceVehCoords[1][1], RaceVehCoords[1][2]+2, RaceVehCoords[1][3], random(126), random(126), (60 * 60));
SetPlayerPos(playerid, RaceVehCoords[1][0], RaceVehCoords[1][1], RaceVehCoords[1][2]+2);
SetPlayerFacingAngle(playerid, RaceVehCoords[1][3]);
SetVehicleVirtualWorld( CreatedRaceVeh[ playerid ], 6969 );
PutPlayerInVehicle(playerid, CreatedRaceVeh[playerid], 0);
PlayersCount[1] = 1;
}
}
}
InfoTimer[playerid] = SetTimerEx("TextInfo", 500, 1, "e", playerid);
JoinCount++;
return 1;
}
Re: RaceSpawn. -