forward Minigame();
new gSlots;
public Minigame()
{
new string[64];
switch(random(5))
{
case 0:
{
GameTextForAll("~r~~h~~h~MINIGUN ~n~~y~~h~FIGHT", 3000, 3);
for(new i = 0; i < gSlots; i++)
{
if(!IsPlayerConnected(i))
continue;
GivePlayerWeapon(i, 38, 20);
}
}
case 1:
{
GameTextForAll("~r~~h~~h~ROCKET ~n~~y~~h~FIGHT", 3000, 3);
for(new i = 0; i < gSlots; i++)
{
if(!IsPlayerConnected(i))
continue;
GivePlayerWeapon(i, 35, 4);
}
}
case 2:
{
GameTextForAll("~r~~h~~h~CHAINSAW ~n~~y~~h~FIGHT", 3000, 3);
for(new i = 0; i < gSlots; i++)
{
if(!IsPlayerConnected(i))
continue;
GivePlayerWeapon(i, 9, 1);
}
}
case 3:
{
GameTextForAll("~r~~h~~h~GRENADE ~n~~y~~h~FIGHT", 3000, 3);
for(new i = 0; i < gSlots; i++)
{
if(!IsPlayerConnected(i))
continue;
GivePlayerWeapon(i, 16, 10);
}
}
case 4:
{
GameTextForAll("~r~~h~~h~FLAMETHROWER ~n~~y~~h~FIGHT", 3000, 3);
for(new i = 0; i < gSlots; i++)
{
if(!IsPlayerConnected(i))
continue;
GivePlayerWeapon(i, 37, 500);
}
}
}
}
if(!IsPlayerConnected(i))
Originally Posted by Gamer007
No it doesn't
Код:
if(!IsPlayerConnected(i)) |
Originally Posted by yezizhu
edited
for(new i = 0; i < gSlots; i++) to for(new i;i<MAX_PLAYERS;i++) |
public Minigame()
{
new string[64];
switch(random(5))
{
case 0:
{
GameTextForAll("~r~~h~~h~MINIGUN ~n~~y~~h~FIGHT", 3000, 3);
for(new i;i<MAX_PLAYERS;i++)
{
if(IsPlayerConnected(i))
GivePlayerWeapon(i, 38, 20);
}
}
case 1:
{
GameTextForAll("~r~~h~~h~ROCKET ~n~~y~~h~FIGHT", 3000, 3);
for(new i;i<MAX_PLAYERS;i++)
{
if(IsPlayerConnected(i))
continue;
GivePlayerWeapon(i, 35, 4);
}
}
case 2:
{
GameTextForAll("~r~~h~~h~CHAINSAW ~n~~y~~h~FIGHT", 3000, 3);
for(new i;i<MAX_PLAYERS;i++)
{
if(IsPlayerConnected(i))
GivePlayerWeapon(i, 9, 1);
}
}
case 3:
{
GameTextForAll("~r~~h~~h~GRENADE ~n~~y~~h~FIGHT", 3000, 3);
for(new i;i<MAX_PLAYERS;i++)
{
if(IsPlayerConnected(i))
GivePlayerWeapon(i, 16, 10);
}
}
case 4:
{
GameTextForAll("~r~~h~~h~FLAMETHROWER ~n~~y~~h~FIGHT", 3000, 3);
for(new i;i<MAX_PLAYERS;i++)
{
if(IsPlayerConnected(i))
GivePlayerWeapon(i, 37, 500);
}
}
}
}
for(new i;i<MAX_PLAYERS;i++) {
for(new i=0;i<MAX_PLAYERS;i++) {