Checkpoints - Printable Version
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Checkpoints -
6tynine - 28.06.2009
Hey I disabled the Yellow door marker. I want to replac them with Checkpoints basicaly Im trying to figure out how to create a checkpoint to teleport you to an interior and teleport you back from the marker you have entered before. For example there are 2 cluckin bell's and I want a player to exit were he has entred.
Re: Checkpoints -
Moustafa - 28.06.2009
use PlayerToPoint basics & the checkpoint thingy, scroll down at the right list..!
Sorry iam lazy to put PlayerToPoint definition and the checkpoint too
Re: Checkpoints -
6tynine - 28.06.2009
Il try and search for it
This is my first time working with cp
Re: Checkpoints -
Cezar - 28.06.2009
Let me help you with that.
https://sampwiki.blast.hk/wiki/SetPlayerCheckpoint - SetPlayerCheckpoint definition.
Note: A player can only have 1 checkpoint at a time.
And the player to point definition:
pawn Код:
stock PlayerToPoint(Float:radi, playerid, Float:x, Float:y, Float:z)
{
new Float:oldposx, Float:oldposy, Float:oldposz;
new Float:tempposx, Float:tempposy, Float:tempposz;
GetPlayerPos(playerid, oldposx, oldposy, oldposz);
tempposx = (oldposx - x);
tempposy = (oldposy - y);
tempposz = (oldposz - z);
if (((tempposx < radi) && (tempposx > -radi)) && ((tempposy < radi) && (tempposy > -radi)) && ((tempposz < radi) && (tempposz > -radi)))
{
return 1;
}
return 0;
}
----
You'd better use pickups. This way they will remain permanently there, and you can display more than 1. Create a pickup at the entrance using CreatePickup. And use the OnPlayerEnterPickup in combination with PlayerToPoint to set the player's interior.
https://sampwiki.blast.hk/wiki/CreatePickup - CreatePickup Definition
https://sampwiki.blast.hk/wiki/OnPlayerPickUpPickup - OnPlayerPickUpPickup Dedinition
Re: Checkpoints -
6tynine - 28.06.2009
Yea but only when a player is at a sertain distance.
Re: Checkpoints -
6tynine - 28.06.2009
Sorry for the double post but can any one suggest a CP stream which can do somthing like this.
Enter Check point (1) Setplayer to checkpoint (2)
Re-enter Chechpoint (2) Setplayer to Checkpoint (1)
Enter Check point (3) Setplayer to checkpoint (4)
Re-enter Chechpoint (4) Setplayer to Checkpoint (3)
ect
Re: Checkpoints -
Grim_ - 28.06.2009
You can do that yourself:
1) Create a global variable keeping track of the players checkpoint stuats
2) Set a checkpoint
3) When they enter the checkpoint, set their next checkpoint and increas the variables value
Re: Checkpoints -
6tynine - 28.06.2009
So somthing like this.
pawn Код:
new CheckStatus[MAX_PLAYERS];
public OnPlayerSpawn(playerid)
{
SetPlayerCheckpoint(playerid, 2609.8323,1129.0747,10.6719, 3.0);
CheckStatus[playerid] = 1;
return 1;
}
public OnPlayerEnterCheckpoint(playerid)
{
if(CheckStatus[playerid] == 1)
{
SetPlayerPos(playerid, 2587.2661,1146.1643,10.8203);
CheckStatus[playerid] = 2;
SetPlayerCheckpoint(playerid, 2587.2661,1146.1643,10.8203, 3.0);
}
if(CheckStatus[playerid] == 2)
{
SetPlayerPos(playerid, 2609.8323,1129.0747,10.6719);
CheckStatus[playerid] = 1;
}
return 1;
}
Re: Checkpoints -
Grim_ - 28.06.2009
Exactly
Re: Checkpoints -
6tynine - 28.06.2009
Aight there is a little fault with that :P When I entred check point one it did teleport me to checkpoint 2 but when I entred checkpoint 2 I teleported next to Checkpont 1 but checkpoint 1 did not appear. Also I want it the checkpoint to appear 0.2 miles away