20.12.2009, 12:56
Hello,
I change this on a gamemode;
New:
old
My skin keep changing to skin 0 when I do /kill or when i die its fucking anoying because i cannot find the problem! I have been looking for 2 hours...
My onplayerrequestclass and onplayerrequestspawn is still the same as the orginal gm
I change this on a gamemode;
New:
Код:
public SetPlayerSpawn(playerid) { if(IsPlayerConnected(playerid)) { if(PlayerInfo[playerid][pCrashed]) { SetPlayerPos(playerid,PlayerInfo[playerid][pCrashX],PlayerInfo[playerid][pCrashY],PlayerInfo[playerid][pCrashZ]); SetPlayerInterior(playerid,PlayerInfo[playerid][pCrashInt]); SetPlayerVirtualWorld(playerid,PlayerInfo[playerid][pCrashW]); PlayerInfo[playerid][pCrashed] = 0; GameTextForPlayer(playerid, "~r~Crashed...~n~~g~Returning to previous position.", 7000, 6); if(PlayerInfo[playerid][pSex] == 1) { PlayerLocalMessage(playerid,15.0,"was set back to his previous position."); } else { PlayerLocalMessage(playerid,15.0,"was set back to her previous position."); } return 1; } if(AdminDuty[playerid]) { SetPlayerColor(playerid,COLOR_ADMINDUTY); SetPlayerHealth(playerid,99999); SetPlayerArmour(playerid,99999); } if(PlayerInfo[playerid][pFaction] != 255) { SetPlayerToFactionColor(playerid); //SetPlayerToFactionSkin(playerid); } if(PlayerInfo[playerid][pJailed] == 1) { SetPlayerVirtualWorld(playerid,2); //BUILDING ID 2, MAKE SURE PD IS ID 2 SetPlayerInterior(playerid, 6); SetPlayerPos(playerid,264.5743,77.5118,1001.0391); SendClientMessage(playerid, COLOR_LIGHTYELLOW2, "[ERROR:] You havn't finished your jail time!"); return 1; } if(PlayerInfo[playerid][pHouseSpawn] == 1) { if(PlayerInfo[playerid][pEnterHouse] == 1) { new Float:houseintx = PlayerInfo[playerid][pHouseIntX]; new Float:houseinty = PlayerInfo[playerid][pHouseIntY]; new Float:houseintz = PlayerInfo[playerid][pHouseIntZ]; new housevw = PlayerInfo[playerid][pHouseVW]; new houseint = PlayerInfo[playerid][pHouseInt]; new Float:px, Float:py, Float:pz; GetPlayerPos(playerid,px,py,pz); SetPlayerPos(playerid,houseintx,houseinty,houseintz); SetPlayerVirtualWorld(playerid,housevw); SetPlayerInterior(playerid,houseint); } return 1; } if(PlayerInfo[playerid][pFaction] != 255) { SetPlayerPos(playerid,DynamicFactions[PlayerInfo[playerid][pFaction]][fX],DynamicFactions[PlayerInfo[playerid][pFaction]][fY],DynamicFactions[PlayerInfo[playerid][pFaction]][fZ]); SetPlayerInterior(playerid,0); SetPlayerVirtualWorld(playerid,0); return 1; } else { //====================[Setting Civilian Position]========================== SetPlayerPos(playerid,CivilianSpawn[X],CivilianSpawn[Y],CivilianSpawn[Z]); SetPlayerVirtualWorld(playerid, CivilianSpawn[World]); SetPlayerInterior(playerid, CivilianSpawn[Interior]); SetPlayerFacingAngle(playerid,CivilianSpawn[Angle]); //========================================================================= return 1; } } return 1; }
Код:
public SetPlayerSpawn(playerid) { if(IsPlayerConnected(playerid)) { if(PlayerInfo[playerid][pCrashed]) { SetPlayerPos(playerid,PlayerInfo[playerid][pCrashX],PlayerInfo[playerid][pCrashY],PlayerInfo[playerid][pCrashZ]); SetPlayerInterior(playerid,PlayerInfo[playerid][pCrashInt]); SetPlayerVirtualWorld(playerid,PlayerInfo[playerid][pCrashW]); PlayerInfo[playerid][pCrashed] = 0; GameTextForPlayer(playerid, "~r~Crashed...~n~~g~Returning to previous position.", 7000, 6); if(PlayerInfo[playerid][pSex] == 1) { PlayerLocalMessage(playerid,15.0,"was set back to his previous position."); } else { PlayerLocalMessage(playerid,15.0,"was set back to her previous position."); } return 1; } if(AdminDuty[playerid]) { SetPlayerColor(playerid,COLOR_ADMINDUTY); SetPlayerHealth(playerid,99999); SetPlayerArmour(playerid,99999); } if(PlayerInfo[playerid][pFaction] != 255) { SetPlayerToFactionColor(playerid); SetPlayerToFactionSkin(playerid); } if(PlayerInfo[playerid][pJailed] == 1) { SetPlayerVirtualWorld(playerid,2); //BUILDING ID 2, MAKE SURE PD IS ID 2 SetPlayerInterior(playerid, 6); SetPlayerPos(playerid,264.5743,77.5118,1001.0391); SendClientMessage(playerid, COLOR_LIGHTYELLOW2, "[ERROR:] You havn't finished your jail time!"); return 1; } new house = PlayerInfo[playerid][pHouseKey]; if(house != 255) { if(PlayerInfo[playerid][pSpawnPoint]) { SetPlayerInterior(playerid,Houses[house][ExitInterior]); SetPlayerPos(playerid, Houses[house][ExitX], Houses[house][ExitY],Houses[house][ExitZ]); SetPlayerVirtualWorld(playerid,house); return 1; } } if(PlayerInfo[playerid][pFaction] != 255) { if(PlayerInfo[playerid][pSpawnPoint] == 0) { SetPlayerPos(playerid,DynamicFactions[PlayerInfo[playerid][pFaction]][fX],DynamicFactions[PlayerInfo[playerid][pFaction]][fY],DynamicFactions[PlayerInfo[playerid][pFaction]][fZ]); SetPlayerInterior(playerid,0); SetPlayerVirtualWorld(playerid,0); return 1; } } else { //====================[Setting Civilian Position]========================== SetPlayerPos(playerid,CivilianSpawn[X],CivilianSpawn[Y],CivilianSpawn[Z]); SetPlayerVirtualWorld(playerid, CivilianSpawn[World]); SetPlayerInterior(playerid, CivilianSpawn[Interior]); SetPlayerFacingAngle(playerid,CivilianSpawn[Angle]); //========================================================================= return 1; } } return 1; }
My onplayerrequestclass and onplayerrequestspawn is still the same as the orginal gm