Having problem with skin requirements
#1

Код:
public OnPlayerRequestSpawn(playerid)
{
	if (gTeam[playerid] == LSPD1 && PlayerData[playerid][pScore] < 500 && PlayerData[playerid][pPlayTime] < 10) {
	SendClientMessage(playerid, COLOR_RED,"Your score has to be 500 or above and your playtime has to be 10 or above to use this team.");
 	return 0;
	}
	if (gTeam[playerid] == LSPD2 && PlayerData[playerid][pScore] < 500 && PlayerData[playerid][pPlayTime] < 10) {
	SendClientMessage(playerid, COLOR_RED,"Your score has to be 500 or above and your playtime has to be 10 or above to use this team.");
 	return 0;
	}
	if (gTeam[playerid] == SWAT && PlayerData[playerid][pScore] < 1000 && PlayerData[playerid][pPlayTime] < 10) {
	SendClientMessage(playerid, COLOR_RED,"Your score has to be 1000 or above and your playtime has to be 10 or above to use this team.");
 	return 0;
	}
	if (gTeam[playerid] == FBI && PlayerData[playerid][pScore] < 1500 && PlayerData[playerid][pPlayTime] < 10) {
	SendClientMessage(playerid, COLOR_RED,"Your score has to be 1500 or above and your playtime has to be 10 or above to use this team.");
 	return 0;
	}
	if (gTeam[playerid] == CIA && PlayerData[playerid][pScore] < 2000 && PlayerData[playerid][pPlayTime] < 10) {
	SendClientMessage(playerid, COLOR_RED,"Your score has to be 2000 or above and your playtime has to be 10 or above to use this team.");
 	return 0;
	}
	if (gTeam[playerid] == ARMY && PlayerData[playerid][pScore] < 2000 && PlayerData[playerid][pPlayTime] < 10) {
	SendClientMessage(playerid, COLOR_RED,"Your score has to be 2000 or above and your playtime has to be 10 or above to use this team.");
 	return 0;
	}
	return 1;
}
I made it require that score is 500 and playtime is 10 but if I put my score to 500 and playtime is at 0 it still spawns me. Whats wrong?
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#2

idk maybe the space in between if and the bracket ( idk try spacing them back atm im not seeing anything wrong with it, try what i told u 4 now, maybe its samp sensitivity kicking in
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#3

I'm wondering if your variable is loading correctly.
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