14.10.2016, 18:47
http://prnt.sc/cpexr6
Players seem to walk around randomly like the above screenshot.
Creates no problem at all.
Most of the time it destroys.
I clear it like this when an admin does /aheal, when a player disconnects.
I added Update incase it didn't work..no avail.
Players seem to walk around randomly like the above screenshot.
pawn Код:
forward DeathAnim(playerid);
public DeathAnim(playerid)
{
TogglePlayerControllable(playerid, 0);
ApplyAnimation(playerid, "KNIFE", "KILL_Knife_Ped_Die", 4.1, 0, 1, 1, 1, 0, 1);
new string[128];
format(string, sizeof(string), "D E A D\nB O D Y");
DeathLabel[playerid] = CreateDynamic3DTextLabel(string, COLOUR_REALRED, 0.0, 0.0, -0.5, 50.0, playerid, INVALID_VEHICLE_ID);
return 1;
}
Most of the time it destroys.
I clear it like this when an admin does /aheal, when a player disconnects.
pawn Код:
UpdateDynamic3DTextLabelText(DeathLabel[giveplayerid], -1, " ");
DestroyDynamic3DTextLabel(DeathLabel[giveplayerid]);
pawn Код:
//Full /aheal.
CMD:aheal(playerid, params[])
{
if(LoggedIn[playerid] == 0) return SendClientMessage(playerid, COLOUR_GREY, "You must be logged in to use this command.");
new giveplayerid;
if(AdminLevel[playerid] < 1) return SendClientMessage(playerid, COLOUR_GREY, "You are not authorized to use this command.");
if(sscanf(params, "u", giveplayerid)) return SendClientMessage(playerid, COLOUR_GREY, "Usage: /aheal [playerid or name]");
if(!IsPlayerConnected(giveplayerid)) return SendClientMessage(playerid, COLOUR_GREY, "That player is not connected.");
new string[128];
format(string, sizeof(string), "Your injuries have been healed by Admin %s.",GetNameEx(playerid));
SendClientMessage(giveplayerid, COLOUR_LIGHTBLUE, string);
format(string, sizeof(string), "You have healed %s's injuries.",GetNameEx(giveplayerid));
SendClientMessage(playerid, COLOUR_LIGHTBLUE, string);
KillTimer(BleedingTime[giveplayerid]);
BleedingTime[giveplayerid] = -1;
PlayerIsDead[giveplayerid] = 0;
LArmBl[giveplayerid] = 0;
LArmBr[giveplayerid] = 0;
RArmBl[giveplayerid] = 0;
RArmBr[giveplayerid] = 0;
TorsoBl[giveplayerid] = 0;
LLegBr[giveplayerid] = 0;
LLegBl[giveplayerid] = 0;
RLegBr[giveplayerid] = 0;
RLegBl[giveplayerid] = 0;
GroinBl[giveplayerid] = 0;
Headshot[giveplayerid] = 0;
for(new x; x < 10; x++)
{
BodyPartDamage[giveplayerid][x] = 0;
}
TextDrawHideForPlayer(giveplayerid,RLegBlab);
TextDrawHideForPlayer(giveplayerid,LLegBlab);
TextDrawHideForPlayer(giveplayerid,RArmBlab);
TextDrawHideForPlayer(giveplayerid,LArmBlab);
TextDrawHideForPlayer(giveplayerid,RLegBlTD);
TextDrawHideForPlayer(giveplayerid,LLegBlTD);
TextDrawHideForPlayer(giveplayerid,RArmBlTD);
TextDrawHideForPlayer(giveplayerid,LArmBlTD);
TextDrawHideForPlayer(giveplayerid,GroinBlTD);
TextDrawHideForPlayer(giveplayerid,TorsoBlTD);
TextDrawHideForPlayer(giveplayerid,HeadshotTD);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_SAWNOFF_SHOTGUN, 998);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_PISTOL, 998);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_PISTOL_SILENCED, 999);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_DESERT_EAGLE, 999);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_SHOTGUN, 999);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_SPAS12_SHOTGUN, 999);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_MICRO_UZI, 999);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_MP5, 999);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_AK47, 999);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_M4, 999);
SetPlayerSkillLevel(giveplayerid, WEAPONSKILL_SNIPERRIFLE, 999);
DeathTimer[giveplayerid] = 0;
PlayerDead[giveplayerid] = 0;
SetPlayerHealth(giveplayerid, 100);
TextDrawHideForPlayer(giveplayerid,BFText);
KnockedOut[giveplayerid] = 0;
ApplyAnimation(giveplayerid, "CARRY", "crry_prtial", 4.0, 0, 0, 0, 0, 0);
ClearAnimations(giveplayerid);
UpdateDynamic3DTextLabelText(DeathLabel[giveplayerid], -1, " ");
DestroyDynamic3DTextLabel(DeathLabel[giveplayerid]);
TextDrawHideForPlayer(giveplayerid, DeadDraw[giveplayerid]);
TogglePlayerControllable(giveplayerid, 1);
return 1;
}