21.08.2014, 11:17
Fixed
public OnPlayerDeath(playerid, killerid, reason) { if(IsAtEvent[playerid] != 0) { if(!NoEventRespawn[playerid]) { GetPlayerPos(playerid, LasttX[playerid], LasttY[playerid], LasttZ[playerid]); // I don't think you need this, Well anyways. SetPlayerPos(playerid, LasttX[playerid], LasttY[playerid], LasttZ[playerid]); // Will set him to his old coordinates. // And Here you respawn him in the event position, I guess you already have it too. } else { SetPlayerPos(playerid, EventX, EventY, EventZ); // When he dies, He will respawn again in event spawn. return 1; } } if(IsAtEvent[playerid] != 0) { Died[playerid] = 1; // This Means he is Dead. if(Died[playerid] == 1) // Here if he is Dead which happend above it will Start the Timer. { Died[playerid] = 0; TogglePlayerSpectating(playerid, 1); SetTimerEx("NoDeathCam", 500, 1, "i", playerid); } else { TogglePlayerSpectating(playerid, 0); } } return 1; }