15.04.2019, 13:03
I've added the collision for players who spawn in race. I want all people who join the race spawn in one position. This code with set the racer 2 next to racer 1 and racer 3 behind the race 1 and etc...
Code:
function SetupRaceForPlayer(playerid) { DisableRemoteVehicleCollisions(playerid, 1); SetCameraBehindPlayer(playerid); CPProgess[playerid] = 0; TogglePlayerControllable(playerid, false); CPCoords[playerid][3] = 0; SetCP(playerid, CPProgess[playerid], CPProgess[playerid]+1, TotalCP, RaceType); SetPlayerVirtualWorld( playerid, 6969 ); if(IsOdd(playerid)) Index = 1; else Index = 0; switch(Index) { case 0: { if(PlayersCount[0] == 1) { RaceVehCoords[0][0] -= (6 * floatsin(-RaceVehCoords[0][3], degrees)); RaceVehCoords[0][1] -= (6 * floatcos(-RaceVehCoords[0][3], degrees)); CreatedRaceVeh[playerid] = CreateVehicle(RaceVehicle, RaceVehCoords[0][0], RaceVehCoords[0][1], RaceVehCoords[0][2]+2, RaceVehCoords[0][3], random(126), random(126), (60 * 60)); SetPlayerPos(playerid, RaceVehCoords[0][0], RaceVehCoords[0][1], RaceVehCoords[0][2]+2); SetPlayerFacingAngle(playerid, RaceVehCoords[0][3]); SetVehicleVirtualWorld( CreatedRaceVeh[ playerid ], 6969 ); PutPlayerInVehicle(playerid, CreatedRaceVeh[playerid], 0); } } case 1: { if(PlayersCount[1] == 1) { RaceVehCoords[1][0] -= (6 * floatsin(-RaceVehCoords[1][3], degrees)); RaceVehCoords[1][1] -= (6 * floatcos(-RaceVehCoords[1][3], degrees)); CreatedRaceVeh[playerid] = CreateVehicle(RaceVehicle, RaceVehCoords[1][0], RaceVehCoords[1][1], RaceVehCoords[1][2]+2, RaceVehCoords[1][3], random(126), random(126), (60 * 60)); SetPlayerPos(playerid, RaceVehCoords[1][0], RaceVehCoords[1][1], RaceVehCoords[1][2]+2); SetPlayerFacingAngle(playerid, RaceVehCoords[1][3]); SetVehicleVirtualWorld( CreatedRaceVeh[ playerid ], 6969 ); PutPlayerInVehicle(playerid, CreatedRaceVeh[playerid], 0); } } } switch(Index) { case 0: { if(PlayersCount[0] != 1) { CreatedRaceVeh[playerid] = CreateVehicle(RaceVehicle, RaceVehCoords[0][0], RaceVehCoords[0][1], RaceVehCoords[0][2]+2, RaceVehCoords[0][3], random(126), random(126), (60 * 60)); SetPlayerPos(playerid, RaceVehCoords[0][0], RaceVehCoords[0][1], RaceVehCoords[0][2]+2); SetPlayerFacingAngle(playerid, RaceVehCoords[0][3]); SetVehicleVirtualWorld( CreatedRaceVeh[ playerid ], 6969 ); PutPlayerInVehicle(playerid, CreatedRaceVeh[playerid], 0); PlayersCount[0] = 1; } } case 1: { if(PlayersCount[1] != 1) { CreatedRaceVeh[playerid] = CreateVehicle(RaceVehicle, RaceVehCoords[1][0], RaceVehCoords[1][1], RaceVehCoords[1][2]+2, RaceVehCoords[1][3], random(126), random(126), (60 * 60)); SetPlayerPos(playerid, RaceVehCoords[1][0], RaceVehCoords[1][1], RaceVehCoords[1][2]+2); SetPlayerFacingAngle(playerid, RaceVehCoords[1][3]); SetVehicleVirtualWorld( CreatedRaceVeh[ playerid ], 6969 ); PutPlayerInVehicle(playerid, CreatedRaceVeh[playerid], 0); PlayersCount[1] = 1; } } } InfoTimer[playerid] = SetTimerEx("TextInfo", 500, 1, "e", playerid); JoinCount++; return 1; }