wtf when i add cars in stunt they fall in water ??
#1

ok heres my problem i made stunts like /tube i add cars and save them when i teleport there and all of my cars fall down and sometimes i fall down to whats the prob? help
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#2

Try using this code in a new Script, is the tAxI CarStreamer

Код:
#include <a_samp>

#define SPAWN_DISTANCE 150
#define MAX_ACTIVE_VEHICLES 675
#define MODEL_LIMIT 212
#define MAX_ACTIVE_MODELS 65

forward proxcheck();

new modelcount[MODEL_LIMIT];
new vehcount = 0;
new streamcount = 0;
new vehused[MAX_ACTIVE_VEHICLES];

enum vInfo
{
	model,
	Float:x_spawn,
	Float:y_spawn,
	Float:z_spawn,
 	Float:za_spawn,
 	color_1,
 	color_2,
	spawned,
	idnum,
};
new VehicleInfo[9999][vInfo];

public OnFilterScriptInit()
{

	AddStreamingVehicle(522,0.0,0.0,0.0,10.0,36, 12); // NRG500 (EXAMPLE)
 //AddStreamingVehicle(modelid, x, y, z, angle, color1, color2);
	//ADD HERE ALL OF YOUR VEHICLES!


// -----------------------------------------------------------------------------
	SetTimer("proxcheck",1000,1);
	new string[256];
	print(" ");
	print(" ");
	print("CarStreamer by Taxi");
	print(" ");
	print("-----------------------------------------------------------------");
	print(" ");
	format(string,sizeof(string),"tAxI's Dynamic Vehicle Streamer has detected %d Vehicle Spawns...",vehcount);
	printf(string);
	format(string,sizeof(string),"Only %d spawns may be activated at any one time simultaneously...",MAX_ACTIVE_VEHICLES);
  printf(string);
  print("CarStreamer Working, Enjoy!!!");
  print(" ");
  print("-----------------------------------------------------------------");
  print(" ");
  print(" ");
  print(" ");
	return 1;
}

public OnVehicleDeath(vehicleid, killerid)
{
		SetTimerEx("DeactivateStreamedVehicle",6000,0,"x",vehicleid);
		return 1;
}

public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
	vehused[vehicleid] = 1;
	return 1;
}

public proxcheck()
{
	for(new i = 1;i<vehcount;i++) {
		if(VehicleInfo[i][spawned] == 0){
			if(IsPlayerClose(i,SPAWN_DISTANCE) == 1){
			  if(streamcount <= MAX_ACTIVE_VEHICLES) {
			    if(modelcount[VehicleInfo[i][model]-400] < MAX_ACTIVE_MODELS) {
						VehicleInfo[i][idnum] = CreateVehicle(VehicleInfo[i][model], VehicleInfo[i][x_spawn], VehicleInfo[i][y_spawn], VehicleInfo[i][z_spawn], VehicleInfo[i][za_spawn], VehicleInfo[i][color_1], VehicleInfo[i][color_2],11000);
          	VehicleInfo[i][spawned] = 1;
          	modelcount[VehicleInfo[i][model]-400]++;
						streamcount++;
					}
				}
			}
		}
		else {
			if(vehused[VehicleInfo[i][idnum]] == 0) {
	  		if(IsPlayerClose(i,SPAWN_DISTANCE) == 0) {
      		DestroyVehicle(VehicleInfo[i][idnum]);
      		VehicleInfo[i][spawned] = 0;
          modelcount[VehicleInfo[i][model]-400]--;
					streamcount--;
				}
			}
		}
	}
}

stock AddStreamingVehicle(modelid,Float:x,Float:y,Float:z,Float:a,col1,col2)
{
	vehcount++;
	VehicleInfo[vehcount][model] = modelid;
	VehicleInfo[vehcount][x_spawn] = x;
	VehicleInfo[vehcount][y_spawn] = y;
	VehicleInfo[vehcount][z_spawn] = z;
	VehicleInfo[vehcount][za_spawn] = a;
	VehicleInfo[vehcount][color_1] = col1;
	VehicleInfo[vehcount][color_2] = col2;
	return 1;
}

stock DeactivateStreamedVehicle(vehicleid)
{
  vehused[vehicleid] = 0;
	return 1;
}

stock IsPlayerClose(streamid, Float:MAX)
{
  for(new i = 0;i<MAX_PLAYERS;i++){
  	if(!IsPlayerConnected(i)) continue;
		new Float:PPos[3];
  	GetPlayerPos(i, PPos[0], PPos[1], PPos[2]);
		if (PPos[0] >= floatsub(VehicleInfo[streamid][x_spawn], MAX) && PPos[0] <= floatadd(VehicleInfo[streamid][x_spawn], MAX)
		&& PPos[1] >= floatsub(VehicleInfo[streamid][y_spawn], MAX) && PPos[1] <= floatadd(VehicleInfo[streamid][y_spawn], MAX)
		&& PPos[2] >= floatsub(VehicleInfo[streamid][z_spawn], MAX) && PPos[2] <= floatadd(VehicleInfo[streamid][z_spawn], MAX))
		{
			return 1;
		}
	}
	return 0;
}
If still don't work (it really should..) try changing your Obj Streamer

Cya.
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#3

put the object thats important in your GM

to CreateObject


it will make the Object solid
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#4

thx
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