GangZone War HELP!
#1

Why does not that kill the one player in the hostile gang, there is no war for territory. Or, as it is set to 1 member of the gang, to be able to pick up the territory of the enemy gang. Does not work

Код:
#include <a_samp>

#define TEAM_GROVE 1
#define TEAM_BALLAS 2
#define TEAM_VAGOS 3

#define TAKEOVER_TIME 10 // how many seconds needed to take over the zone
#define MIN_MEMBERS_TO_START_WAR 1 // how many team members needed in a zone to start a war
#define MIN_DEATHS_TO_START_WAR 1 // how many team members must be killed in a zone to start a war

enum eZone
{
	Float:zMinX,
	Float:zMinY,
	Float:zMaxX,
	Float:zMaxY,
	zTeam
}
new ZoneInfo[][eZone] = {
	{2337.9004,-1808.8383,2590.2043,-1610.3673,TEAM_GROVE},
	{2084.7,-1808.8383,2337.9004,-1610.3673,TEAM_BALLAS},
	{2590.2043,-1808.8383,2842.3,-1610.3673,TEAM_VAGOS}
};
new ZoneID[sizeof(ZoneInfo)];

new ZoneAttacker[sizeof(ZoneInfo)] = {-1, ...};
new ZoneAttackTime[sizeof(ZoneInfo)];
new ZoneDeaths[sizeof(ZoneInfo)];
new gTeam[MAX_PLAYERS];

new Teams[] = {
	TEAM_GROVE,
	TEAM_BALLAS,
	TEAM_VAGOS
};

main()
{
	print("LS-GW");
	return 1;
}

public OnGameModeInit()
{
    for(new i=0; i < sizeof(ZoneInfo); i++)
	{
	ZoneID[i] = GangZoneCreate(ZoneInfo[i][zMinX], ZoneInfo[i][zMinY], ZoneInfo[i][zMaxX], ZoneInfo[i][zMaxY]);
	}
	SetTimer("ZoneTimer", 1000, true);
	
	AddPlayerClass(107,2337.9004,-1808.8383,2590.2043,-1610.3673,0,0,0,0,0,0);

	return 1;
}

public OnPlayerRequestClass(playerid, classid)
{
	SetPlayerPos(playerid, 1958.3783, 1343.1572, 15.3746);
	SetPlayerCameraPos(playerid, 1958.3783, 1343.1572, 15.3746);
	SetPlayerCameraLookAt(playerid, 1958.3783, 1343.1572, 15.3746);
	return 1;
}

public OnPlayerSpawn(playerid)
{
    for(new i=0; i < sizeof(ZoneInfo); i++)
	{
		GangZoneShowForPlayer(playerid, ZoneID[i], GetTeamZoneColor(ZoneInfo[i][zTeam]));
	}
	for(new i=0; i < sizeof(ZoneInfo); i++)
	{
		GangZoneShowForPlayer(playerid, ZoneID[i], GetTeamZoneColor(ZoneInfo[i][zTeam]));
		if(ZoneAttacker[i] != -1) GangZoneFlashForPlayer(playerid, ZoneID[i], GetTeamZoneColor(ZoneAttacker[i]));
	}
	return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
    if(IsPlayerConnected(killerid) && gTeam[playerid] != gTeam[killerid]) // not a suicide or team kill
	{
		new zoneid = GetPlayerZone(playerid);
		if(zoneid != -1 && ZoneInfo[zoneid][zTeam] == GetPlayerTeam(playerid)) // zone member has been killed in the zone
		{
			ZoneDeaths[zoneid]++;
			if(ZoneDeaths[zoneid] == MIN_DEATHS_TO_START_WAR)
			{
				ZoneDeaths[zoneid] = 0;
				ZoneAttacker[zoneid] = GetPlayerTeam(killerid);
				ZoneAttackTime[zoneid] = 0;
				GangZoneFlashForAll(ZoneID[zoneid], GetTeamZoneColor(ZoneAttacker[zoneid]));
			}
		}
  	}
}

forward ZoneTimer();
public ZoneTimer()
{
	for(new i=0; i < sizeof(ZoneInfo); i++) // loop all zones
	{
		if(ZoneAttacker[i] != -1) // zone is being attacked
		{
			if(GetPlayersInZone(i, ZoneAttacker[i]) >= MIN_MEMBERS_TO_START_WAR) // team has enough members in the zone
			{
				ZoneAttackTime[i]++;
				if(ZoneAttackTime[i] == TAKEOVER_TIME) // zone has been under attack for enough time and attackers take over the zone
				{
					GangZoneStopFlashForAll(ZoneID[i]);
					ZoneInfo[i][zTeam] = ZoneAttacker[i];
					GangZoneShowForAll(ZoneID[i], GetTeamZoneColor(ZoneInfo[i][zTeam])); // update the zone color for new team
					ZoneAttacker[i] = -1;
				}
			}
			else // attackers failed to take over the zone
			{
				GangZoneStopFlashForAll(ZoneID[i]);
				ZoneAttacker[i] = -1;
			}
		}
		else // check if somebody is attacking
		{
			for(new t=0; t < sizeof(Teams); t++) // loop all teams
			{
				if(Teams[t] != ZoneInfo[i][zTeam] && GetPlayersInZone(i, Teams[t]) >= MIN_MEMBERS_TO_START_WAR) // if there are enough enemies in the zone
				{
					ZoneAttacker[i] = Teams[t];
					ZoneAttackTime[i] = 0;
					GangZoneFlashForAll(ZoneID[i], GetTeamZoneColor(ZoneAttacker[i]));
				}
			}
		}
	}
}

stock GetTeamZoneColor(teamid)
{
	switch(teamid)
	{
		case TEAM_GROVE: return 0x00FF0088;
		case TEAM_BALLAS: return 0xFF00FF88;
		case TEAM_VAGOS: return 0xFFFF0088;
	}
	return -1;
}

stock IsPlayerInZone(playerid, zoneid)
{
	new Float:x, Float:y, Float:z;
	GetPlayerPos(playerid, x, y, z);
	return (x > ZoneInfo[zoneid][zMinX] && x < ZoneInfo[zoneid][zMaxX] && y > ZoneInfo[zoneid][zMinY] && y < ZoneInfo[zoneid][zMaxY]);
}

stock GetPlayersInZone(zoneid, teamid)
{
	new count;
	for(new i=0; i < MAX_PLAYERS; i++)
	{
	    if(IsPlayerConnected(i) && GetPlayerTeam(i) == teamid && IsPlayerInZone(i, zoneid))
	    {
			count++;
	    }
	}
	return count;
}

stock GetPlayerZone(playerid)
{
	for(new i=0; i < sizeof(ZoneInfo); i++)
	{
		if(IsPlayerInZone(playerid, i))
		{
			return i;
		}
	}
	return -1;
}
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#2

HELP!!!
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#3

ehh, the code you posted can be optimized heavily to perform even faster than the light rays :P Use streamer for the most of the functions to posted here, use dynamic zones. team and gang zone code can be optimized as well.
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#4

Quote:
Originally Posted by Logic_
Посмотреть сообщение
ehh, the code you posted can be optimized heavily to perform even faster than the light rays :P Use streamer for the most of the functions to posted here, use dynamic zones. team and gang zone code can be optimized as well.
How can I do this? Because I do not remember how you did. I had a long break and I forgot.
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#5

HELP PLEASE!!!
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