09.01.2011, 12:45
i have the problem that my objects donґt destroy(fire+smoke donґt destroy....). the objects should be destroy , when a fire vehicle with driver in 29 meters distance between the house is , the driver should push the KEY_ACTION key that the fire objects delete. what is wrong? here my code:
iґll hope, that you can help me, I tryed that the objects then destroyed random
sry for my bad english, i am german sry
Код:
[pwn]#include <a_samp> #include <ocmd> new checktimer; new bool:FireObject[MAX_OBJECTS]; new bool:RauchObject[MAX_OBJECTS]; new tastegedrueckt[MAX_PLAYERS]; public OnFilterScriptInit() { checktimer = SetTimer("Feuerwehr",700,1); for(new i = 0; i < MAX_PLAYERS; i++) { tastegedrueckt[i] = 0; } return 1; } forward Feuerwehr(); public Feuerwehr() { for(new i = 0; i < MAX_PLAYERS; i++) { if(IsPlayerConnected(i)) { if(IsPlayerInRangeOfPoint(i, 26.0, 1243.8386230469, -909.07940673828, 47.313026428223)) { if(IsPlayerInVehicle(i,(GetPlayerVehicleID(i)))) { if(GetVehicleModel(GetPlayerVehicleID(i)) == 407) { new playerState = GetPlayerState(i); if (playerState == PLAYER_STATE_DRIVER) { if(tastegedrueckt[i] == 1) { for(new o=0; o<sizeof(FireObject); o++) { if(FireObject[o]) { Randomm = random(o); if(Randomm == o) { DestroyObject(o); FireObject[o]=false; } } } for(new o=0; o<sizeof(RauchObject); o++) { if(RauchObject[o]) { Randommm = random(o); if(Randommm == o) { DestroyObject(o); RauchObject[o]=false; } } } } } } } } } } } stock CreateFireObject(modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ) { new objectid = CreateObject(modelid, X, Y, Z, rX, rY, rZ); FireObject[objectid] = true; return 1; } stock DestroyFireObjects() { for(new o=0; o<sizeof(FireObject); o++) { if(FireObject[o]) { DestroyObject(o); FireObject[o]=false; } } } stock CreateRauchObject(modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ) { new objectid = CreateObject(modelid, X, Y, Z, rX, rY, rZ); RauchObject[objectid] = true; return 1; } stock DestroyRauchObjects() { for(new o=0; o<sizeof(RauchObject); o++) { if(RauchObject[o]) { DestroyObject(o); RauchObject[o]=false; } } } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { if ((newkeys & KEY_ACTION) && !(oldkeys & KEY_ACTION)) { tastegedrueckt[playerid] = 1; } else { tastegedrueckt[playerid] = 0; } return 1; }[/pwn]
sry for my bad english, i am german sry