if a player dies..
#4

It's somewhat of some scripting to do but basically you would do:

pawn Code:
public OnPlayerDeath(playerid, killerid, reason)
{
    new Float:X,Float:Y,Float:Z;
    GetPlayerPos(playerid,X,Y,Z);
    SetPVarFloat(playerid, "Dead_PosX", X);
    SetPVarFloat(playerid, "Dead_PosY", Y);
    SetPVarFloat(playerid, "Dead_PosZ", Z);
    SetPVarInt(playerid, "Dead_Int", GetPlayerInterior(playerid));
    SetPVarInt(playerid, "Dead_World", GetPlayerVirtualWorld(playerid));
    SetPVarInt(playerid, "Dead", 1);
}

public OnPlayerSpawn(playerid)
{
    if(GetPVarInt(playerid, "Dead") == 1)
    {
        SetPlayerPos(playerid,GetPVarFloat(playerid, "Dead_PosX"),GetPVarFloat(playerid, "Dead_PosY"),GetPVarFloat(playerid, "Dead_PosZ"));
        SetPlayerInterior(playerid,GetPVarInt(playerid, "Dead_Int"));
        SetPlayerVirtualWorld(playerid,GetPVarInt(playerid, "Dead_World"));
        DeletePVar(playerid,"Dead_PosX");
        DeletePVar(playerid,"Dead_PosY");
        DeletePVar(playerid,"Dead_PosZ");
        DeletePVar(playerid,"Dead_Int");
        DeletePVar(playerid,"Dead_World");
        TogglePlayerControllable(playerid,false);
        SetCameraBehindPlayer(playerid);
        SetPlayerHealth(playerid,1.0);
        ApplyAnimation(playerid, "PARACHUTE", "FALL_skyDive_DIE", 4.0, 0, 1, 1, 1, -1);
        // Message saying you need to type /accept death or w/e you want.
    }
}

// Accept death command //
// Do really whatever you want possibly SpawnPlayer(playerid);
SpawnPlayer(playerid);
SetPlayerHealth(playerid,50.0);
DeletePVar(playerid,"Dead");
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Messages In This Thread
if a player dies.. - by davelord - 22.02.2011, 18:19
Re: if a player dies.. - by maramizo - 22.02.2011, 18:29
Re: if a player dies.. - by davelord - 22.02.2011, 18:31
Re: if a player dies.. - by FreshKilla - 22.02.2011, 18:42
Re: if a player dies.. - by maramizo - 22.02.2011, 18:45
Re: if a player dies.. - by FreshKilla - 22.02.2011, 18:48
Re: if a player dies.. - by maramizo - 22.02.2011, 18:51

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