20.03.2011, 10:27
Nice, but:
Why creating an explosion when you eject yourself? And worser: Why using PlayerToPoint. The IsPlayerInRangeOfPoint (samp function) is faster, and PlayerToPoint is using as a forward, WTF. Just stock... a public (callback) is needed to call something back :P (I don't know how to explain). eg. when a player connects, you can call "playerid" in "OnPlayerConnect". That's what public (callbacks) are for. You don't need to use that with PlayerToPoint, so you can just use stock. But, use IsPlayerInRangeOfPoint.
Once more: Nice script, nice idea. I won't use this script, because the ship ain't on the right place (where I wanna have it), but I'm gonna make it too, soon. Thanks.
Why creating an explosion when you eject yourself? And worser: Why using PlayerToPoint. The IsPlayerInRangeOfPoint (samp function) is faster, and PlayerToPoint is using as a forward, WTF. Just stock... a public (callback) is needed to call something back :P (I don't know how to explain). eg. when a player connects, you can call "playerid" in "OnPlayerConnect". That's what public (callbacks) are for. You don't need to use that with PlayerToPoint, so you can just use stock. But, use IsPlayerInRangeOfPoint.
Once more: Nice script, nice idea. I won't use this script, because the ship ain't on the right place (where I wanna have it), but I'm gonna make it too, soon. Thanks.

