28.04.2012, 01:31
All those variables you create yourself. For example, minutes on, hours on, kills, deaths, etc etc. You can basically use everything in variables. The thing is, you need to set the variables first. Let me give you an example:
Now, you might wonder, why do I delete those variables. Well, instead of setting a player variable to 0, it's better to delete it. You can of course, set it to 0 using "SetPVarInt(playerid, "Deaths", 0);
Now, the "Kills" and "Deaths" variables, you can name it whatever you want. It doesn't matter.
pawn Code:
public OnPlayerDeath(playerid, killerid, reason)
{
// We check if killerid is a valid player id and give him one kill
if(killerid != INVALID_PLAYER_ID)
SetPVarInt(playerid, "Kills", GetPVarInt(playerid, "Kills") + 1);
SetPVarInt(playerid, "Deaths", GetPVarInt(playerid, "Deaths") + 1); // Here we set a variable called "Deaths" to the player who died
return 1;
}
// We create a command that resets a player kills
YCMD:resetkills(playerid, params[], help)
{
#pragma unused help, params
DeletePVar(playerid, "Kills");
return 1;
}
// A command that resets deaths
YCMD:resetdeaths(playerid, params[], help)
{
#pragma unused help, params
DeletePVar(playerid, "Deaths");
return 1;
}
// A command to check kills and deaths:
YCMD:checkstats(playerid, params[], help)
{
#pragma unused help, params
new str[128];
format(str, sizeof str, "You have %i kills and %i deaths.", GetPVarInt(playerid, "Kills"), GetPVarInt(playerid, "Deaths"))
SendClientMessage(playerid, -1, str);
return 1;
}
Now, the "Kills" and "Deaths" variables, you can name it whatever you want. It doesn't matter.