17.08.2012, 11:32
Create a variable for each time, like Team1 and Team2
And every time you assign a player to a team add 1 to the variable and every time you remove a player from a team, subtract 1 from that specific team
And from there make sure there is in imbalance, so if you only want to let the teams have 2 more players than each other before auto balance commences then do something like
Hope it works
Bottom line is you need to run checks to compare them as a ratio.
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Anyway if you havent searched there are tutorials out.
Код:
new Team1; new Team2;
And from there make sure there is in imbalance, so if you only want to let the teams have 2 more players than each other before auto balance commences then do something like
Код:
new check = Team1 + 2; If(check > Team2) { // Autobalance } check = Team2 + 2; else if(check > Team1) { // Autobalance }
Bottom line is you need to run checks to compare them as a ratio.
_____
Anyway if you havent searched there are tutorials out.
Код:
#include <a_samp>//If i need to explain this to you, may god have mercy on your soul.. //-----------------------------------[STEP 1]---------------------------------// //Ok, Im going to use two teams for this tutorial, TEAM_ONE & TEAM_TWO, //you could simply add more later. Type the following below: #define TEAM_ONE 0 #define TEAM_TWO 1 //-----------------------------------[STEP 2]---------------------------------// //Ok, now we have defined our teams(classes) we need to make a variable //that checks the players team, so we can use a function(shown below) //later to check there team, type the following below: static gTeam[MAX_PLAYERS];//Yes its very common.. //Now we can use gTeam[playerid] == TEAM_ONE or gTeam[playerid] == TEAM_TWO.. //-----------------------------------[STEP 2]---------------------------------// //Now, we need to create a stock which loops through MAX_PLAYERS, counting //how many online players are in our specified team, returning a player count //as an integra(number), This stock was developed by myself so keep my credits! //i will show you below how it works: stock GetPlayersInTeamFromMaxPlayers(teamid)//Stock developed by Weponz (Weponz Inc. © 2010 - 2011) { new playercount = 0;//Set our count to 0 as we have not counted any players yet.. for(new i = 0; i < MAX_PLAYERS; i++)//Loop through MAX_PLAYERS(I suggest you redefine MAX_PLAYERS to ensure max efficency).. { if(GetPlayerState(i) == PLAYER_STATE_NONE) continue;//If a player is in class selection continue.. if(gTeam[i] != teamid) continue;//If a player is NOT in the specified teamid continue.. playercount++;//else (there in the teamid) so count the player in the team.. } return playercount;//Return the total players counted in the specified team.. } //-----------------------------------[STEP 3]---------------------------------// //Ok, now we can count how many players are in w/e team we check //with our new function GetPlayersInTeamFromMaxPlayers(teamid) we can now //check for team in-balance under OnPlayerRequestSpawn as its most efficent.. public OnPlayerRequestSpawn(playerid) { new team1 = GetPlayersInTeamFromMaxPlayers(TEAM_ONE);//team1 = how many players are in TEAM_ONE.. new team2 = GetPlayersInTeamFromMaxPlayers(TEAM_TWO);//team2 = how many players are in TEAM_TWO.. if(team1 > team2 && gTeam[playerid] == TEAM_ONE)//if team1 has more players than team2 and the player is trying to spawn as TEAM_ONE.. { GameTextForPlayer(playerid, "~r~Team Full!~n~~w~Choose Another Team!", 3000, 5);//Tell them its full, choose another team.. return 0;//And stop them from spawning.. } else if(team2 > team1 && gTeam[playerid] == TEAM_TWO)//if team2 has more players than team1 and the player is trying to spawn as TEAM_TWO.. { GameTextForPlayer(playerid, "~r~Team Full!~n~~w~Choose Another Team!", 3000, 5);//Tell them its full, choose another team.. return 0;//And stop them from spawning.. } return 1; }