03.05.2013, 07:00
You can't use multiple checkpoints with these either.
Take this for example
You create 2 checkpoint's, but guess what?
You created FIRST checkpoint and set the player's checkpoint and checkpoint ID
THEN
You created SECOND checkpoint and set the player's checkpoint and checkpoint ID
But, you created 2 checkpoint's simultaneously AND only ONE of them can be accessed.
I'm not sure if I explained it correctly, but you're using SetPlayerCheckpoint, and you should know this -
This is nothing except a script-sided default SA-MP checkpoint system.
There's no improvement except for an ID parameter, I don't know how that could be useful when you can show only one checkpoint at a time
Take this for example
pawn Код:
#define CHECKPOINT_ONE 1
public OnPlayerSpawn(playerid)
{
CreatePlayerCheckpoint(playerid, CHECKPOINT_ONE 0, 0,0, 5.0); // This create's a checkpoint and set's the player's checkpoint ID to ONE
CreateCheckpoint(playerid, CHECKPOINT_TWO, 0, 0, 0, 5.0); // This create's a checkpoint a set's the player's CHECKPOINT ID to TWO
return 1;
}
You created FIRST checkpoint and set the player's checkpoint and checkpoint ID
THEN
You created SECOND checkpoint and set the player's checkpoint and checkpoint ID
But, you created 2 checkpoint's simultaneously AND only ONE of them can be accessed.
I'm not sure if I explained it correctly, but you're using SetPlayerCheckpoint, and you should know this -
Quote:
Important Note: Checkpoints are asynchronous, meaning only one can be shown at a time. To 'stream' checkpoints (only show them when players are close enough), use a checkpoint streamer. |
There's no improvement except for an ID parameter, I don't know how that could be useful when you can show only one checkpoint at a time