dynamic areas issue
#3

This doesn't seem like a good way to do this and is non-logical especially since you have DestroyAllDynamicAreas(); that will mess things up for other players.

The use of timers needs to be avoided as much as possible but used where they are needed.

Here is what I would do....

- Improve how areas are processed
- Create a function to set god mode on a player for x amount of time it will probably be an include since there will be several callbacks hooked
- You should be creating areas after SetPlayerSpawnInfo() function when the next spawn spot is known
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Messages In This Thread
dynamic areas issue [solved] - by exclide1 - 29.06.2013, 05:17
Re: dynamic areas issue - by exclide1 - 29.06.2013, 05:43
Re: dynamic areas issue - by Pottus - 29.06.2013, 06:46
Re: dynamic areas issue - by exclide1 - 29.06.2013, 07:30
Re: dynamic areas issue - by exclide1 - 29.06.2013, 08:19
Re: dynamic areas issue - by Pottus - 29.06.2013, 08:42

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