Streamer CP's aren't destroyed
#8

That is strange indeed, it almost sounds like another CP is being created overwriting your reference but this code here
will delete any CP's associated with the player.

pawn Код:
new amountCPs = CountDynamicCPs();
    for(new i; i < amountCPs; i++)
    {
        if(Streamer_GetIntData(STREAMER_TYPE_CP, i, E_STREAMER_PLAYER_ID) == playerid) DestroyDynamicCP(i);
    }
Are you absolutely sure your looping through all of them? If you are losing your reference (t_PlayerJob[playerid][deliveryCheckpoint] == _cpid) does the CP get triggered when you enter it at all and what is the initial CP ID when created and CP ID that is getting triggered?
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Messages In This Thread
Streamer CP's aren't destroyed - by Ash. - 13.08.2013, 10:10
Re: Streamer CP's aren't destroyed - by JimmyCh - 13.08.2013, 10:19
Re: Streamer CP's aren't destroyed - by Ash. - 13.08.2013, 10:36
Re: Streamer CP's aren't destroyed - by Pottus - 13.08.2013, 10:42
Re: Streamer CP's aren't destroyed - by Ash. - 13.08.2013, 10:46
Re: Streamer CP's aren't destroyed - by Pottus - 13.08.2013, 11:25
Re: Streamer CP's aren't destroyed - by Ash. - 13.08.2013, 11:29
Re: Streamer CP's aren't destroyed - by Pottus - 13.08.2013, 11:55
Re: Streamer CP's aren't destroyed - by Ash. - 13.08.2013, 11:59
Re: Streamer CP's aren't destroyed - by Pottus - 13.08.2013, 12:08

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