Robbery Failed
#7

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public OnCheckpointEXIT(playerid, checkpointid)
{
switch(checkpointid)
{
case CELLCP_1:
{
IsInCellCP{playerid} = false;
IsInCellCP1{playerid} = false;
}
case CELLCP_2:
{
IsInCellCP{playerid} = false;
IsInCellCP2{playerid} = false;
}
case CELLCP_3:
{
IsInCellCP{playerid} = false;
IsInCellCP3{playerid} = false;
}
case CELLCP_4:
{
IsInCellCP{playerid} = false;
IsInCellCP4{playerid} = false;
}
case CELLCP_5:
{
IsInCellCP{playerid} = false;
IsInCellCP5{playerid} = false;
}
case CELLCP_6:
{
IsInCellCP{playerid} = false;
IsInCellCP6{playerid} = false;
}
case NV_UNI_CP3:
{
if(IsRobbingUNI{playerid} == true)
{
KillTimer(unitimer{playerid});
IsRobbingUNI{playerid} = false;
GameTextForPlayer(playerid,"~r~Robbery Failed", 3000, 5);
SendClientMessage(playerid,RED,"You have left the checkpoint and failed the robbery.");
}
else
{
IsRobbingUNI{playerid} = false;
}
}
case FBI_ROB:
{
if(IsRobbingFBI{playerid} == true)
{
KillTimer(fbitimer{playerid});
IsRobbingFBI{playerid} = false;
GameTextForPlayer(playerid,"~r~Robbery Failed", 3000, 5);
SendClientMessage(playerid,RED,"You have left the checkpoint and failed the robbery.");
}
else
{
IsRobbingFBI{playerid} = false;
}
}

case CIA_CP3:
{
if(IsRobbingCIA{playerid} == true)
{
KillTimer(ciatimer{playerid});
IsRobbingCIA{playerid} = false;
GameTextForPlayer(playerid,"~r~Robbery Failed", 3000, 5);
SendClientMessage(playerid,RED,"You have left the checkpoint and failed the robbery.");
}
else
{
IsRobbingCIA{playerid} = false;
}
}


}

return 1;
}

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Messages In This Thread
Robbery Failed - by Cyboorg - 12.06.2017, 12:49
Re: Robbery Failed - by Amads - 12.06.2017, 13:28
Re: Robbery Failed - by Cyboorg - 12.06.2017, 13:32
Re: Robbery Failed - by Amads - 12.06.2017, 13:34
Re: Robbery Failed - by Cyboorg - 12.06.2017, 13:40
Re: Robbery Failed - by Vince - 12.06.2017, 14:30
Re: Robbery Failed - by Cyboorg - 12.06.2017, 14:44

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