Quote:
Originally Posted by TheToretto
Oh, I misunderstood.
Here's your code:
pawn Code:
#include <a_samp> #include <zcmd>
new PlayerText3D:PlayerAdminLabel[MAX_PLAYERS];
ReturnAdminLevel(playerid) { new string[64] ; switch (pInfo[playerid][Admin]) { case 1: string= "Moderator"; case 2: string= "Game Administrator"; case 3: string= "Lead Administrator"; case 4: string= "Server Manager"; default: string= "Undefined"; } return string; }
CMD:aduty(playerid, params[]) { PlayerAdminLabel[playerid] = PlayerText3D:CreatePlayer3DTextLabel(playerid, ReturnAdminLevel(playerid), 0xFFA500FF, 0, 0, 0, 40.0); Attach3DTextLabelToPlayer(Text3D:PlayerAdminLabel[playerid], playerid, 0.0, 0.0, 0.7); return 1; }
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Literally picks up other 3DTextLabel names that have nothing to do with the admin labels. I mean, each time u go on duty through /Aduty you get an existing non admin 3dtext label that was put in for something else