Vehicles disappearing after a few seconds
#4

Found 9 codes that includes 'SetVehicleToRespawn' with the aid of Notepad++:

Code One:
Code:
CancelActiveCheckpoint(playerid)
{
    if(PlayerInfo[playerid][pDrivingTest])
	{
	    SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]);
	}
	if(GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_CARRY)
	{
	    SetPlayerSpecialAction(playerid, SPECIAL_ACTION_NONE);
	    RemovePlayerAttachedObject(playerid, 9);
    }

    DisablePlayerCheckpoint(playerid);

	PlayerInfo[playerid][pCP] = CHECKPOINT_NONE;
	PlayerInfo[playerid][pPizzas] = 0;
	PlayerInfo[playerid][pSmuggleMats] = 0;
	PlayerInfo[playerid][pSmuggleDrugs] = 0;
	PlayerInfo[playerid][pDrivingTest] = 0;
	PlayerInfo[playerid][pTestVehicle] = INVALID_VEHICLE_ID;
	PlayerInfo[playerid][pTestCP] = 0;
    PlayerInfo[playerid][pMiningRock] = 0;
    PlayerInfo[playerid][pShipment] = -1;
}
Code Two:
Code:
PlayerInfo[playerid][pTestCP]++;

	        if(PlayerInfo[playerid][pTestCP] < sizeof(drivingTestCPs))
	        {
	            if(!(testVehicles[0] <= GetPlayerVehicleID(playerid) <= testVehicles[4]))
	            {
					SendClientMessage(playerid, COLOR_LIGHTRED, "** You failed the test as you left your vehicle.");
	                DisablePlayerCheckpoint(playerid);
		    		SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]);

				    PlayerInfo[playerid][pCP] = CHECKPOINT_NONE;
		            PlayerInfo[playerid][pDrivingTest] = 0;
				}
				else
				{
		            SetPlayerCheckpoint(playerid, drivingTestCPs[PlayerInfo[playerid][pTestCP]][0], drivingTestCPs[PlayerInfo[playerid][pTestCP]][1], drivingTestCPs[PlayerInfo[playerid][pTestCP]][2], 3.0);
				}
			}
			else
Code Three:
Code:
 new
			        Float:health;

				GetVehicleHealth(PlayerInfo[playerid][pTestVehicle], health);

			    if(health < 900.0)
			    {
			        GameTextForPlayer(playerid, "~r~Failed", 5000, 1);
			        SendClientMessage(playerid, COLOR_LIGHTRED, "** You brought back the vehicle damaged and therefore failed your test.");
			    }
			    else
			    {
                    GameTextForPlayer(playerid, "~w~Passed!~n~~r~-$500", 5000, 1);
			        SendClientMessage(playerid, COLOR_AQUA, "You successfully passed your drivers test and received your license!");

			        GivePlayerCash(playerid, -500);
			        PlayerInfo[playerid][pCarLicense] = 1;

			        mysql_format(connectionID, queryBuffer, sizeof(queryBuffer), "UPDATE users SET carlicense = 1 WHERE uid = %i", PlayerInfo[playerid][pID]);
			        mysql_tquery(connectionID, queryBuffer, "", "");
			    }

	    		DisablePlayerCheckpoint(playerid);
	    		SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]);

			    PlayerInfo[playerid][pCP] = CHECKPOINT_NONE;
	            PlayerInfo[playerid][pDrivingTest] = 0;
	        }
Code Four:
Code:
else if(oldstate == PLAYER_STATE_DRIVER)
	{
     	if(PlayerInfo[playerid][pDrivingTest])
	    {
         	PlayerInfo[playerid][pDrivingTest] = 0;
         	SetVehicleToRespawn(PlayerInfo[playerid][pTestVehicle]);
         	SendClientMessage(playerid, COLOR_LIGHTRED, "** You have left the vehicle and therefore failed the test.");
		}

	    PlayerTextDrawHide(playerid, PlayerInfo[playerid][pText][1]);
	    PlayerTextDrawHide(playerid, PlayerInfo[playerid][pText][2]);
	}
Code Five:
Code:
if(!strcmp(option, "job", true))
	{
		for(new i = 1; i < MAX_VEHICLES; i ++)
		{
	    	if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i})
		    {
		        if((pizzaVehicles[0] <= i <= pizzaVehicles[5]) || (courierVehicles[0] <= i <= courierVehicles[6]) || (sweeperVehicles[0] <= i <= sweeperVehicles[3]) || (taxiVehicles[0] <= i <= taxiVehicles[3]) || (VehicleInfo[i][vJob] != JOB_NONE))
		        {
	        		SetVehicleToRespawn(i);
				}
	 		}
		}

		SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied job vehicles.", GetPlayerRPName(playerid));
	}
Code Six:
Code:
for(new i = 1; i < MAX_VEHICLES; i ++)
		{
	    	if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i} && VehicleInfo[i][vFactionType] == type)
	    	{
				SetVehicleToRespawn(i);
			}
		}
Code Seven:
Code:
else if(!strcmp(option, "nearby", true))
	{
		for(new i = 1; i < MAX_VEHICLES; i ++)
		{
	    	if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i} && IsVehicleStreamedIn(i, playerid))
		    {
				SetVehicleToRespawn(i);
			}
		}

		SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied vehicles in %s.", GetPlayerRPName(playerid), GetPlayerZoneName(playerid));
	}
Code Eight:
Code:
else if(!strcmp(option, "all", true))
	{
		for(new i = 1; i < MAX_VEHICLES; i ++)
		{
	    	if(IsValidVehicle(i) && !IsVehicleOccupied(i) && !adminVehicle{i})
		    {
				SetVehicleToRespawn(i);
			}
		}

		SendClientMessageToAllEx(COLOR_LIGHTRED, "AdmCmd: %s respawned all unoccupied vehicles.", GetPlayerRPName(playerid));
	}
Code Nine:
Code:
 for(new i = 1; i < MAX_VEHICLES; i ++)
	{
	    if(IsValidVehicle(i) && VehicleInfo[i][vID] > 0 && VehicleInfo[i][vGang] == PlayerInfo[playerid][pGang] && !IsVehicleOccupied(i))
	    {
	        SetVehicleToRespawn(i);
		}
	}
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