19.04.2012, 08:29
This is the debug CMD from Simons debug filterscript. But now, when I create a vehicle, and after it gets destroyed, it respawns to the place it was spawned. How to disable that? On one moment my server was full of vehicles, thanks in advance!
pawn Код:
dcmd_v(playerid, params[])
{
new
idx,
iString[ 128 ];
if ( gPlayerStatus[ playerid ] != 0 )
{
format ( iString, 128, "[ERROR]: You are already using \"%s\".", aSelNames[ gPlayerStatus[ playerid ] - 1 ] );
SendClientMessage ( playerid, COLOR_RED, iString );
return true;
}
if ( params[ 0 ] == '\0' ) // Same effect as a !strlen check.
return SendClientMessage( playerid, COLOR_RED, "[USAGE]: /v MODELID/NAME or /vehicle MODELID/NAME" );
//***************
// Fix by Mike! *
//***************
idx = GetVehicleModelIDFromName( params );
if( idx == -1 )
{
idx = strval(iString);
if ( idx < MIN_VEHI_ID || idx > MAX_VEHI_ID )
return SendClientMessage(playerid, COLOR_RED, "[ERROR]: Invalid MODELID/NAME");
}
new
Float:x,
Float:y,
Float:z,
Float:a;
GetPlayerPos(playerid, x, y, z);
GetXYInFrontOfPlayer(playerid, x, y, VEHI_DIS);
GetPlayerFacingAngle(playerid, a);
curPlayerVehM[playerid] = idx;
curPlayerVehI[playerid] = CreateVehicle(idx, x, y, z + 2.0, a + 90.0, -1, -1, 5000);
LinkVehicleToInterior(curPlayerVehI[playerid], GetPlayerInterior(playerid));
curServerVehP[curPlayerVehI[playerid]][spawn] = true;
curServerVehP[curPlayerVehI[playerid]][vmodel] = idx;
curServerVehP[curPlayerVehI[playerid]][vInt] = GetPlayerInterior(playerid);
format(iString, 128, "[SUCCESS]: Spawned a \"%s\" (MODELID: %d, VEHICLEID: %d)", aVehicleNames[idx - MIN_VEHI_ID], idx, curPlayerVehI[playerid]);
SendClientMessage(playerid, COLOR_GREEN, iString);
return true;
}