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Short and simple: if you take a jetpack off by pressing ENTER it stays there until you die. This can cause problems in the following scenario:
A server has a deathmatch at Grove Street. You get a jetpack outside of DM and take it off at Grove Street, then you can get a jetpack during the DM.
I know you can script around it by setting their special action to 0, but would a ClearJetpacks() or whatever be possible in a future SA:MP version?
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Just run your deathmatch in a different world/universe. (Presuming by a deathmatch you mean some kind of gamemode seperate to the main server mode) It'll avoid that problem and many others. Though where I spend all my killing time vacated jetpacks dont stay forever, they dissapear after a period.
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Only the person who spawned the jetpack can see it, FYI. No one else can.
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Depending on the way the user gets the jetpack it should be scriptable for it to disappear after a while.
You can also put a restriction of the jetpack and script you can not fly there thus preventing the whole problem.
I think you should give more info about that scenario if you would want better advice regarding it.
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Try OnPlayerUpdate check if player press enter and check if player has jetpack and put return 0;
maybe works same as with night vision glasses
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Detecting a jetpack in a DM mode and removing it under OnPlayerUpdate seems the best bet.
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It depends on your script on how the jetpack spawns, despawns, and visible. Like, I know some scripts were admin can give you a jetpack and if you leave it someone else can take it and it goes away after some time without being used.