27.03.2013, 23:20
(
Последний раз редактировалось Fernado Samuel; 04.10.2013 в 17:36.
)
Removed
public OnPlayerSpawn(playerid)
{
SetTimerEx("Savedata", 180000, true, "i", playerid);
return 1;
}
forward Savedata(playerid);
public Savedata(playerid)
{
SavePlayerData(playerid);
return 1;
}
public Savedata()
{
SavePlayerData(playerid);
SetTimerEx("Savedata", 120000, false, "i", playerid);
return 1;
}
or
SetTimerEx("Savedata", 120000, true, "i", playerid);
SetTimerEx("Savedata", 120000, true, "i", playerid);
new datasaving[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
datasaving[playerid] = SetTimerEx("Savedata", 120000, true, "i", playerid);
return 1;
}
public OnPlayerDisconnect(playerid, reason)
{
KillTimer(datasaving[playerid]);
return 1;
}
forward Savedata(playerid);
public Savedata(playerid)
{
SavePlayerData(playerid);
return 1;
}
new savedatatimer[MAX_PLAYERS];
savedatatimer = SetTimerEx("Savedata", 120000, true, "i", playerid);
forward Savedata(playerid);
public Savedata(playerid)
{
//your code
}
public OnPlayerDisconnect(playerid, reason)
{
KillTimer(savedatatimer[playerid]);
//Since the player has to save after sometime, make sure you re-call it after the kill timer.
Savedata(playerid);
return 1;
}