11.06.2013, 18:32
Como eu aumento o spawn do player para ele spawnar de um pouco mais alto..
Minha Public Spawn й essa:
Minha Public Spawn й essa:
pawn Код:
public OnPlayerSpawn(playerid)
{
cLogado[playerid] = 1;
TextDrawHideForPlayer(playerid, topblack);
TextDrawHideForPlayer(playerid, bottomblack);
StopAudioStreamForPlayer(playerid);
if (APlayerData[playerid][RulesRead] == false)
{
new Msg[2000];
format(Msg, 2000, "%s1. Sempre dirigir do lado direito nas estradas para evitar acidentes.\n", Msg);
format(Msg, 2000, "%s2. Nгo chingar ou desrespeitar os outros jogadores, eles sгo seus companheiros.\n", Msg);
format(Msg, 2000, "%s3. Usar a linguagem padrгo 'Portuguкs'.\n", Msg);
format(Msg, 2000, "%s4. Nгo usar hackers ou serб banido permanentemente.\n", Msg);
format(Msg, 2000, "%s5. Nгo floodar no chat, pode ser calado por um admin.\n", Msg);
format(Msg, 2000, "%s6. Nгo roubar carros, sujeito a prisгo caso haja denuncia.\n", Msg);
format(Msg, 2000, "%s7. Nunca chingue ou desrespeite um administrador, vocк serб banido.\n", Msg);
ShowPlayerDialog(playerid, DialogRules, DIALOG_STYLE_MSGBOX, "{00FF00}.:Regras:.", Msg, "Aceitar", TXT_DialogButtonCancel);
}
if (IsPlayerNPC(playerid))
return 1;
if (APlayerData[playerid][LoggedIn] == false)
{
SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly);
Kick(playerid);
}
new missiontext[200];
SetPlayerVirtualWorld(playerid, 0);
SetPlayerInterior(playerid, 0);
APlayerData[playerid][CurrentHouse] = 0;
TogglePlayerClock(playerid, 0);
ResetPlayerWeapons(playerid);
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver:
{
format(missiontext, sizeof(missiontext), Trucker_NoJobText);
SetPlayerColor(playerid, ColorClassTruckDriver);
if (APlayerData[playerid][WeaponLicense] == 1)
{
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
else
{
ResetPlayerWeapons(playerid);
}
}
case ClassBusDriver:
{
format(missiontext, sizeof(missiontext), BusDriver_NoJobText);
SetPlayerColor(playerid, ColorClassBusDriver);
if (APlayerData[playerid][WeaponLicense] == 1)
{
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
else
{
ResetPlayerWeapons(playerid);
}
}
case ClassPilot:
{
format(missiontext, sizeof(missiontext), Pilot_NoJobText);
SetPlayerColor(playerid, ColorClassPilot);
if (APlayerData[playerid][WeaponLicense] == 1)
{
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
else
{
ResetPlayerWeapons(playerid);
}
}
case ClassPolice:
{
format(missiontext, sizeof(missiontext), Police_NoJobText);
SetPlayerColor(playerid, ColorClassPolice);
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Police_CheckWantedPlayers", 1000, true, "i", playerid);
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
case ClassMafia:
{
format(missiontext, sizeof(missiontext), Mafia_NoJobText);
SetPlayerColor(playerid, ColorClassMafia);
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Mafia_CheckMafiaLoads", 1000, true, "i", playerid);
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
case ClassCourier:
{
format(missiontext, sizeof(missiontext), Courier_NoJobText);
SetPlayerColor(playerid, ColorClassCourier);
if (APlayerData[playerid][WeaponLicense] == 1)
{
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
else
{
ResetPlayerWeapons(playerid);
}
}
case ClassAssistance: // Assistance class
{
format(missiontext, sizeof(missiontext), Assistance_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map)
if (APlayerData[playerid][WeaponLicense] == 1)
{
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
else
{
ResetPlayerWeapons(playerid);
}
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx("Assistance_CheckPlayers", 1000, true, "i", playerid);
}
case ClassRoadWorker: // Roadworker class
{
format(missiontext, sizeof(missiontext), RoadWorker_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)
if (APlayerData[playerid][WeaponLicense] == 1)
{
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons[i], PoliceWeaponsAmmo);
}
else
{
ResetPlayerWeapons(playerid);
}
}
}
TextDrawSetString(APlayerData[playerid][MissionText], missiontext);
TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);
if (APlayerData[playerid][PlayerJailed] != 0)
Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);
return 1;
}