26.10.2015, 17:13
I have made it so an admin can create a personal vehicle for a player it spawns and when they relog it spawns but when the server restart it is deleted, why?
Код:
stock CreatePlayerVehicle(playerid, playervehicleid, modelid, Float: x, Float: y, Float: z, Float: angle, color1, color2, price)
{
if(PlayerVehicleInfo[playerid][playervehicleid][pvId] == INVALID_PLAYER_VEHICLE_ID)
{
PlayerCars++;
PlayerVehicleInfo[playerid][playervehicleid][pvModelId] = modelid;
PlayerVehicleInfo[playerid][playervehicleid][pvPosX] = x;
PlayerVehicleInfo[playerid][playervehicleid][pvPosY] = y;
PlayerVehicleInfo[playerid][playervehicleid][pvInsurance] = 0;
PlayerVehicleInfo[playerid][playervehicleid][pvPosZ] = z;
PlayerVehicleInfo[playerid][playervehicleid][pvPosAngle] = angle;
PlayerVehicleInfo[playerid][playervehicleid][pvColor1] = color1;
PlayerVehicleInfo[playerid][playervehicleid][pvColor2] = color2;
PlayerVehicleInfo[playerid][playervehicleid][pvPark] = 1;
PlayerVehicleInfo[playerid][playervehicleid][pvPrice] = price;
PlayerVehicleInfo[playerid][playervehicleid][pvFuel] = 100.0;
PlayerVehicleInfo[playerid][playervehicleid][pvImpounded] = 0;
PlayerVehicleInfo[playerid][playervehicleid][pvPlate] = 0;
for(new m = 0; m < MAX_MODS; m++)
{
PlayerVehicleInfo[playerid][playervehicleid][pvMods][m] = 0;
}
new carcreated = AddStaticVehicleEx(modelid,x,y,z,angle,color1,color2,-1);
PlayerVehicleInfo[playerid][playervehicleid][pvId] = carcreated;
//SetVehicleNumberPlate(carcreated, PlayerVehicleInfo[playerid][playervehicleid][pvNumberPlate]);
return carcreated;
}
return INVALID_PLAYER_VEHICLE_ID;
}
stock LoadPlayerVehicles(playerid)
{
new playername[MAX_PLAYER_NAME];
GetPlayerName(playerid, playername, sizeof(playername));
printf(" Loading %s's vehicles.", playername);
for(new v = 0; v < MAX_PLAYERVEHICLES; v++)
{
if(PlayerVehicleInfo[playerid][v][pvModelId] != 0 && PlayerVehicleInfo[playerid][v][pvImpounded] == 0)
{
PlayerCars++;
new carcreated = AddStaticVehicleEx(PlayerVehicleInfo[playerid][v][pvModelId], PlayerVehicleInfo[playerid][v][pvPosX], PlayerVehicleInfo[playerid][v][pvPosY], PlayerVehicleInfo[playerid][v][pvPosZ], PlayerVehicleInfo[playerid][v][pvPosAngle],PlayerVehicleInfo[playerid][v][pvColor1], PlayerVehicleInfo[playerid][v][pvColor2], -1);
PlayerVehicleInfo[playerid][v][pvId] = carcreated;
if(!isnull(PlayerVehicleInfo[playerid][v][pvPlate]))
{
SetVehicleNumberPlate(carcreated, PlayerVehicleInfo[playerid][v][pvPlate]);
}
else
{
new string[128], randletter[2];
randletter[0] = lAlphabet[random(sizeof(lAlphabet))][0];
randletter[1] = lAlphabet[random(sizeof(lAlphabet))][0];
format(string, sizeof(string), "%s%s%d", randletter[0], randletter[1], carcreated);
SetVehicleNumberPlate(carcreated, string);
}
//SetVehicleNumberPlate(carcreated, PlayerVehicleInfo[playerid][v][pvNumberPlate]);
if(PlayerVehicleInfo[playerid][v][pvLocked] == 1 && !IsABike(PlayerVehicleInfo[playerid][v][pvId])) LockPlayerVehicle(playerid, PlayerVehicleInfo[playerid][v][pvId], PlayerVehicleInfo[playerid][v][pvLock]);
}
else if(PlayerVehicleInfo[playerid][v][pvModelId] == 0 && PlayerVehicleInfo[playerid][v][pvImpounded] != 0)
PlayerVehicleInfo[playerid][v][pvImpounded] = 0;
}
//LoadAllPlayerVehicleMods(playerid);
}
stock UnloadPlayerVehicles(playerid)
{
new playername[MAX_PLAYER_NAME];
GetPlayerName(playerid, playername, sizeof(playername));
printf(" Unloading %s's vehicles.", playername);
for(new v = 0; v < MAX_PLAYERVEHICLES; v++)
{
if(PlayerVehicleInfo[playerid][v][pvId] != INVALID_PLAYER_VEHICLE_ID && PlayerVehicleInfo[playerid][v][pvImpounded] == 0)
{
//new Float:x, Float:y, Float:z, Float:angle;
//GetVehiclePos(PlayerVehicleInfo[playerid][v][pvId], x, y, z);
//GetVehicleZAngle(PlayerVehicleInfo[playerid][v][pvId], angle);
//UpdatePlayerVehicleParkPosition(playerid, v, x, y, z, angle);
PlayerCars--;
if(LockStatus[PlayerVehicleInfo[playerid][v][pvId]] != 0) LockStatus[PlayerVehicleInfo[playerid][v][pvId]] = 0;
//UpdatePlayerVehicleMods(playerid, v);
DestroyVehicle(PlayerVehicleInfo[playerid][v][pvId]);
PlayerVehicleInfo[playerid][v][pvId] = INVALID_PLAYER_VEHICLE_ID;
if(PlayerVehicleInfo[playerid][v][pvAllowedPlayerId] != INVALID_PLAYER_ID)
{
PlayerInfo[PlayerVehicleInfo[playerid][v][pvAllowedPlayerId]][pVehicleKeys] = INVALID_PLAYER_VEHICLE_ID;
PlayerInfo[PlayerVehicleInfo[playerid][v][pvAllowedPlayerId]][pVehicleKeysFrom] = INVALID_PLAYER_ID;
PlayerVehicleInfo[playerid][v][pvAllowedPlayerId] = INVALID_PLAYER_ID;
}
}
}
}

