[Help] Advanced Spawn
#1

Код:
new Float:S[][5] = {
//fX,  fY,  fZ, Angle, Interior
{0.0, 1.1, 2.2, 3.3, 4},
{0.0, 1.1, 2.2, 3.3, 4},
{0.0, 1.1, 2.2, 3.3, 4}
};

public OnPlayerSpawn(playerid)
{
new r = random(sizeof(S));
SetPlayerPos(playerid, S[r][0], S[r][1], S[r][2]);
SetPlayerFacingAngle(playerid, S[r][3]);
SetPlayerInterior(playerid, S[r][4]);
}
Код:
warning 213: tag mismatch
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#2

Well interior isn't float.
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#3

Код:
strval(S[r][4])
warning :(
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#4

You can do
pawn Код:
new Float:S[][5] = {
//fX,  fY,  fZ, Angle, Interior
{0.0, 1.1, 2.2, 3.3, 4.0},
{0.0, 1.1, 2.2, 3.3, 4.0},
{0.0, 1.1, 2.2, 3.3, 4.0}
};
and then

pawn Код:
SetPlayerInterior(playerid, strval(S[r][4]));
or

pawn Код:
enum A_SPAWN
{
Float:X,
Float:Y,
Float:Z,
Float:A,
Interior
};
new S[][A_SPAWN] = {
//fX,  fY,  fZ, Angle, Interior
{0.0, 1.1, 2.2, 3.3, 4},
{0.0, 1.1, 2.2, 3.3, 4},
{0.0, 1.1, 2.2, 3.3, 4}
};
and then

pawn Код:
public OnPlayerSpawn(playerid)
{
new r = random(sizeof(S));
SetPlayerPos(playerid, S[r][X], S[r][Y], S[r][Z]);
SetPlayerFacingAngle(playerid, S[r][A]);
SetPlayerInterior(playerid, S[r][Interior]);
}
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#5

OR use multi dimension array :

pawn Код:
enum spawn_info
{
    Float:PosX,
    Float:PosY,
    Float:PosZ,
    Float:Angle,
    Interior
}

new Float:S[][spawn_info] = {
//PosX, posY,   posZ,   Angle, Interior
{0.0,   1.1,    2.2,    3.3,     4},
{0.0,   1.1,    2.2,    3.3,     4},
{0.0,   1.1,    2.2,    3.3,     4}
};

public OnPlayerSpawn(playerid)
{
new r = random(sizeof(S));
SetPlayerPos(playerid, S[r][PosX], S[r][PosY], S[r][PosZ]);
SetPlayerFacingAngle(playerid, S[r][Angle]);
SetPlayerInterior(playerid, S[r][Interior]);
}
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#6

Thank you all, if that's a good option:

pawn Код:
enum A_Spawn {
 Float:sX,
 Float:sY,
 Float:sZ,
 Float:sA,
 sI
};

new S[][A_Spawn] = {
{0.0, 1.1, 2.2, 3.3, 4},
{0.0, 1.1, 2.2, 3.3, 4},
{0.0, 1.1, 2.2, 3.3, 4}
};

new r = random(sizeof(S));
SetPlayerPos(playerid, S[r][sX], S[r][sY], S[r][sZ]);
SetPlayerFacingAngle(playerid, S[r][sA]);
SetPlayerInterior(playerid, S[r][sI]);
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#7

English Please..... So we can understand .
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