Fail mission
#1

i try and try to fix error
Error Trucker_TimeToFailMission
#define Trucker_TimeToFailMission "Enter your vehicle or re-attch your trailer 30"

Код:
(33) : error 006: must be assigned to an array
(286) : error 006: must be assigned to an array
Pawn compiler 3.2.3664	 	 	Copyright © 1997-2006, ITB CompuPhase


2 Errors.
Error Trucker_TimeToFailMission
Код:
Trucker_StartRandomJob(playerid)
{
	// Check if a job could be set correctly (player must be driving a valid trucking vehicle)
	if (Trucker_SetRandomJob(playerid) != 0)
	{
	    // Setup local variables
		new StartLoc[50], EndLoc[50], Load[50], RouteText[255], Float:x, Float:y, Float:z, LoadMsg[128];

		// Job has started
		APlayerData[playerid][JobStarted] = true;

		// Set jobstep to 1 (going to load the goods)
		APlayerData[playerid][JobStep] = 1;
		// Get the startlocation, endlocation and the load texts
		format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
		format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]);
		format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]);
		// Combine it all into a string for the TextDraw (the player can see this all the time) to describe the mission
		format(RouteText, 255, TXT_HaulingCargoFromToPickup, Load, StartLoc, EndLoc);
		// Set the TextDraw so the player can see it
		TextDrawSetString(APlayerData[playerid][MissionText], RouteText);
		// Grab the x, y, z positions for the first location
		x = ALocations[APlayerData[playerid][JobLoc1]][LocX];
		y = ALocations[APlayerData[playerid][JobLoc1]][LocY];
		z = ALocations[APlayerData[playerid][JobLoc1]][LocZ];
		// Create a checkpoint where the player should load the goods
		SetPlayerCheckpoint(playerid, x, y, z, 7);
		// Set the job-fail-time for the global vehicle-timer
		APlayerData[playerid][VehicleTimerTime] = Trucker_TimeToFailMission;
		// Inform the player that he must load his goods
		format(LoadMsg, 128, TXT_PickupCargoAt, Load, StartLoc);
		SendClientMessage(playerid, 0xFFFFFFFF, LoadMsg);
	}

	return 1;
}
Код:
forward GlobalTimer();
public GlobalTimer()
{
	// Setup local variables
	new OldVehicleID, NewVehicleID, OldTrailerID, NewTrailerID;

	// Loop through all players
	for (new playerid; playerid < MAX_PLAYERS; playerid++)
	{
		// Check if this player is logged in
		if (APlayerData[playerid][LoggedIn] == true)
		{
			// Get the vehicle-id's from this player
			OldVehicleID = APlayerData[playerid][VehicleID];
			NewVehicleID = GetPlayerVehicleID(playerid);
			OldTrailerID = APlayerData[playerid][TrailerID];
			NewTrailerID = GetVehicleTrailer(GetPlayerVehicleID(playerid));

			// Check the class of the player
			switch (APlayerData[playerid][PlayerClass])
			{
				case Trucker:
				{
				    // Check if the trucker has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						// Check if the vehicletimer didn't run out yet
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID and TrailerID are still the same as when the player accepted the job
							if ((OldVehicleID == NewVehicleID) && (OldTrailerID == NewTrailerID))
								APlayerData[playerid][VehicleTimerTime] = Trucker_TimeToFailMission; // Reset the time before the mission fails
							else // One (or both) aren't still the same (player lost his trailer or vehicle)
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
				    }
				}
				case BusDriver:
				{
				    // Check if the busdriver has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID is still the same as when the player accepted the job
							if (OldVehicleID == NewVehicleID)
								APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails
							else // Player got out of his bus
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
					}
				}
				case Courier:
				{
				    // Check if the courier has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID and TrailerID are still the same as when the player accepted the job
							if (OldVehicleID == NewVehicleID)
								APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails
							else // Player stepped out of his vehicle
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
					}
				}
				case RoadWorker:
				{
				    // Check if the roadworker has a job
				    if (APlayerData[playerid][JobStarted] == true)
				    {
						// Check if the vehicletimer didn't run out yet
						if (APlayerData[playerid][VehicleTimerTime] != 0)
						{
							// If VehicleID and TrailerID are still the same as when the player accepted the job
							// In case of the "tow broken vehicle" jobtype, the mission starts without a trailer (so it's 0),
							// but gets updated when the player enters the checkpoint to set the broken vehicle as trailer
							if ((OldVehicleID == NewVehicleID) && (OldTrailerID == NewTrailerID))
								APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails
							else // VehicleID isn't still the same (player lost his vehicle or trailer)
								PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it
						}
						else // Time left has reached 0
							FailJob(playerid);
					}
				}
			}
		}
	}
	return 1;
}
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